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differ diff --git a/_img/KPDM/runes/0023.webp b/_img/KPDM/runes/0023.webp new file mode 100644 index 0000000000..e241eb96b9 Binary files /dev/null and b/_img/KPDM/runes/0023.webp differ diff --git a/_img/KPDM/runes/0024.webp b/_img/KPDM/runes/0024.webp new file mode 100644 index 0000000000..9684d07581 Binary files /dev/null and b/_img/KPDM/runes/0024.webp differ diff --git a/adventure/Kobold Press; Scarlet Citadel.json b/adventure/Kobold Press; Scarlet Citadel.json index a75b17860e..e3977b91c8 100644 --- a/adventure/Kobold Press; Scarlet Citadel.json +++ b/adventure/Kobold Press; Scarlet Citadel.json @@ -1710,7 +1710,7 @@ "1": { "slots": 4, "spells": [ - "{@spell foretell distraction|DMS}*", + "{@spell foretell distraction|KPDM}*", "{@spell mage armor}", "{@spell magic missile}", "{@spell shield}" @@ -1719,7 +1719,7 @@ "2": { "slots": 3, "spells": [ - "{@spell time step|DMS}*", + "{@spell time step|KPDM}*", "{@spell web}" ] }, @@ -1735,13 +1735,13 @@ "slots": 3, "spells": [ "{@spell phantasmal killer}", - "{@spell time vortex|DMS}*" + "{@spell time vortex|KPDM}*" ] }, "5": { "slots": 1, "spells": [ - "{@spell wall of time|DMS}*" + "{@spell wall of time|KPDM}*" ] } }, @@ -3064,13 +3064,13 @@ "slots": 2, "spells": [ "{@spell cloudkill}", - "{@spell living shadows|DMS}*" + "{@spell living shadows|KPDM}*" ] }, "6": { "slots": 1, "spells": [ - "{@spell life drain|DMS}*" + "{@spell life drain|KPDM}*" ] }, "7": { @@ -3082,7 +3082,7 @@ "8": { "slots": 1, "spells": [ - "{@spell glimpse of the void|DMS}*" + "{@spell glimpse of the void|KPDM}*" ] } }, @@ -3428,8 +3428,8 @@ "3": { "slots": 3, "spells": [ - "{@spell chains of perdition|DMS}*", - "{@spell demon within|DMS}*", + "{@spell chains of perdition|KPDM}*", + "{@spell demon within|KPDM}*", "{@spell glyph of warding}", "{@spell magic circle}" ] @@ -3438,7 +3438,7 @@ "slots": 3, "spells": [ "{@spell banishment}", - "{@spell conjure fiends|DMS}*", + "{@spell conjure fiends|KPDM}*", "{@spell conjure minor elementals}", "{@spell phantasmal killer}", "{@spell polymorph}" @@ -3449,7 +3449,7 @@ "spells": [ "{@spell cloudkill}", "{@spell conjure elemental}", - "{@spell dark lord's mantle|DMS}*" + "{@spell dark lord's mantle|KPDM}*" ] }, "6": { @@ -4482,23 +4482,23 @@ "spells": { "0": { "spells": [ - "{@spell hoarfrost|DMS}*" + "{@spell hoarfrost|KPDM}*" ] }, "1": { "slots": 4, "spells": [ "{@spell burning hands}", - "{@spell ring strike|DMS}*", + "{@spell ring strike|KPDM}*", "{@spell shield}" ] }, "2": { "slots": 3, "spells": [ - "{@spell bitter chains|DMS}*", + "{@spell bitter chains|KPDM}*", "{@spell darkness}", - "{@spell reverberate|DMS}*" + "{@spell reverberate|KPDM}*" ] }, "3": { @@ -4511,7 +4511,7 @@ "4": { "slots": 1, "spells": [ - "{@spell spinning axes|DMS}*", + "{@spell spinning axes|KPDM}*", "{@spell wall of fire}" ] } @@ -5463,7 +5463,7 @@ "spells": { "0": { "spells": [ - "{@spell blood tide|DMS}*", + "{@spell blood tide|KPDM}*", "{@spell light}", "{@spell sacred flame}" ] @@ -5473,14 +5473,14 @@ "spells": [ "{@spell bane}", "{@spell inflict wounds}", - "{@spell weapon of blood|DMS}*" + "{@spell weapon of blood|KPDM}*" ] }, "2": { "slots": 3, "spells": [ - "{@spell bloodshot|DMS}*", - "{@spell caustic blood|DMS}*" + "{@spell bloodshot|KPDM}*", + "{@spell caustic blood|KPDM}*" ] } }, @@ -5764,8 +5764,8 @@ ], "daily": { "3e": [ - "{@spell destructive resonance|DMS}*", - "{@spell life drain|DMS}*", + "{@spell destructive resonance|KPDM}*", + "{@spell life drain|KPDM}*", "{@spell shield}", "{@spell silence}" ], @@ -6542,23 +6542,23 @@ "spells": { "0": { "spells": [ - "{@spell hoarfrost|DMS}*" + "{@spell hoarfrost|KPDM}*" ] }, "1": { "slots": 4, "spells": [ "{@spell burning hands}", - "{@spell ring strike|DMS}*", + "{@spell ring strike|KPDM}*", "{@spell shield}" ] }, "2": { "slots": 3, "spells": [ - "{@spell bitter chains|DMS}*", + "{@spell bitter chains|KPDM}*", "{@spell darkness}", - "{@spell reverberate|DMS}*" + "{@spell reverberate|KPDM}*" ] }, "3": { @@ -6571,7 +6571,7 @@ "4": { "slots": 1, "spells": [ - "{@spell spinning axes|DMS}*", + "{@spell spinning axes|KPDM}*", "{@spell wall of fire}" ] } @@ -6631,7 +6631,7 @@ "spells": { "0": { "spells": [ - "{@spell blood tide|DMS}*", + "{@spell blood tide|KPDM}*", "{@spell light}", "{@spell sacred flame}" ] @@ -6641,14 +6641,14 @@ "spells": [ "{@spell bane}", "{@spell inflict wounds}", - "{@spell weapon of blood|DMS}*" + "{@spell weapon of blood|KPDM}*" ] }, "2": { "slots": 3, "spells": [ - "{@spell bloodshot|DMS}*", - "{@spell caustic blood|DMS}*" + "{@spell bloodshot|KPDM}*", + "{@spell caustic blood|KPDM}*" ] } } @@ -6726,8 +6726,8 @@ ], "daily": { "3e": [ - "{@spell destructive resonance|DMS}*", - "{@spell life drain|DMS}*", + "{@spell destructive resonance|KPDM}*", + "{@spell life drain|KPDM}*", "{@spell shield}", "{@spell silence}" ], @@ -29856,7 +29856,7 @@ "type": "list", "page": 78, "items": [ - "The right way involves touching the small hammer of Thor from {@area Area 315|SC-315|x} to the hammer symbol on the door while simultaneously exposing the cloud-and-lightning symbol to thunder, an electrical discharge, or a physical impact. A spark from static electricity or even a rap with knuckles is enough. If the {@creature ring warden wight|KPSC} in Chansar's tomb cast {@spell reverberate|DMS} or if one of the characters cast {@spell thunderwave}, the door absorbs enough thunder to last 30 minutes. Opening the door this way causes it to slowly sink until the top is level with the floor.", + "The right way involves touching the small hammer of Thor from {@area Area 315|SC-315|x} to the hammer symbol on the door while simultaneously exposing the cloud-and-lightning symbol to thunder, an electrical discharge, or a physical impact. A spark from static electricity or even a rap with knuckles is enough. If the {@creature ring warden wight|KPSC} in Chansar's tomb cast {@spell reverberate|KPDM} or if one of the characters cast {@spell thunderwave}, the door absorbs enough thunder to last 30 minutes. Opening the door this way causes it to slowly sink until the top is level with the floor.", "The wrong way involves casting {@spell knock}. This opens the door but also sets off an explosive {@spell glyph of warding} that deals 22 ({@damage 5d8}) thunder damage to everyone within 20 feet of the door, or half damage with a successful {@dc 17} Dexterity saving throw. Opening the door this way causes it to drop suddenly into the floor, but it skews and jams in place with about 3 feet of door still blocking the lower portion of the doorway. Characters can step over it without risk." ] }, @@ -63062,7 +63062,7 @@ "1": { "slots": 4, "spells": [ - "{@spell foretell distraction|DMS}*", + "{@spell foretell distraction|KPDM}*", "{@spell mage armor}", "{@spell magic missile}", "{@spell shield}" @@ -63071,7 +63071,7 @@ "2": { "slots": 3, "spells": [ - "{@spell time step|DMS}*", + "{@spell time step|KPDM}*", "{@spell web}" ] }, @@ -63087,13 +63087,13 @@ "slots": 3, "spells": [ "{@spell phantasmal killer}", - "{@spell time vortex|DMS}*" + "{@spell time vortex|KPDM}*" ] }, "5": { "slots": 1, "spells": [ - "{@spell wall of time|DMS}*" + "{@spell wall of time|KPDM}*" ] } } @@ -63495,23 +63495,23 @@ "spells": { "0": { "spells": [ - "{@spell hoarfrost|DMS}*" + "{@spell hoarfrost|KPDM}*" ] }, "1": { "slots": 4, "spells": [ "{@spell burning hands}", - "{@spell ring strike|DMS}*", + "{@spell ring strike|KPDM}*", "{@spell shield}" ] }, "2": { "slots": 3, "spells": [ - "{@spell bitter chains|DMS}*", + "{@spell bitter chains|KPDM}*", "{@spell darkness}", - "{@spell reverberate|DMS}*" + "{@spell reverberate|KPDM}*" ] }, "3": { @@ -63524,7 +63524,7 @@ "4": { "slots": 1, "spells": [ - "{@spell spinning axes|DMS}*", + "{@spell spinning axes|KPDM}*", "{@spell wall of fire}" ] } @@ -63647,7 +63647,7 @@ "spells": { "0": { "spells": [ - "{@spell blood tide|DMS}*", + "{@spell blood tide|KPDM}*", "{@spell light}", "{@spell sacred flame}" ] @@ -63657,14 +63657,14 @@ "spells": [ "{@spell bane}", "{@spell inflict wounds}", - "{@spell weapon of blood|DMS}*" + "{@spell weapon of blood|KPDM}*" ] }, "2": { "slots": 3, "spells": [ - "{@spell bloodshot|DMS}*", - "{@spell caustic blood|DMS}*" + "{@spell bloodshot|KPDM}*", + "{@spell caustic blood|KPDM}*" ] } } @@ -63730,8 +63730,8 @@ ], "daily": { "3e": [ - "{@spell destructive resonance|DMS}*", - "{@spell life drain|DMS}*", + "{@spell destructive resonance|KPDM}*", + "{@spell life drain|KPDM}*", "{@spell shield}", "{@spell silence}" ], @@ -64083,147 +64083,147 @@ { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Bitter Chains", "page": 194 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Blood Tide", "page": 194 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Bloodshot", "page": 194 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Caustic Blood", "page": 194 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Chains of Perdition", "page": 194 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Conjure Fiends", "page": 195 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Dark Lord's Mantle", "page": 195 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Demon Within", "page": 195 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Destructive Resonance", "page": 196 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Foretell Distraction", "page": 196 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Glimpse of the Void", "page": 196 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Hoarfrost", "page": 196 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Life Drain", "page": 196 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Living Shadows", "page": 197 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Reverberate", "page": 197 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Ring Strike", "page": 197 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Spinning Axes", "page": 197 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Time Step", "page": 197 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Time Vortex", "page": 198 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Wall of Time", "page": 198 }, { "type": "statblock", "tag": "spell", - "source": "DMS", + "source": "KPDM", "name": "Weapon of Blood", "page": 198 } diff --git a/collection/Kobold Press; Deep Magic Backgrounds, Feats, & Subclasses.json b/collection/Kobold Press; Deep Magic Backgrounds, Feats, & Subclasses.json deleted file mode 100644 index f6a2c22c07..0000000000 --- a/collection/Kobold Press; Deep Magic Backgrounds, Feats, & Subclasses.json +++ /dev/null @@ -1,11562 +0,0 @@ -{ - "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", - "_meta": { - "sources": [ - { - "json": "DM:BFS", - "abbreviation": "DM:BFS", - "full": "Deep Magic - Backgrounds, Feats & Subclasses", - "url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition/", - "authors": [ - "Kobold Press" - ], - "convertedBy": [ - "TryHardSatan" - ], - "version": "1.0", - "color": "760f0b" - } - ], - "dateAdded": 1654054217, - "dateLastModified": 1707000424, - "_dateLastModifiedHash": "2412062932" - }, - "background": [ - { - "name": "Archivist", - "source": "DM:BFS", - "skillProficiencies": [ - { - "arcana": true, - "investigation": true - } - ], - "toolProficiencies": [ - { - "calligrapher's supplies": true - } - ], - "languageProficiencies": [ - { - "any": 2 - } - ], - "startingEquipment": [ - { - "_": [ - "calligrapher's supplies|phb", - { - "special": "A leather-bound journal full of notes from past Research projects," - }, - { - "special": "a set of robes" - }, - { - "special": "5 sheets of loose paper" - }, - { - "special": "a pair of spectacles" - }, - { - "item": "pouch|phb", - "containsValue": 1500 - } - ] - } - ], - "entries": [ - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Arcana}, {@skill Investigation}" - }, - { - "type": "item", - "name": "Tool Proficiencies", - "entry": "Artisan's tools (calligrapher's supplies)" - }, - { - "type": "item", - "name": "Languages", - "entry": "Two of your choice" - }, - { - "type": "item", - "name": "Equipment", - "entry": "A leather-bound journal full of notes from past Research projects, a set of robes, calligrapher's supplies, 5 sheets of loose paper, a pair of spectacles, and a pouch containing 15 gp" - } - ] - }, - { - "name": "Feature: Expert Researcher", - "type": "entries", - "entries": [ - "Your familiarity with libraries and the tomes contained in them is unmatched. If you spend 1 hour studying the available books, grimoires, and codices in an archive, Library, or similar collection while Researching a specific subject, you can treat any Intelligence-based check result related to that subject of 9 or lower as a 10. Once you use this feature, you can't use it again to Research the same subject in the same Library." - ], - "data": { - "isFeature": true - } - }, - { - "name": "Suggested Characteristics", - "type": "entries", - "entries": [ - "Arcane archivists are most at home in their libraries. Their personalities and motivations reflect their focus, sometimes obsessive, on recorded knowledge and the Search for it. Their motives for pursuing a life as an archivist are rarely so straightforward.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "There is nothing more important than knowledge. It is neither good nor bad. To suggest otherwise is to be closed in mind and thought." - ], - [ - "2", - "I would rather spend time with my nose in a book. I find interacting with people discomfiting." - ], - [ - "3", - "I am fascinated by a specific area of esoteric knowledge. If I find someone who shares that interest, we might become fast Friends." - ], - [ - "4", - "My mind is my Sanctum. I neglect the needs of my body as secondary, often forgoing meals and bathing, when I'm lost in contemplation and study." - ], - [ - "5", - "I am an observer and chronicler of the journeys, experiences, Trials, and tribulations of my Companions as viewed from the outside looking in." - ], - [ - "6", - "The path to knowledge is not solely traversed through books and study. To fully learn, you must experience!" - ], - [ - "7", - "I find the blind faith of religions, cults, and their ilk perturbing, and I ask endless questions of those who profess such beliefs." - ], - [ - "8", - "Because I believe that a sound body is essential for a clear intellect, I relish physical activity and exercise." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "{@bold Purity.} The truth of a matter is subject to the whims of the Historian. Facts are pure and incontrovertible. (Any)" - ], - [ - "2", - "{@bold Focus.} Precision and concentration: These are the keys to successful completion of my objectives. (Lawful)" - ], - [ - "3", - "{@bold Objectivity.} Action and inaction have consequences far beyond the immediate future. The Appearance of one morality does not preclude the emergence of another as time goes on. (Neutral)" - ], - [ - "4", - "{@bold Objectification.} I use resources\u2014including Companions, allies, and bystanders\u2014as I need them to further my ends. (Evil)" - ], - [ - "5", - "{@bold Preservation.} Life is knowledge, and knowledge is life. Preserving life in all its forms is paramount to a civilized culture. (Good)" - ], - [ - "6", - "{@bold Observation.} I will participate only as a last resort. Events, to be true and accurate, must unfold without interference. (Neutral)" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I always keep a journal. It grounds me to my past and organizes my thoughts. Without it, I would be lost." - ], - [ - "2", - "I carefully consider my options before making any decision of importance." - ], - [ - "3", - "I am a student\u2014in thoughts, Actions, and words\u2014ahead of all other roles and responsibilities." - ], - [ - "4", - "A quill, given to me be my Mentor during our first lessons, is precious to me above all other things." - ], - [ - "5", - "I am bound to fulfill a sacred duty to a university or a tutor that started me on my path." - ], - [ - "6", - "I stole a priceless grimoire from my Patron, and they have learned of my theft." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I am protective of all that I have learned. I have sacrificed much for it, and it is mine to do with as I please." - ], - [ - "2", - "I have found the one true way, the path to enlightenment. I share my teachings with all who can hear me, whether they want to follow the path or not." - ], - [ - "3", - "I place my safety ahead of the welfare of all others. How else will my knowledge be recorded and shared with future generations?" - ], - [ - "4", - "I was once confined in a prison of my own making. Never again will I limit myself to learning without experiencing." - ], - [ - "5", - "I will not destroy a book, tome, grimoire, or text of any kind. To lose knowledge is an abomination." - ], - [ - "6", - "I share the knowledge I have worked so hard to attain with all who seek it. A question asked is a question that deserves to be answered." - ] - ] - } - ] - } - ], - "fluff": { - "entries": [ - "Some of your earliest memories are of the Library you called home while you learned to read and write under the tutelage of your Mentor. The stacks comforted you, protected you, and took you to lands undreamed of. Now the time has come to turn that knowledge into practical experience, and to record your own journey for posterity." - ] - } - }, - { - "name": "Fey Hostage", - "source": "DM:BFS", - "skillProficiencies": [ - { - "deception": true, - "insight": true - } - ], - "toolProficiencies": [ - { - "musical Instrument": true, - "gaming set": true - } - ], - "languageProficiencies": [ - { - "choose": { - "from": [ - "elvish", - "sylvan" - ], - "count": 2 - } - } - ], - "startingEquipment": [ - { - "_": [ - { - "item": "Fine clothes|PHB", - "displayName": "a set of Fine clothes" - }, - { - "special": "A flower with petals that will never wilt" - }, - { - "special": "musical Instrument (one of your choice)" - }, - { - "item": "pouch|phb", - "containsValue": 1000 - } - ] - } - ], - "entries": [ - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Deception}, {@skill Insight}" - }, - { - "type": "item", - "name": "Tool Proficiencies", - "entry": "One type of Gaming Set, one type of musical Instrument" - }, - { - "type": "item", - "name": "Languages", - "entry": "Elvish & Sylvan" - }, - { - "type": "item", - "name": "Equipment", - "entry": "A flower with petals that will never wilt, a musical Instrument (one of your choice), a set of Fine clothes, and a pouch containing 10 gp" - } - ] - }, - { - "name": "Life-changing Event", - "type": "entries", - "entries": [ - "The fey have a multitude of reasons for abducting\u2014or rescuing\u2014folk like you, and it's also possible that you or others did something to bring about your situation. Choose or randomly determine the reason behind your sojourn in the realm of the fey.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Event" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "My Childhood was tithed to the fey by my Family in return for prosperity for as long I remained in their care." - ], - [ - "2", - "I made a bargain with a fox to play with its cubs in their den. The fox turned out to be an emissary of the Summer Court, and I was not released until the cubs came of age." - ], - [ - "3", - "Centuries ago my ancestors were rulers and made a political alliance with the fey in exchange for tribute to be paid every third generation. We are no longer rulers, but the fey still demand their tithe." - ], - [ - "4", - "I have no memories of my past before I was taken by the fey." - ], - [ - "5", - "I wandered into an ancient, primeval wood shortly after learning to walk and was found by the fey, who took me in." - ], - [ - "6", - "A fey child befriended me and invited me to their home." - ], - [ - "7", - "I am the only Survivor of a fey raid. They killed my parents, but spared me for their own unknowable reasons." - ], - [ - "8", - "My parents could not care for me, and their choices were to abandon me in a Forest or a city. They chose the Forest." - ] - ] - } - ], - "data": { - "isFeature": true - } - }, - { - "name": "Feature: First Impressions", - "type": "entries", - "entries": [ - "You were raised in a situation in which failing to adhere to the nuances, niceties, and intrigues of the fey court could have catastrophic repercussions. The First Impressions one makes set the tone for future endeavors. You have learned that lesson well, and continue to apply it. In your initial Social Interaction with an individual fey, you gain a +2 bonus to the first Charisma-based check you make." - ], - "data": { - "isFeature": true - } - }, - { - "name": "Suggested Characteristics", - "type": "entries", - "entries": [ - "A fey hostage will never forget the events that led to their Capture, the treatment they experienced, or the circumstances of their release. Their experiences with the unpredictable fey might range from whimsical to pathological.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I remain a child in thought, Action, and deed." - ], - [ - "2", - "I defer decisions to elves and fey that I encounter, always looking to them for Guidance." - ], - [ - "3", - "I long for the accommodations and sustenance I became accustomed to as a hostage of the Fair Folk." - ], - [ - "4", - "I distrust any who display Traits of fey heritage." - ], - [ - "5", - "I tell others what I think they want to hear, whether I believe it not, to keep them happy." - ], - [ - "6", - "I see danger in every Shadow, enemies behind each door, and threats in the eyes of strangers." - ], - [ - "7", - "I never speak unless spoken to, and never look people in the eyes." - ], - [ - "8", - "I am fascinated, Frightened, and uncomfortable in an urban Environment." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I left a friend behind when I escaped, and I am gathering resources to return and free them." - ], - [ - "2", - "I did not Escape from my fey captors. They allowed me my freedom in exchange for my continued clandestine service." - ], - [ - "3", - "I earned my freedom by tricking another to take my place with the fey. My betrayal of that person's trust haunts me." - ], - [ - "4", - "I am free because of the Actions of an unknown Benefactor. I wait for them to reveal why I was released." - ], - [ - "5", - "I feel a constant, ever-tugging connection to the lands of the fey." - ], - [ - "6", - "I was given my freedom after years of diligent, demeaning, and debauched servitude." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I cannot lie outright, only by omission, because of my years with the fey." - ], - [ - "2", - "I will never willingly make another promise to anyone or anything." - ], - [ - "3", - "The fey creature that abducted me haunts me in my dreams." - ], - [ - "4", - "I will never accept free food, drink, or gifts from strangers." - ], - [ - "5", - "I speak in sing-song voice and in rhymes. I never answer questions directly." - ], - [ - "6", - "I am certain that my freedom from the fey is only temporary and that any fey I meet want to recapture me." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "Art. Works of art are meant to question, Challenge, and disturb. (Any)" - ], - [ - "2", - "Pleasure. There are no long-term Rewards, only the enjoyments of the moment. (Chaotic)" - ], - [ - "3", - "Independence. Independence is the privilege of the few who are strong to assert it. (Any)" - ], - [ - "4", - "Fellowship. Lasting fellowship is born in shared suffering and Teamwork when overcoming adversity. (Any)" - ], - [ - "5", - "Self-confidence. There are no views, perspectives, or standards of any worth aside from my own. (Evil)" - ], - [ - "6", - "Malice. I feel nothing but spite, rancor, and envy for those that took me, and for those that let me be taken. (Evil)" - ] - ] - } - ] - } - ], - "fluff": { - "entries": [ - "Years, possibly centuries, ago you were captured by the fey. Each host, as the fey called themselves, treated their \"guest\" differently. The Relationship you forged with your captors defines you just as strongly as the circumstances of your abduction and of your Escape or release. You have been indelibly marked\u2014emotionally, psychically, and physically\u2014by the fey and their Special brand of hospitality." - ] - } - }, - { - "name": "Soul Channeler", - "source": "DM:BFS", - "skillProficiencies": [ - { - "arcana": true, - "choose": { - "from": [ - "persuasion", - "intimidation" - ], - "count": 1 - } - } - ], - "toolProficiencies": [ - { - "alchemist's supplies": true, - "poisoner's kit": true - } - ], - "languageProficiencies": [ - { - "choose": { - "from": [ - "infernal", - "abyssal" - ], - "count": 1 - } - } - ], - "startingEquipment": [ - { - "_": [ - { - "special": "A set of alchemist's supplies" - }, - { - "special": "a pocket knife" - }, - { - "special": "a piece of chalk connected to a string" - }, - { - "item": "common clothes|PHB", - "displayName": "a set of Common clothes" - }, - { - "special": "a chapbook of esoteric Symbols" - }, - { - "item": "pouch|phb", - "containsValue": 1000 - } - ] - } - ], - "entries": [ - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Arcana} and either {@skill Persuasion} or {@skill Intimidation}" - }, - { - "type": "item", - "name": "Tool Proficiencies", - "entry": "Artisan's tools (alchemist's supplies), poisoner's kit" - }, - { - "type": "item", - "name": "Languages", - "entry": "Infernal or Abyssal" - }, - { - "type": "item", - "name": "Equipment", - "entry": "A set of alchemist's supplies, a pocket knife, a piece of chalk connected to a string, a chapbook of esoteric Symbols, a set of Common clothes, and a pouch containing 10 gp" - } - ] - }, - { - "name": "Feature: Channel Essence", - "type": "entries", - "entries": [ - "You can call upon your inner reserves to recover from debilitating, long-term Injuries. As part of a Short Rest, you can offset a reduction to one of your Ability Scores by expending a number of Hit Dice equal to twice the amount of the reduction that you want to negate. When used in this manner, the Hit Dice do not confer other benefits, such as additional Hit Points." - ], - "data": { - "isFeature": true - } - }, - { - "name": "Suggested Characteristics", - "type": "entries", - "entries": [ - "Soul channelers are drawn to the Dark Arts and the manipulation of available resources to achieve their goals. For some this might include using their own capabilities, but an easier (and more common) method employs summoned Creatures, Undead servants, and duped allies. Not every soul channeler chooses to exploit such opportunities, but the Temptation is there for all.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I realize that gaining power comes at a cost, and I am prepared to pay that cost, whatever it is." - ], - [ - "2", - "My Companions are useful for the Abilities they contribute and the Protection they provide me." - ], - [ - "3", - "I am comfortable in places where the dead are gathered. I find solace and Strength in the Crypts, graveyards, and necropolises of the land." - ], - [ - "4", - "I loathe any who profess faith, duty, and devotion to an entity or a cause without ensuring they will be compensated for their service." - ], - [ - "5", - "I care nothing for the suffering, pain, and plight of others. Their concerns are not mine." - ], - [ - "6", - "I will sacrifice my possessions, my needs, and my well-being for my trusted Companions." - ], - [ - "7", - "I detest myself for the depths of depravity I have plumbed to gain the power I now wield." - ], - [ - "8", - "I mistrust any who have power over me or others." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "Will. Embarking on the pursuit of greatness is not enough. I must have the will to do what others shy away from in order to accomplish my goals. (Any)" - ], - [ - "2", - "Sacrifice. I believe that sacrifice\u2014personal, emotional, or otherwise\u2014is necessary to achieve greatness. (Any)" - ], - [ - "3", - "Abstinence. I cleanse myself of Distractions to achieve purity of Purpose. (Lawful)" - ], - [ - "4", - "Deception. I never tell the whole truth, even if there is no apparent need to lie. The truth has been used against me too many times. (Evil)" - ], - [ - "5", - "Lunacy. I embrace the turmoil in my mind and soul that comes with manipulating eldritch energies. (Chaotic)" - ], - [ - "6", - "Diabolic. I inflict pain, suffering, and strife with zeal and gusto. (Evil)" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "My Spellcasting focus is a trinket I created. I cannot live without it." - ], - [ - "2", - "My Self-Sufficiency provides me with comfort and confidence." - ], - [ - "3", - "I am searching for an ancient text of esoteric, arcane knowledge. I try to make decisions and take Actions that lead me to this goal." - ], - [ - "4", - "I take advantage of any opportunities that crop up, regardless of the possible consequences." - ], - [ - "5", - "I seek to harness living energies from Plants, animals, and the magical world. I wish to See Beyond flesh to the soul itself. All life is in my charge." - ], - [ - "6", - "My loyalty is hard-won, but once earned it is unwavering." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I consider my Companions and all those I meet as resources to be used and advantages to be gained." - ], - [ - "2", - "I have no regard for my physical form. It is a tool and a source of energy, nothing more." - ], - [ - "3", - "I prefer the company of gregarious, ebullient, and vociferous folk. They lift my somber spirits." - ], - [ - "4", - "The easiest way is always the best way." - ], - [ - "5", - "I allow myself to be driven by impulses. My first inclination is the course of Action I pursue." - ], - [ - "6", - "I distrust all who rely on fickle deities and unknowable Patrons to acquire their Spells, Influence, and power." - ] - ] - } - ] - } - ], - "fluff": { - "entries": [ - "A quirk of fate, or a circumstance of birth, exposed you to the intoxicating power of Arcane Magic and changed you irrevocably. You spent your formative years learning about yourself, gauging your inner reserves and how much you are willing to sacrifice to achieve your goals." - ] - } - }, - { - "name": "Transformed Familiar", - "source": "DM:BFS", - "skillProficiencies": [ - { - "perception": true, - "survival": true - } - ], - "toolProficiencies": [ - { - "alchemist's kit": true - } - ], - "languageProficiencies": [ - { - "any": 1 - } - ], - "startingEquipment": [ - { - "_": [ - { - "special": "A trinket worn or carried by your previous form" - }, - { - "special": "a set of traveler's clothes" - }, - { - "item": "alchemist's kit|phb", - "displayName": "an alchemist's kit" - }, - { - "item": "explorer's pack|xge", - "displayName": "an explorer's pack" - }, - { - "item": "pouch|phb", - "containsValue": 500 - } - ] - } - ], - "entries": [ - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Perception}, {@skill Survival}" - }, - { - "type": "item", - "name": "Tool Proficiencies", - "entry": "Artisan's tools (alchemist's kit)" - }, - { - "type": "item", - "name": "Languages", - "entry": "One of your choice" - }, - { - "type": "item", - "name": "Equipment", - "entry": "A trinket worn or carried by your previous form, a set of traveler's clothes, an alchemist's kit, an explorer's pack, and a pouch containing 5 gp" - } - ] - }, - { - "name": "Life-changing Event", - "type": "entries", - "entries": [ - "You were previously a different kind of creature. How you became what you are, and what you know of your former existence, can vary greatly depending on the circumstances. Choose or randomly determine the lifechanging event that brought about your transformation.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Event" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "My bond was severed and my form irrevocably changed in a surge of wild, uncontrolled magic that claimed the life of the mage who called me their familiar." - ], - [ - "2", - "The Pact of the Chain between my Warlock and myself was dissolved unexpectedly with their passing. Their Patron, not wanting to lose two advocates, granted me my current form as a reward for Services rendered, and expects me to continue their works." - ], - [ - "3", - "My service to, and partnership with, a mage of great power and cunning was rewarded with Transmogrification into my new body." - ], - [ - "4", - "I awoke in an unfamiliar body, with only dream-like memories of my prior service to a being of great arcane ability." - ], - [ - "5", - "I broke my bond with my Master, replacing it with a pledge of service to a higher power. Part of the bargain was providing me with a new form to more easily hide from my past." - ], - [ - "6", - "I stood by my master's side as aide, ally, and Advisor until an unknown enemy severed our connection, robbed me of my true body, and captured my Master." - ], - [ - "7", - "My Master, infirm with age and senility, unintentionally released me and altered my body in an attempt to rejuvenate themselves." - ], - [ - "8", - "I betrayed my Master in a time of crisis, and their last act was to transform me into my current form, robbing me of my natural body forever." - ] - ] - } - ], - "data": { - "isFeature": true - } - }, - { - "name": "Feature: Familiar Insight", - "type": "entries", - "entries": [ - "You are a transformed familiar, and although your physical form has changed, you will never forsake the instincts and insights you were born with. When interacting with Creatures of your original type, you have a +2 bonus on Wisdom (Insight) checks to detect their motives and the veracity of their claims." - ], - "data": { - "isFeature": true - } - }, - { - "name": "Suggested Characteristics", - "type": "entries", - "entries": [ - "Transformed familiars often display Personality Traits and Quirks that are holdovers from their prior lives. They might hold to these affectations consciously, or without realizing their behavior is unusual. Either way, every transformed familiar carries their past with them in some manner.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I am fiercely independent, and do not form strong emotional connections to others." - ], - [ - "2", - "I seek the advice and Guidance of others before Acting." - ], - [ - "3", - "I continue to behave as if I'm in my original body." - ], - [ - "4", - "I am lost in social situations, and the behaviors expected of me confound me." - ], - [ - "5", - "I punctuate my exclamations with a subtle growl of emphasis." - ], - [ - "6", - "I keep my own counsel, sharing my thoughts reluctantly, if at all." - ], - [ - "7", - "I am fascinated by seeing familiar places through the eyes of my new body." - ], - [ - "8", - "I react instinctually to Stress, problems, and challenges. My gut Reaction is the right one." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "Loyalty. Remaining Steadfast when there are no witnesses to see it or accolades to celebrate it is the measure of a person. (Any)" - ], - [ - "2", - "Service. The path to enlightenment lies in serving a greater cause. (Any)" - ], - [ - "3", - "Freedom. Better to die free than to live in chains. (Chaotic)" - ], - [ - "4", - "Duty. A pact, entered into freely, can never be taken back and must be fulfilled. (Lawful)." - ], - [ - "5", - "Atonement. It is my lot in my new life to make up for the failings in my first one. (Good)" - ], - [ - "6", - "Family. My Family is my port in the storm and my refuge from the world. (Any)" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I am still friendly and even loyal to arcane casters, especially wizards." - ], - [ - "2", - "I swear no oaths and make no promises to anyone else. I stand alone." - ], - [ - "3", - "I loathe slavery and enchantments, and work to free those trapped by chains or magic." - ], - [ - "4", - "I have not forgot my former Master, and I continue to honor my pledge to them." - ], - [ - "5", - "I prefer to serve, aid, and protect my allies and Friends." - ], - [ - "6", - "I dislike disguises or changing my form further; I want the world to see me as I now am." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I prefer to sleep in the same fashion that I rested when I was a familiar." - ], - [ - "2", - "Transmutation magic of all kinds frightens me to the core. I will not willingly use it or have it used on me." - ], - [ - "3", - "In my heart of hearts, I long for the life I left behind." - ], - [ - "4", - "I sometimes speak in the language of my old form, or forget the Speech of Humanoids." - ], - [ - "5", - "I still prefer the foods of my prior form, and sometimes refuse the foods commonly consumed by my new one." - ], - [ - "6", - "Life was easier as a familiar, and I am wistful about those bygone times." - ] - ] - } - ] - } - ], - "fluff": { - "entries": [ - "Your connection to magic began with a term of service, or servitude, to a magician of power. Your partnership continued as expected for years, until the bond was abruptly broken. In the aftermath, you found yourself with a new body. Despite your new Appearance, your Actions often betray your Origin. The struggle between what you have become and what you once were rages within you." - ] - } - } - ], - "feat": [ - { - "name": "Script Carver", - "source": "DM:BFS", - "prerequisite": [ - { - "ability": [ - { - "int": 12 - } - ] - } - ], - "entries": [ - "You have learned how to expertly Scribe two {@optfeature Hieroglyphs|DM:BFS} of your choice, and you gain the benefit associated with each one. In addition, you can invoke one power of each hieroglyph you have learned, provided you meet any other requirements, such as a minimum level.", - { - "type": "list", - "items": [ - "You can select this feat multiple times. Each time you do, you gain the benefit and powers of two additional Hieroglyphs of your choice." - ] - } - ] - }, - { - "name": "Script Sage", - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Script Carver" - } - ], - "entries": [ - "Through dedicated study, you have mastered one hieroglyph of your choice. Choose one hieroglyph that you have already learned through Script Carver. You can invoke one of its mastery powers, provided you meet any other requirements, such as a minimum level.", - { - "type": "list", - "items": [ - "You can select this feat multiple times. Each time you do, you learn the mastery powers of a different hieroglyph from your repertoire." - ] - } - ] - } - ], - "item": [ - { - "name": "Black Elixir", - "source": "DM:BFS", - "type": "P", - "rarity": "legendary", - "entries": [ - "This greasy black liquid acts as a poison when drunk or rubbed on flesh. Its unfortunate or foolish user takes 12d6 poison damage, or half damage with a successful DC 20 Constitution saving throw.", - "Its true power is revealed, however, when black elixir is smeared on a doorway or other portal; the magical oil acts as a forbiddance spell with a duration of one year. Unlike the spell, black elixir doesn't incorporate a password and only affects celestials and fiends. Typically, the creator of the elixir determines when the elixir is created whether the {@spell forbiddance} effect deals radiant or necrotic damage.", - "{@bold Ingredients:} the heart of a marut, the powdered horn of a ki-rin, and a vial of black mud taken from the bottom of a lake that at least one celestial or fiend has bathed in." - ] - }, - { - "name": "Golden Elixir", - "source": "DM:BFS", - "type": "P", - "rarity": "legendary", - "entries": [ - "The most famous of the six elixirs is this thick, golden, syrupy liquid that grants its imbiber eternal life. The potion completely stops the aging process and renders the imbiber immune to all natural and magical diseases and poisons. The drinker can still be harmed or killed through other methods such as violence, but the march of time no longer holds any threat over him or her.", - "{@bold Ingredients:}a thimble of distilled sunlight, the breath of a solar, and the hair of a venerable sage who is at least 100 years old." - ] - }, - { - "name": "Iron Elixir", - "source": "DM:BFS", - "type": "P", - "rarity": "legendary", - "entries": [ - "This dark, grainy liquid tastes positively awful. Anyone imbibing the elixir gains permanent resistance to bludgeoning, piercing, and slashing damage and gains a damage threshold of 5, but their speed is reduced by 10 feet and they always make Dexterity saving throws and Dexterity ability checks with disadvantage that can't be overcome or canceled out by any means.", - "{@bold Ingredients.} The core of an iron golem, a shard of purest adamantine, and the powdered teeth of a mountain giant." - ] - }, - { - "name": "Jade Elixir", - "source": "DM:BFS", - "type": "P", - "rarity": "legendary", - "entries": [ - "This bright green, effervescent elixir grants its consumer incredible Charisma when dealing with celestials, elementals, fey, and fiends. The drinker always has advantage on Charisma checks when dealing with extraplanar creatures, and when calling or conjuring one of the selected creatures, it arrives with maximum hit points.", - "{@bold Ingredients.} The tears of an invisible stalker, the claw of a pit fiend, and the tongue of a bard of at least 10th level." - ] - }, - { - "name": "Pearl Elixir", - "source": "DM:BFS", - "type": "P", - "rarity": "legendary", - "entries": [ - "This silvery-white elixir has a variety of effects depending on whether it is drunk, rubbed on a creature's feet, or smeared on the hull of a boat. If drunk, the elixir confers the ability to breathe both air and water with equal ease. If rubbed on the feet, the elixir provides a creature with the ability to walk on water as if wearing a ring of water walking. If placed on the hull of a boat or similar vessel, the vessel gains a damage threshold of 20 against all environmental effects, and anyone piloting the vessel has advantage on ability checks associated with it. All of these effects are permanent.", - "{@bold Ingredients.} The scale of a merfolk princess, a vial of pure elemental water, and the eye of a kraken." - ] - }, - { - "name": "Ruby Elixir", - "source": "DM:BFS", - "type": "P", - "rarity": "legendary", - "entries": [ - "This vermilion-hued elixir neutralizes all magical and nonmagical diseases and poisons, all curses of 8th level or lower, all exhaustion effects, and restores hit points as a superior healing potion. If this elixir is poured over a corpse that's been dead for no more than a year, it restores the creature to life as per the resurrection spell even if the corpse could normally not be resurrected.", - "{@bold Ingredients.}Ingredients. A mixture of purest cinnabar, the blood of a slain dragon of at least adult age, and the hearts of six celestial tigers willingly donated to the alkemancer." - ] - } - ], - "subclass": [ - { - "name": "Elementalist", - "shortName": "Elementalist", - "source": "DM:BFS", - "subclassFeatures": [ - "Elementalist|Wizard||Elementalist|DM:BFS|2", - "Substitue Elements|Wizard||Elementalist|DM:BFS|6", - "Elemental Mastery|Wizard||Elementalist|DM:BFS|6", - "Absorb Elements|Wizard||Elementalist|DM:BFS|10", - "Elemental Mastery|Wizard||Elementalist|DM:BFS|10", - "Irresistible Strike|Wizard||Elementalist|DM:BFS|14", - "Elemental Mastery|Wizard||Elementalist|DM:BFS|14" - ], - "className": "Wizard", - "classSource": "PHB" - }, - { - "name": "Prescient Knight", - "shortName": "Prescient Knight", - "source": "DM:BFS", - "page": 6, - "subclassTableGroups": [ - { - "subclasses": [ - { - "name": "Prescient Knight", - "source": "PHB" - } - ], - "colLabels": [ - "{@filter Cantrips Known|spells|level=0|subclass=Prescient Knight}", - "{@filter Spells Known|spells|subclass=Prescient Knight}" - ], - "rows": [ - [ - 0, - 0 - ], - [ - 0, - 0 - ], - [ - 2, - 3 - ], - [ - 2, - 4 - ], - [ - 2, - 4 - ], - [ - 2, - 4 - ], - [ - 2, - 5 - ], - [ - 2, - 6 - ], - [ - 2, - 6 - ], - [ - 3, - 7 - ], - [ - 3, - 8 - ], - [ - 3, - 8 - ], - [ - 3, - 9 - ], - [ - 3, - 10 - ], - [ - 3, - 10 - ], - [ - 3, - 11 - ], - [ - 3, - 11 - ], - [ - 3, - 11 - ], - [ - 3, - 12 - ], - [ - 3, - 13 - ] - ] - }, - { - "title": "Spell Slots per Spell Level", - "subclasses": [ - { - "name": "Prescient Knight", - "source": "PHB" - } - ], - "colLabels": [ - "{@filter 1st|spells|level=1|subclass=Prescient Knight}", - "{@filter 2nd|spells|level=2|subclass=Prescient Knight}", - "{@filter 3rd|spells|level=3|subclass=Prescient Knight}", - "{@filter 4th|spells|level=4|subclass=Prescient Knight}" - ], - "rows": [ - [ - 0, - 0, - 0, - 0 - ], - [ - 0, - 0, - 0, - 0 - ], - [ - 2, - 0, - 0, - 0 - ], - [ - 3, - 0, - 0, - 0 - ], - [ - 3, - 0, - 0, - 0 - ], - [ - 3, - 0, - 0, - 0 - ], - [ - 4, - 2, - 0, - 0 - ], - [ - 4, - 2, - 0, - 0 - ], - [ - 4, - 2, - 0, - 0 - ], - [ - 4, - 3, - 0, - 0 - ], - [ - 4, - 3, - 0, - 0 - ], - [ - 4, - 3, - 0, - 0 - ], - [ - 4, - 3, - 2, - 0 - ], - [ - 4, - 3, - 2, - 0 - ], - [ - 4, - 3, - 2, - 0 - ], - [ - 4, - 3, - 3, - 0 - ], - [ - 4, - 3, - 3, - 0 - ], - [ - 4, - 3, - 3, - 0 - ], - [ - 4, - 3, - 3, - 1 - ], - [ - 4, - 3, - 3, - 1 - ] - ] - } - ], - "subclassFeatures": [ - "Prescient Knight|Fighter||Prescient Knight|DM:BFS|3", - "Martial Caster|Fighter||Prescient Knight|DM:BFS|3", - "Constant Vigilance|Fighter||Prescient Knight|DM:BFS|7", - "Evasion|Fighter||Prescient Knight|DM:BFS|10", - "Anticipatory Strike|Fighter||Prescient Knight|DM:BFS|15", - "Action Free of Thought|Fighter||Prescient Knight|DM:BFS|18" - ], - "cantripProgression": [ - 0, - 0, - 2, - 2, - 2, - 2, - 2, - 2, - 2, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3 - ], - "spellsKnownProgression": [ - 0, - 0, - 3, - 4, - 4, - 4, - 5, - 6, - 6, - 7, - 8, - 8, - 9, - 10, - 10, - 11, - 11, - 11, - 12, - 13 - ], - "className": "Fighter", - "classSource": "PHB" - }, - { - "name": "Griffon Scout", - "shortName": "Griffon Scout", - "source": "DM:BFS", - "subclassFeatures": [ - "Griffon Scout|Ranger||Griffon Scout|DM:BFS|3", - "Mounted Scout|Ranger||Griffon Scout|DM:BFS|3", - "Skirmisher's Step|Ranger||Griffon Scout|DM:BFS|3", - "Coordinated Strikes|Ranger||Griffon Scout|DM:BFS|7", - "Griffon Wings|Ranger||Griffon Scout|DM:BFS|11", - "Strike and Fade|Ranger||Griffon Scout|DM:BFS|15" - ], - "additionalSpells": [ - { - "prepared": { - "3": [ - "feather fall|PHB" - ], - "5": [ - "find steed|PHB" - ], - "9": [ - "haste|PHB" - ], - "13": [ - "greater invisibility|PHB" - ], - "17": [ - "rary's telepathic bond|PHB" - ] - } - } - ], - "className": "Ranger", - "classSource": "PHB" - }, - { - "name": "Vampire Slayer", - "subclassFeatures": [ - "Vampire Slayer|Ranger||Vampire Slayer|DM:BFS|3", - "Hunter's Prey|Ranger||Vampire Slayer|DM:BFS|3", - "Defensive Tactics|Ranger||Vampire Slayer|DM:BFS|7", - "Slayer's Strike|Ranger||Vampire Slayer|DM:BFS|11", - "Superior Hunter's Defense|Ranger||Vampire Slayer|DM:BFS|15" - ], - "source": "DM:BFS", - "shortName": "Vampire Slayer", - "className": "Ranger", - "classSource": "PHB" - }, - { - "name": "Greenleaf College", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "shortName": "Greenleaf College", - "additionalSpells": [ - { - "known": { - "1": [ - "Entangle", - "Goodberry" - ], - "2": [ - "Pass without Trace", - "Spike Growth" - ], - "3": [ - "Conjure Animals", - "Daylight" - ], - "4": [ - "Conjure Woodland Beings", - "Dominate Beast" - ], - "5": [ - "Commune with Nature", - "Tree Stride" - ] - } - } - ], - "subclassFeatures": [ - "Greenleaf College|Bard||Greenleaf College|DM:BFS|3", - "Rejuvenating Inspiration|Bard||Greenleaf College|DM:BFS|3", - "Land's Stride|Bard||Greenleaf College|DM:BFS|6", - "Vital Surge|Bard||Greenleaf College|DM:BFS|14" - ] - }, - { - "name": "College of Wyrdsingers", - "shortName": "College of Wyrdsingers", - "source": "DM:BFS", - "subclassFeatures": [ - "College of Wyrdsingers|Bard||College of Wyrdsingers|DM:BFS|3", - "Braggart|Bard||College of Wyrdsingers|DM:BFS|3", - "Inspire Greatness|Bard||College of Wyrdsingers|DM:BFS|3", - "Not This Day|Bard||College of Wyrdsingers|DM:BFS|6", - "Make Your Own Fate|Bard||College of Wyrdsingers|DM:BFS|14" - ], - "className": "Bard", - "classSource": "PHB" - }, - { - "name": "College of Entropy", - "shortName": "College of Entropy", - "source": "DM:BFS", - "subclassFeatures": [ - "College of Entropy|Bard||College of Entropy|DM:BFS|3", - "Luck Stealer|Bard||College of Entropy|DM:BFS|3", - "Infusion of Fortune|Bard||College of Entropy|DM:BFS|6", - "Belief is a Tool|Bard||College of Entropy|DM:BFS|14" - ], - "className": "Bard", - "classSource": "PHB" - }, - { - "name": "Oath of Thunder", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "shortName": "Oath of Thunder", - "subclassFeatures": [ - "Oath of Thunder|Paladin||Oath of Thunder|DM:BFS|3", - "Aura of Alacrity|Paladin||Oath of Thunder|DM:BFS|7", - "Strike Like Lightning|Paladin||Oath of Thunder|DM:BFS|15", - "Child of the Storm|Paladin||Oath of Thunder|DM:BFS|20" - ], - "additionalSpells": [ - { - "known": { - "3": [ - "heroism", - "thunderwave" - ], - "5": [ - "find steed", - "gust of wind" - ], - "9": [ - "call lightning", - "elemental weapon" - ], - "13": [ - "freedom of movement", - "stoneskin" - ], - "17": [ - "conjure volley", - "swift quiver" - ] - } - } - ] - }, - { - "name": "Oath of Radiance", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "shortName": "Oath of Radiance", - "subclassFeatures": [ - "Oath of Radiance|Paladin||Oath of Radiance|DM:BFS|3", - "Aura of Resolve|Paladin||Oath of Radiance|DM:BFS|7", - "Soul of Light|Paladin||Oath of Radiance|DM:BFS|15", - "Radiant Champion|Paladin||Oath of Radiance |DM:BFS|20" - ], - "additionalSpells": [ - { - "known": { - "3": [ - "guiding bolt", - "protection from evil and good" - ], - "5": [ - "magic weapon", - "scorching ray" - ], - "9": [ - "beacon of hope", - "daylight" - ], - "13": [ - "aura of life", - "fire shield" - ], - "17": [ - "banishing smite", - "greater restoration" - ] - } - } - ] - }, - { - "name": "Oath of the Annihilator", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "shortName": "Oath of the Annihilator", - "subclassFeatures": [ - "Oath of the Annihilator|Paladin||Oath of the Annihilator|DM:BFS|3", - "Aura of Inevitability|Paladin||Oath of the Annihilator|DM:BFS|7", - "Annihilating Smite|Paladin||Oath of the Annihilator|DM:BFS|15", - "Harbinger of the End|Paladin||Oath of the Annihilator|DM:BFS|20" - ], - "additionalSpells": [ - { - "known": { - "3": [ - "Ray of Sickness", - "Proselytize|DMS" - ], - "5": [ - "Augury", - "Shatter" - ], - "9": [ - "Bestow Curse", - "Phantom steed" - ], - "13": [ - "Blight", - "Caustic Waste|DMS" - ], - "17": [ - "Contagion", - "Hallow" - ] - } - } - ] - }, - { - "name": "Circle of the Spirits", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "shortName": "Circle of the Spirits", - "additionalSpells": [ - { - "known": { - "2": [ - "Find Familiar" - ], - "3": [ - "Augury", - "Invisibility" - ], - "5": [ - "Speak with Dead", - "Spirit Guardians" - ], - "7": [ - "Divination", - "Hallucinatory Terrain" - ], - "9": [ - "Antilife Shell", - "Scrying" - ] - } - } - ], - "subclassFeatures": [ - "Circle of the Spirits|Druid||Circle of the Spirits|DM:BFS|2", - "Spirit Dance|Druid||Circle of the Spirits|DM:BFS|6", - "Savior Spirits|Druid||Circle of the Spirits|DM:BFS|10", - "Spirit Walk|Druid||Circle of the Spirits|DM:BFS|14" - ] - }, - { - "name": "Circle of Oaks", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "shortName": "Circle of Oaks", - "additionalSpells": [ - { - "known": { - "2": [ - "tree heal|DMS" - ], - "3": [ - "forest native|DMS", - "tree speak|DMS" - ], - "5": [ - "legion of rabid squirrels|DMS", - "ley disturbance" - ], - "7": [ - "freedom of movement", - "quick time|DMS" - ], - "9": [ - "commune with nature", - "lesser ley protection" - ], - "11": [ - "conjure forest defender|DMS" - ], - "13": [ - "greater ley protection" - ], - "15": [ - "control weather" - ], - "17": [ - "forest sanctuary|DMS" - ] - } - } - ], - "subclassFeatures": [ - "Circle of Oaks|Druid||Circle of Oaks|DM:BFS|2", - "Tree Walking|Druid||Circle of Oaks|DM:BFS|6", - "Tree Merging|Druid||Circle of Oaks|DM:BFS|10", - "Forest Restoration|Druid||Circle of Oaks|DM:BFS|14" - ] - }, - { - "name": "Circle of Owls", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "shortName": "Circle of Owls", - "additionalSpells": [ - { - "known": { - "2": [ - "message" - ], - "3": [ - "detect thoughts", - "invisibility" - ], - "5": [ - "nondetection", - "sending" - ], - "7": [ - "arcane eye", - "private sanctum" - ], - "9": [ - "modify memory", - "scrying" - ] - } - } - ], - "subclassFeatures": [ - "Circle of Owls|Druid||Circle of Owls|DM:BFS|2", - "Owl's Eyes|Druid||Circle of Owls|DM:BFS|6", - "Shadow Flight|Druid||Circle of Owls|DM:BFS|10", - "Parliament of Owls|Druid||Circle of Owls|DM:BFS|14" - ] - }, - { - "name": "Circle of Roses", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "shortName": "Circle of Roses", - "additionalSpells": [ - { - "known": { - "2": [ - "friends" - ], - "3": [ - "calm emotions", - "suggestion" - ], - "5": [ - "hypnotic pattern", - "tongues" - ], - "7": [ - "confusion", - "phantasmal killer" - ], - "9": [ - "dominate person", - "geas" - ] - } - } - ], - "subclassFeatures": [ - "Circle of Roses|Druid||Circle of Roses|DM:BFS|2", - "Overpowering Remedy|Druid||Circle of Roses|DM:BFS|6", - "Rose's Thorns|Druid||Circle of Roses|DM:BFS|10", - "Lingering Perfume|Druid||Circle of Roses|DM:BFS|14" - ] - }, - { - "name": "Apocalypse Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Apocalypse Domain", - "subclassSpells": [ - "vicious mockery", - "dissonant whispers", - "hellish rebuke", - "enthrall", - "magic mouth", - "fear", - "stinking cloud", - "blight", - "phantasmal killer", - "contact other plane", - "telekinesis" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "vicious mockery", - "dissonant whispers", - "hellish rebuke" - ], - "3": [ - "enthrall", - "magic mouth" - ], - "5": [ - "fear", - "stinking cloud" - ], - "7": [ - "blight", - "phantasmal killer" - ], - "9": [ - "contact other plane", - "telekinesis" - ] - } - } - ], - "subclassFeatures": [ - "Apocalypse Domain|Cleric||Apocalypse Domain|DM:BFS|1", - "Channel Divinity: Damnation|Cleric||Apocalypse Domain|DM:BFS|2", - "Channel Divinity: Weight of Guilt|Cleric||Apocalypse Domain|DM:BFS|6", - "Divine Strike|Cleric||Apocalypse Domain|DM:BFS|8", - "Herald of the Apocalypse|Cleric||Apocalypse Domain|DM:BFS|17" - ] - }, - { - "name": "Beer Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Beer Domain", - "subclassSpells": [ - "message", - "comprehend languages", - "heroism", - "blur", - "suggestion", - "aura of vitality", - "hypnotic pattern", - "confusion", - "resilient sphere", - "dream", - "modify memory" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "message", - "comprehend languages", - "heroism" - ], - "3": [ - "blur", - "suggestion" - ], - "5": [ - "aura of vitality", - "hypnotic pattern" - ], - "7": [ - "confusion", - "resilient sphere" - ], - "9": [ - "dream", - "modify memory" - ] - } - } - ], - "subclassFeatures": [ - "Beer Domain|Cleric||Beer Domain|DM:BFS|1", - "Channel Divinity: Blessed Brew|Cleric||Beer Domain|DM:BFS|2", - "Channel Divinity: Boot and Rally|Cleric||Beer Domain|DM:BFS|6", - "Divine Strike|Cleric||Beer Domain|DM:BFS|8", - "Fire in the Belly|Cleric||Beer Domain|DM:BFS|17" - ] - }, - { - "name": "Cat Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Cat Domain", - "subclassSpells": [ - "true strike", - "find familiar (feline only)", - "speak with animals", - "beast sense", - "pass without trace", - "bestow curse", - "nondetection", - "dimension door", - "locate creature", - "commune with nature", - "mislead" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "true strike", - "find familiar (feline only)", - "speak with animals" - ], - "3": [ - "beast sense", - "pass without trace" - ], - "5": [ - "bestow curse", - "nondetection" - ], - "7": [ - "dimension door", - "locate creature" - ], - "9": [ - "commune with nature", - "mislead" - ] - } - } - ], - "subclassFeatures": [ - "Cat Domain|Cleric||Cat Domain|DM:BFS|1", - "Channel Divinity: Feline Finesse|Cleric||Cat Domain|DM:BFS|2", - "Eyes of the Cat|Cleric||Cat Domain|DM:BFS|6", - "Divine Strike|Cleric||Cat Domain|DM:BFS|8", - "Emissary of the Cat|Cleric||Cat Domain|DM:BFS|17" - ] - }, - { - "name": "Darkness Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Darkness Domain", - "subclassSpells": [ - "shadow armor|DMS", - "sleep", - "darkness", - "dark path|DMS", - "legion|DMS", - "nondetection", - "night terrors|DMS", - "phantasmal killer", - "dark dementing|DMS", - "mislead" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "shadow armor|DMS", - "sleep" - ], - "3": [ - "darkness", - "dark path|DMS" - ], - "5": [ - "legion|DMS", - "nondetection" - ], - "7": [ - "night terrors|DMS", - "phantasmal killer" - ], - "9": [ - "dark dementing|DMS", - "mislead" - ] - } - } - ], - "subclassFeatures": [ - "Darkness Domain|Cleric||Darkness Domain|DM:BFS|1", - "Channel Divinity: Shadowsight|Cleric||Darkness Domain|DM:BFS|2", - "Shadow Meld|Cleric||Darkness Domain|DM:BFS|6", - "Divine Strike|Cleric||Darkness Domain|DM:BFS|8", - "Shadow Shield|Cleric||Darkness Domain|DM:BFS|17" - ] - }, - { - "name": "Dragon Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Dragon Domain", - "subclassSpells": [ - "detect magic", - "thunderwave", - "lair sense|DMS", - "enthrall", - "catch the breath|DMS", - "fear", - "blight", - "scale rot|DMS", - "claws of the earth dragon|DMS", - "legend lore" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "detect magic", - "thunderwave" - ], - "3": [ - "lair sense|DMS", - "enthrall" - ], - "5": [ - "catch the breath|DMS", - "fear" - ], - "7": [ - "blight", - "scale rot|DMS" - ], - "9": [ - "claws of the earth dragon|DMS", - "legend lore" - ] - } - } - ], - "subclassFeatures": [ - "Dragon Domain|Cleric||Dragon Domain|DM:BFS|1", - "Channel Divinity: Charmer of Reptiles|Cleric||Dragon Domain|DM:BFS|2", - "Dragon's Resistance|Cleric||Dragon Domain|DM:BFS|6", - "Divine Strike|Cleric||Dragon Domain|DM:BFS|8", - "Frightful Presence|Cleric||Dragon Domain|DM:BFS|17" - ] - }, - { - "name": "Hunger Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Hunger Domain", - "subclassSpells": [ - "goodberry", - "ray of sickness", - "locate animals or plants", - "suggestion", - "hunger of Hadar", - "vampiric touch", - "blight", - "grasping vine", - "cloudkill", - "cone of cold" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "poison spray", - "goodberry", - "ray of sickness" - ], - "3": [ - "locate animals or plants", - "suggestion" - ], - "5": [ - "hunger of Hadar", - "vampiric touch" - ], - "7": [ - "blight", - "grasping vine" - ], - "9": [ - "cloudkill", - "cone of cold" - ] - } - } - ], - "subclassFeatures": [ - "Hunger Domain|Cleric||Hunger Domain|DM:BFS|1", - "Channel Divinity: Ferocious Feast|Cleric||Hunger Domain|DM:BFS|2", - "Anthropophage|Cleric||Hunger Domain|DM:BFS|6", - "Divine Strike|Cleric||Hunger Domain|DM:BFS|8", - "Ravening Horde|Cleric||Hunger Domain|DM:BFS|17" - ] - }, - { - "name": "Hunting Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Hunting Domain", - "subclassSpells": [ - "ensnaring strike", - "hunter's mark", - "locate animals or plants", - "pass without trace", - "tiny hut", - "speak with plants", - "faithful hound", - "grasping vine", - "commune with nature", - "hold monster" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "ensnaring strike", - "hunter's mark" - ], - "3": [ - "locate animals or plants", - "pass without trace" - ], - "5": [ - "tiny hut", - "speak with plants" - ], - "7": [ - "faithful hound", - "grasping vine" - ], - "9": [ - "commune with nature", - "hold monster" - ] - } - } - ], - "subclassFeatures": [ - "Hunting Domain|Cleric||Hunting Domain|DM:BFS|1", - "Channel Divinity: Unseen|Cleric||Hunting Domain|DM:BFS|2", - "Resolute Hunter|Cleric||Hunting Domain|DM:BFS|6", - "Divine Strike|Cleric||Hunting Domain|DM:BFS|8", - "Hunting Quest|Cleric||Hunting Domain|DM:BFS|17" - ] - }, - { - "name": "Justice Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Justice Domain", - "subclassSpells": [ - "longstrider", - "thorn whip", - "blade of wrath|DMS", - "see invisibility", - "call lightning", - "fear", - "inspiring speech|DMS", - "faithful hound", - "mage hand", - "holy ground|DMS" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "longstrider", - "thorn whip" - ], - "3": [ - "blade of wrath|DMS", - "see invisibility" - ], - "5": [ - "call lightning", - "fear" - ], - "7": [ - "inspiring speech|DMS", - "faithful hound" - ], - "9": [ - "mage hand", - "holy ground|DMS" - ] - } - } - ], - "subclassFeatures": [ - "Justice Domain|Cleric||Justice Domain|DM:BFS|1", - "Channel Divinity: No Hiding Place|Cleric||Justice Domain|DM:BFS|2", - "Hand of Justice|Cleric||Justice Domain|DM:BFS|6", - "Divine Strike|Cleric||Justice Domain|DM:BFS|8", - "Holy Denunciation|Cleric||Justice Domain|DM:BFS|17" - ] - }, - { - "name": "Labyrinth Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Labyrinth Domain", - "subclassSpells": [ - "alarm", - "expeditious retreat", - "misty step", - "pass without trace", - "hypnotic pattern", - "nondetection", - "dimension door", - "hallucinatory terrain", - "mislead", - "passwall" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "alarm", - "expeditious retreat" - ], - "3": [ - "misty step", - "pass without trace" - ], - "5": [ - "hypnotic pattern", - "nondetection" - ], - "7": [ - "dimension door", - "hallucinatory terrain" - ], - "9": [ - "mislead", - "passwall" - ] - } - } - ], - "subclassFeatures": [ - "Labyrinth Domain|Cleric||Labyrinth Domain|DM:BFS|1", - "Channel Divinity: Wisdom of the Winding Way|Cleric||Labyrinth Domain|DM:BFS|2", - "Befuddling Touch|Cleric||Labyrinth Domain|DM:BFS|6", - "Divine Strike|Cleric||Labyrinth Domain|DM:BFS|8", - "Channel Divinity: Banish to the Maze|Cleric||Labyrinth Domain|DM:BFS|17" - ] - }, - { - "name": "Lust Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Lust Domain", - "subclassSpells": [ - "friends", - "charm Person", - "command", - "alter Self", - "Suggestion", - "hypnotic Pattern", - "throes of ecstasy|DMS", - "compulsion", - "lovesick|DMS", - "dominate Person", - "kiss of the succubus|DMS" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "friends", - "charm Person", - "command" - ], - "3": [ - "alter Self", - "Suggestion" - ], - "5": [ - "hypnotic Pattern", - "throes of ecstasy|DMS" - ], - "7": [ - "compulsion", - "lovesick|DMS" - ], - "9": [ - "dominate Person", - "kiss of the succubus|DMS" - ] - } - } - ], - "subclassFeatures": [ - "Lust Domain|Cleric||Lust Domain|DM:BFS|1", - "Channel Divinity: Lustful Distraction|Cleric||Lust Domain|DM:BFS|2", - "Lingering Seduction|Cleric||Lust Domain|DM:BFS|6", - "Divine Strike|Cleric||Lust Domain|DM:BFS|8", - "Master of Seduction|Cleric||Lust Domain|DM:BFS|17" - ] - }, - { - "name": "Moon Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Moon Domain", - "subclassSpells": [ - "faerie fire", - "witch bolt", - "crown of madness", - "moonbeam", - "fear", - "hypnotic pattern", - "compulsion", - "greater invisibility", - "dream", - "hold monster" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "faerie fire", - "witch bolt" - ], - "3": [ - "crown of madness", - "moonbeam" - ], - "5": [ - "fear", - "hypnotic pattern" - ], - "7": [ - "compulsion", - "greater invisibility" - ], - "9": [ - "dream", - "hold monster" - ] - } - } - ], - "subclassFeatures": [ - "Moon Domain|Cleric||Moon Domain|DM:BFS|1", - "Channel Divinity: Night's Chill|Cleric||Moon Domain|DM:BFS|2", - "Luminescent Aura|Cleric||Moon Domain|DM:BFS|6", - "Divine Strike|Cleric||Moon Domain|DM:BFS|8", - "The Moonlit Way|Cleric||Moon Domain|DM:BFS|17" - ] - }, - { - "name": "Mountain Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Mountain Domain", - "subclassSpells": [ - "feather fall", - "jump", - "enhance ability", - "spider climb", - "meld into stone", - "sleet storm", - "stone shape", - "stoneskin", - "commune with nature", - "cone of cold" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "feather fall", - "jump" - ], - "3": [ - "enhance ability", - "spider climb" - ], - "5": [ - "meld into stone", - "sleet storm" - ], - "7": [ - "stone shape", - "stoneskin" - ], - "9": [ - "commune with nature", - "cone of cold" - ] - } - } - ], - "subclassFeatures": [ - "Mountain Domain|Cleric||Mountain Domain|DM:BFS|1", - "Channel Divinity|Cleric||Mountain Domain|DM:BFS|2", - "Darkvision|Cleric||Mountain Domain|DM:BFS|6", - "Divine Strike|Cleric||Mountain Domain|DM:BFS|8", - "Avalanche|Cleric||Mountain Domain|DM:BFS|17" - ] - }, - { - "name": "Ocean Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Ocean Domain", - "subclassSpells": [ - "chill touch", - "fog cloud", - "speak with animals", - "locate animals or plants", - "misty step", - "gaseous form", - "water breathing", - "conjure minor elementals (excluding fire)", - "black tentacles", - "awaken", - "conjure elemental (excluding fire)" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "chill touch", - "fog cloud", - "speak with animals" - ], - "3": [ - "locate animals or plants", - "misty step" - ], - "5": [ - "gaseous form", - "water breathing" - ], - "7": [ - "conjure minor elementals (excluding fire)", - "black tentacles" - ], - "9": [ - "awaken", - "conjure elemental (excluding fire)" - ] - } - } - ], - "subclassFeatures": [ - "Ocean Domain|Cleric||Ocean Domain|DM:BFS|1", - "Channel Divinity: Sea Speaker|Cleric||Ocean Domain|DM:BFS|2", - "At Home in the Waves|Cleric||Ocean Domain|DM:BFS|6", - "Divine Strike|Cleric||Ocean Domain|DM:BFS|8", - "Scales of the Sea|Cleric||Ocean Domain|DM:BFS|17" - ] - }, - { - "name": "Prophecy Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Prophecy Domain", - "subclassSpells": [ - "divine favor", - "hex", - "mirror image", - "see invisibility", - "counterspell", - "slow", - "arcane eye", - "compulsion", - "contact other plane", - "modify memory" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "divine favor", - "hex" - ], - "3": [ - "mirror image", - "see invisibility" - ], - "5": [ - "counterspell", - "slow" - ], - "7": [ - "arcane eye", - "compulsion" - ], - "9": [ - "contact other plane", - "modify memory" - ] - } - } - ], - "subclassFeatures": [ - "Prophecy Domain|Cleric||Prophecy Domain|DM:BFS|1", - "Channel Divinity: One Move Ahead|Cleric||Prophecy Domain|DM:BFS|2", - "Channel Divinity: Future Sight|Cleric||Prophecy Domain|DM:BFS|6", - "Divine Strike|Cleric||Prophecy Domain|DM:BFS|8", - "It Was Foretold|Cleric||Prophecy Domain|DM:BFS|17" - ] - }, - { - "name": "Speed Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Speed Domain", - "subclassSpells": [ - "expeditious retreat", - "feather fall", - "blur", - "web", - "haste", - "slow", - "conjure minor elementals", - "dimension door", - "hold monster", - "teleportation circle" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "expeditious retreat", - "feather fall" - ], - "3": [ - "blur", - "web" - ], - "5": [ - "haste", - "slow" - ], - "7": [ - "conjure minor elementals", - "dimension door" - ], - "9": [ - "hold monster", - "teleportation circle" - ] - } - } - ], - "subclassFeatures": [ - "Speed Domain|Cleric||Speed Domain|DM:BFS|1", - "Channel Divinity: Burst of Speed|Cleric||Speed Domain|DM:BFS|2", - "Quickness of the Gods|Cleric||Speed Domain|DM:BFS|6", - "Divine Strike|Cleric||Speed Domain|DM:BFS|8", - "Channel Divinity: Time Stop|Cleric||Speed Domain|DM:BFS|17" - ] - }, - { - "name": "Time Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Time Domain", - "subclassSpells": [ - "quicken|DM16", - "expeditious retreat", - "withered sight|DM16", - "decelerate|DM16", - "time step|DM16", - "haste", - "slow", - "reset|DM16", - "time vortex|DM16", - "legend lore", - "wall of time|DM16" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "quicken", - "expeditious retreat", - "withered sight" - ], - "3": [ - "decelerate", - "time step" - ], - "5": [ - "haste", - "slow" - ], - "7": [ - "reset", - "time vortex" - ], - "9": [ - "legend lore", - "wall of time" - ] - } - } - ], - "subclassFeatures": [ - "Time Domain|Cleric||Time Domain|DM:BFS|1", - "Channel Divinity: Time's Embrace|Cleric||Time Domain|DM:BFS|2", - "Time's Guardian|Cleric||Time Domain|DM:BFS|6", - "Divine Strike|Cleric||Time Domain|DM:BFS|8", - "Channel Divinity: Mastery of Time|Cleric||Time Domain|DM:BFS|17" - ] - }, - { - "name": "Travel Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Travel Domain", - "subclassSpells": [ - "comprehend languages", - "longstrider", - "find steed", - "pass without trace", - "haste", - "water walk", - "dimension door", - "freedom of movement", - "Shadow Realm gateway|DMS", - "teleportation circle" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "comprehend languages", - "longstrider" - ], - "3": [ - "find steed", - "pass without trace" - ], - "5": [ - "haste", - "water walk" - ], - "7": [ - "dimension door", - "freedom of movement" - ], - "9": [ - "Shadow Realm gateway|DMS", - "teleportation circle" - ] - } - } - ], - "subclassFeatures": [ - "Travel Domain|Cleric||Travel Domain|DM:BFS|1", - "Channel Divinity: Reinvigorate|Cleric||Travel Domain|DM:BFS|2", - "Trailblazer|Cleric||Travel Domain|DM:BFS|6", - "Divine Strike|Cleric||Travel Domain|DM:BFS|8", - "World Traveller|Cleric||Travel Domain|DM:BFS|17" - ] - }, - { - "name": "Void Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Void Domain", - "subclassSpells": [ - "ray of sickness", - "protection from the void|DMS", - "destructive resonance", - "rope trick", - "gaseous form", - "void strike|DMS", - "dimension door", - "nether weapon|DMS", - "contact other plane", - "living shadows|DMS" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "ray of sickness", - "protection from the void" - ], - "3": [ - "destructive resonance|DMS", - "rope trick" - ], - "5": [ - "gaseous form", - "void strike|DMS" - ], - "7": [ - "dimension door", - "nether weapon|DMS" - ], - "9": [ - "contact other plane", - "living shadows|DMS" - ] - } - } - ], - "subclassFeatures": [ - "Void Domain|Cleric||Void Domain|DM:BFS|1", - "Channel Divinity: Hidden Knowledge|Cleric||Void Domain|DM:BFS|2", - "Channel Divinity: Dark Secrets|Cleric||Void Domain|DM:BFS|6", - "Divine Strike|Cleric||Void Domain|DM:BFS|8", - "Black Star|Cleric||Void Domain|DM:BFS|17" - ] - }, - { - "name": "Winter Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Winter Domain", - "subclassSpells": [ - "ray of frost", - "breathtaking wind|DMS", - "icicle daggers|DMS", - "creeping ice|DMS", - "Sheen Of Ice|DMS", - "Sleet Storm", - "steal warmth|DMS", - "fusillade of ice|DMS", - "Ice Storm", - "clash of glaciers|DMS", - "Cone of Cold" - ], - "additionalSpells": [ - { - "prepared": { - "1": [ - "ray of frost", - "breathtaking wind|DMS", - "icicle daggers|DMS" - ], - "3": [ - "creeping ice|DMS", - "Sheen Of Ice|DMS" - ], - "5": [ - "Sleet Storm", - "steal warmth|DMS" - ], - "7": [ - "fusillade of ice|DMS", - "Ice Storm" - ], - "9": [ - "clash of glaciers|DMS", - "Cone of Cold" - ] - } - } - ], - "subclassFeatures": [ - "Winter Domain|Cleric||Winter Domain|DM:BFS|1", - "Channel Divinity: Snow Walker|Cleric||Winter Domain|DM:BFS|2", - "Deep Cold|Cleric||Winter Domain|DM:BFS|6", - "Divine Strike|Cleric||Winter Domain|DM:BFS|8", - "Bringer of Winter's Wrath|Cleric||Winter Domain|DM:BFS|17" - ] - }, - { - "name": "The Frozen One", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "shortName": "The Frozen One", - "subclassFeatures": [ - "The Frozen One|Warlock||The Frozen One|DM:BFS|1", - "Frozen Path|Warlock||The Frozen One|DM:BFS|6", - "Icy Body|Warlock||The Frozen One|DM:BFS|10", - "Wintry Blast|Warlock||The Frozen One|DM:BFS|14" - ], - "additionalSpells": [ - { - "known": { - "1": [ - "create or destroy water", - "fog cloud" - ], - "3": [ - "blur", - "ice hammer|DMS" - ], - "5": [ - "protection from energy (cold only)", - "sleet storm" - ], - "7": [ - "ice storm", - "wintry glide" - ], - "9": [ - "cone of cold", - "ice fortress|DMS" - ] - } - } - ] - }, - { - "name": "The Sibyl", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "shortName": "The Sibyl", - "subclassFeatures": [ - "The Sibyl|Warlock||The Sibyl|DM:BFS|1", - "Disastrous Prognostication|Warlock||The Sibyl|DM:BFS|6", - "Whispered Warnings|Warlock||The Sibyl|DM:BFS|10", - "Pierce the Veil|Warlock||The Sibyl|DM:BFS|14" - ], - "additionalSpells": [ - { - "known": { - "1": [ - "alarm", - "seer's reaction|DMS" - ], - "3": [ - "augury", - "blindness/deafness" - ], - "5": [ - "bestow curse", - "clairvoyance" - ], - "7": [ - "confusion", - "divination" - ], - "9": [ - "eidetic memory|DMS", - "Hod's gift" - ] - } - } - ] - }, - { - "name": "The Genie Lord", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "shortName": "The Genie Lord", - "subclassFeatures": [ - "The Genie Lord|Warlock||The Genie Lord|DM:BFS|1", - "Transfer Elements|Warlock||The Genie Lord|DM:BFS|6", - "Minor Wish|Warlock||The Genie Lord|DM:BFS|10", - "Herald's Aspect|Warlock||The Genie Lord|DM:BFS|14" - ], - "additionalSpells": [ - { - "known": { - "1": [ - "chromatic orb", - "thunderwave" - ], - "3": [ - "gust of wind", - "sleet storm" - ], - "5": [ - "protection from energy", - "water breathing" - ], - "7": [ - "conjure minor elementals", - "fire shield" - ], - "9": [ - "creation", - "wall of stone" - ] - } - } - ] - }, - { - "name": "Aristocratic", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "shortName": "Aristocratic", - "subclassFeatures": [ - "Aristocratic|Sorcerer||Aristocratic|DM:BFS|1", - "Metamagic Mastery|Sorcerer||Aristocratic|DM:BFS|6", - "Power of the Elite|Sorcerer||Aristocratic|DM:BFS|14", - "Inexorable Might|Sorcerer||Aristocratic|DM:BFS|18" - ] - }, - { - "name": "Boreal Bloodline", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "shortName": "Boreal Bloodline", - "subclassFeatures": [ - "Boreal Bloodline|Sorcerer||Boreal Bloodline|DM:BFS|1", - "Gelid Form|Sorcerer||Boreal Bloodline|DM:BFS|6", - "Winter'S Form|Sorcerer||Boreal Bloodline|DM:BFS|14", - "Winter's Soul|Sorcerer||Boreal Bloodline|DM:BFS|18" - ] - }, - { - "name": "Elemental Essence", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "shortName": "Elemental Essence", - "subclassFeatures": [ - "Elemental Essence|Sorcerer||Elemental Essence|DM:BFS|1", - "Infuse Elements|Sorcerer||Elemental Essence|DM:BFS|6", - "Elemental Jaunt|Sorcerer||Elemental Essence|DM:BFS|14", - "Elemental Soul|Sorcerer||Elemental Essence|DM:BFS|18" - ] - }, - { - "name": "Farseer", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "shortName": "Farseer", - "subclassFeatures": [ - "Farseer|Sorcerer||Farseer|DM:BFS|1", - "Commune with the Unknown|Sorcerer||Farseer|DM:BFS|6", - "Time Slip|Sorcerer||Farseer|DM:BFS|14", - "Sharing the Dream|Sorcerer||Farseer|DM:BFS|18" - ] - }, - { - "name": "Serophage", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "shortName": "Serophage", - "subclassFeatures": [ - "Serophage|Sorcerer||Serophage|DM:BFS|1", - "Blood Fuel|Sorcerer||Serophage|DM:BFS|6", - "Blood Barrier|Sorcerer||Serophage|DM:BFS|14", - "Siphon Blood|Sorcerer||Serophage|DM:BFS|18" - ] - }, - { - "name": "Shadow Bloodline", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "shortName": "Shadow Bloodline", - "subclassFeatures": [ - "Shadow Bloodline|Sorcerer||Shadow Bloodline|DM:BFS|1", - "Dark Illusions|Sorcerer||Shadow Bloodline|DM:BFS|6", - "Passage Through the Dark|Sorcerer||Shadow Bloodline|DM:BFS|14", - "Tainted Shadows|Sorcerer||Shadow Bloodline|DM:BFS|18" - ] - }, - { - "name": "Alkemancer", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Alkemancer", - "subclassFeatures": [ - "Alkemancer|Wizard||Alkemancer|DM:BFS|2", - "Essence Mastery|Wizard||Alkemancer|DM:BFS|6", - "Craft Minor Elixir|Wizard||Alkemancer|DM:BFS|10", - "Path of the Golden Glower|Wizard||Alkemancer|DM:BFS|14" - ] - }, - { - "name": "Blood Mage", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Blood Mage", - "subclassFeatures": [ - "Blood Mage|Wizard||Blood Mage|DM:BFS|2", - "Blood Vision|Wizard||Blood Mage|DM:BFS|6", - "Absorb Toxins|Wizard||Blood Mage|DM:BFS|10", - "Thicken or Quicken Blood|Wizard||Blood Mage|DM:BFS|14" - ] - }, - { - "name": "Doomsayer", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Doomsayer", - "subclassFeatures": [ - "Doomsayer|Wizard||Doomsayer|DM:BFS|2", - "Terrible Power|Wizard||Doomsayer|DM:BFS|6", - "Merciless Onslaught|Wizard||Doomsayer|DM:BFS|10", - "Power from Darkness|Wizard||Doomsayer|DM:BFS|14" - ] - }, - { - "name": "Dragon Mage", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Dragon Mage", - "subclassFeatures": [ - "Dragon Mage|Wizard||Dragon Mage|DM:BFS|2", - "Invoke Dragon Heart|Wizard||Dragon Mage|DM:BFS|6", - "Invoke Dragon Wings|Wizard||Dragon Mage|DM:BFS|10", - "Invoke Dragon Tail|Wizard||Dragon Mage|DM:BFS|14" - ] - }, - { - "name": "Entropist", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Entropist", - "subclassFeatures": [ - "Entropist|Wizard||Entropist|DM:BFS|2", - "Twisted Arcana|Wizard||Entropist|DM:BFS|6", - "Shifting Resistance|Wizard||Entropist|DM:BFS|10", - "Master Of Chaos|Wizard||Entropist|DM:BFS|14" - ] - }, - { - "name": "Illuminator", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Illuminator", - "subclassFeatures": [ - "Illuminator|Wizard||Illuminator|DM:BFS|2", - "Master Of The Radiant Heavens|Wizard||Illuminator|DM:BFS|6", - "Illusions of Permanence|Wizard||Illuminator|DM:BFS|10", - "Comprehension of The Starry Sky|Wizard||Illuminator|DM:BFS|14" - ] - }, - { - "name": "Master of Fiends", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Master of Fiends", - "subclassFeatures": [ - "Master of Fiends|Wizard||Master of Fiends|DM:BFS|2", - "Communion At The Crossroads|Wizard||Master of Fiends|DM:BFS|6", - "Planar Defense|Wizard||Master of Fiends|DM:BFS|10", - "Master Of Dark Conjuration|Wizard||Master of Fiends|DM:BFS|14" - ] - }, - { - "name": "Necrophage", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Necrophage", - "subclassFeatures": [ - "Necrophage|Wizard||Necrophage|DM:BFS|2", - "Memory of Flesh|Wizard||Necrophage|DM:BFS|6", - "Fruit of the Mind|Wizard||Necrophage|DM:BFS|10", - "Feed On Life|Wizard||Necrophage|DM:BFS|14" - ] - }, - { - "name": "Ring Warden", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Ring Warden", - "subclassFeatures": [ - "Ring Warden|Wizard||Ring Warden|DM:BFS|2", - "Master Metalsmith|Wizard||Ring Warden|DM:BFS|6", - "Imbue Ring|Wizard||Ring Warden|DM:BFS|10", - "Ring Bond|Wizard||Ring Warden|DM:BFS|14" - ] - }, - { - "name": "Timekeeper", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Timekeeper", - "subclassFeatures": [ - "Timekeeper|Wizard||Timekeeper|DM:BFS|2", - "Extended Magic|Wizard||Timekeeper|DM:BFS|6", - "Hastened|Wizard||Timekeeper|DM:BFS|10", - "Time Mastery|Wizard||Timekeeper|DM:BFS|14" - ] - }, - { - "name": "Void Caster", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Void Caster", - "subclassFeatures": [ - "Void Caster|Wizard||Void Caster|DM:BFS|2", - "Rebuke from Beyond|Wizard||Void Caster|DM:BFS|6", - "Powerful Echo|Wizard||Void Caster|DM:BFS|10", - "Manifestation|Wizard||Void Caster|DM:BFS|14" - ] - }, - { - "name": "White Necromancer", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "White Necromancer", - "subclassFeatures": [ - "White Necromancer|Wizard||White Necromancer|DM:BFS|2", - "White Necromancy|Wizard||White Necromancer|DM:BFS|6", - "Life Bond|Wizard||White Necromancer|DM:BFS|10", - "Protect Life|Wizard||White Necromancer|DM:BFS|14" - ] - }, - { - "name": "Angelic Scribe", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "shortName": "Angelic Scribe", - "subclassFeatures": [ - "Angelic Scribe|Wizard||Angelic Scribe|DM:BFS|2", - "Warding Seal|Wizard||Angelic Scribe|DM:BFS|6", - "Greater Seal|Wizard||Angelic Scribe|DM:BFS|10", - "Angelic Wrath|Wizard||Angelic Scribe|DM:BFS|14" - ] - }, - { - "name": "Angelic Scribe", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "shortName": "Angelic Scribe", - "subclassSpells": [ - { - "className": "Wizard", - "classSource": "PHB" - } - ], - "subclassFeatures": [ - "Angelic Scribe|Cleric||Angelic Scribe|DM:BFS|1", - "Seal Scribe|Cleric||Angelic Scribe|DM:BFS|2", - "Warding Seal|Cleric||Angelic Scribe|DM:BFS|6|DM:BFS", - "Greater Seal|Cleric||Angelic Scribe|DM:BFS|8|DM:BFS", - "Angelic Wrath|Cleric||Angelic Scribe|DM:BFS|17|DM:BFS" - ] - } - ], - "subclassFeature": [ - { - "name": "Elementalist", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "You focus your arcane studies on the power inherent to one of the Elemental Planes. Sometimes mistaken for evokers, Elementalists believe in the superiority of their chosen element above all others, and they aren't shy about making that fact known. Elementalists are often secluded researchers, or they sign on with groups who appreciate their singular talents.", - { - "type": "refSubclassFeature", - "subclassFeature": "Elemental Savant|Wizard||Elementalist|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Elemental Focus|Wizard||Elementalist|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Elemental Mastery|Wizard||Elementalist|DM:BFS|2" - } - ] - }, - { - "name": "Elemental Savant", - "entries": [ - "Beginning when you select this tradition at 2nd level, choose one element from the Elemental Focus table. That element becomes the focus of your study. You can speak, read, and write the language associated with your focus, and the associated damage type is used by features you gain later." - ], - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1 - }, - { - "name": "Elemental Focus", - "entries": [ - { - "type": "table", - "colLabels": [ - "Element", - "Language", - "Damage Type" - ], - "colStyles": [ - "col-1", - "col-1", - "col-2" - ], - "rows": [ - [ - "{@optfeature Elemental Focus: Air|DM:BFS}", - "Auran", - "Lightning or Thunder (choose one)" - ], - [ - "{@optfeature Elemental Focus: Earth|DM:BFS}", - "Terran", - "Acid" - ], - [ - "{@optfeature Elemental Focus: Fire|DM:BFS}", - "Ignan", - "Fire" - ], - [ - "{@optfeature Elemental Focus: Water|DM:BFS}", - "Aquan", - "Cold" - ] - ] - }, - "Some spells resonate with your focus element. They might deal the associated damage type, manipulate the element in question, or otherwise embody an elemental theme. Work with your GM to determine whether a given spell resonates with your focus. The gold and time you must spend to copy a spell resonant with your chosen element into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be an elemental magic spell even if you've never encountered the spell before. Similarly, when you learn a new cantrip, it can be an elemental magic cantrip even if you've never encountered it." - ], - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1 - }, - { - "name": "Elemental Mastery", - "entries": [ - "Starting at 2nd level, you learn magical techniques, called masteries, to channel elemental magic into your being and spells.", - { - "type": "entries", - "name": "Masteries", - "entries": [ - "You learn two {@optfeature Masteries|DM:BFS} of your choice, which are detailed in the \"Masteries\" section.", - "You learn one additional mastery of your choice at 6th, 10th, and 14th levels. Each time you learn a new mastery, you can also replace one mastery you know with a different one." - ] - }, - { - "type": "entries", - "name": "Saving Throws", - "entries": [ - "Some of your masteries require your target to make saving throws to resist the mastery's effects. When you use such an effect from this class, the DC equals your wizard spell save DC." - ] - } - ], - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1 - }, - { - "name": "Substitue Elements", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th Level, you can funnel Elemental Essence through your damage-dealing Spells. When you Cast a Spell that does damage, you can change the damage to the type associated with your elemental focus." - ] - }, - { - "name": "Elemental Mastery", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "You learn a third Elemental Mastery. You can also replace one mastery you know with a diffrent one.", - "{@optfeature Masteries|DM:BFS}" - ] - }, - { - "name": "Absorb Elements", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, when you would take damage of the type associated with your elemental focus, you can use a Reaction to take no damage and regain a number of Hit Points equal to half the damage you would have taken.", - "You can use this ability even if you have Resistance or immunity to that damage type from another source. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest." - ] - }, - { - "name": "Elemental Mastery", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "You learn a fourth Elemental Mastery. You can also replace one mastery you know with a diffrent one.", - "{@optfeature Masteries|DM:BFS}" - ] - }, - { - "name": "Irresistible Strike", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, your elemental damage Spells are unstoppable. Your Spells that deal damage of the type associated with your elemental focus ignore immunity to that damage type.", - "You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest." - ] - }, - { - "name": "Elemental Mastery", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Elementalist", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "You learn a fifth Elemental Mastery. You can also replace one mastery you know with a diffrent one.", - "{@optfeature Masteries|DM:BFS}" - ] - }, - { - "name": "Prescient Knight", - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "The prescient knight is the culmination of long years of study, practice, and dedication to the craft of combat divination by those seeking the ultimate martial expression of that art. Their ability to meld martial prowess with combat divination makes them a formidable force on the field of battle.", - { - "type": "refSubclassFeature", - "subclassFeature": "Spellcasting|Fighter||Prescient Knight|DM:BFS|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Reactive Echo|Fighter||Prescient Knight|DM:BFS|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Fighter||Prescient Knight|DM:BFS|3" - } - ] - }, - { - "name": "Bonus Proficiencies", - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "When you choose this archetype at 3rd Level, you gain Proficiency in {@skill Arcana}" - ] - }, - { - "name": "Spellcasting", - "entries": [ - "When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and chapter 11 for the {@filter wizard spell list|spells|class=wizard}.", - { - "type": "entries", - "name": "Cantrips", - "entries": [ - "You learn two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard}. You learn an additional wizard cantrip of your choice at 10th level." - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Spell Slots", - "entries": [ - "The Prescient Knight Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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.", - "For example, if you know the 1st-level spell {@spell shield} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell shield} using either slot." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Spells Known of 1st-Level and Higher", - "entries": [ - "The Prescient Knight Spellcasting table shows how many spells are known at 1st level and higher. When choosing this martial tradition, you learn three 1st-level spells.", - "You are limited in your selection to wizard spells of the divination and abjuration schools.", - "Additionally, you can choose any divination spell with a casting time of 1 reaction or 1 bonus action, whether or not it's on the wizard spell list.", - "You learn additional spells as you progress; newly learned spells have the same school and list restrictions as your original spells.", - "Whenever you gain a level, you can replace one spell you know with another from among those spells you can know." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Spellcasting Ability", - "entries": [ - "Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.", - { - "type": "abilityDc", - "name": "Spell", - "attributes": [ - "int" - ] - }, - { - "type": "abilityAttackMod", - "name": "Spell", - "attributes": [ - "int" - ] - } - ] - } - ] - } - ], - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 3, - "header": 1 - }, - { - "name": "Reactive Echo", - "entries": [ - "When choosing this archetype, your ability to anticipate the actions of your foes allows you to take a second reaction during a round in which you use your Action Surge." - ], - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 3, - "header": 1 - }, - { - "name": "Martial Caster", - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 3, - "header": 2, - "entries": [ - "At 3rd level you can cast spells having a somatic component while you are wielding a weapon and/or shield, provided you are proficient with those items." - ] - }, - { - "name": "Constant Vigilance", - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 7, - "header": 2, - "entries": [ - "Beginning at 7th level, you have a preternatural awareness of your surroundings in times of duress.", - "If you are surprised but not incapacitated at the start of combat, you can use your Action Surge to negate surprise for yourself and take a normal turn plus one additional action (for the Action Surge) in the first round of combat.", - "Additionally, using your Action Surge this way allows you to give sufficient warning to your allies who are within 15 feet of you so they can also start taking reactions after your turn." - ] - }, - { - "name": "Evasion", - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, your foreknowledge of events to come allows you to position yourself in the most advantageous manner. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and half damage if you fail." - ] - }, - { - "name": "Anticipatory Strike", - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 15, - "header": 2, - "entries": [ - "At 15th level, your connection to threads of fate strengthens, providing greater insight into the movements and actions of your opponents. When you use an Action Surge, you have advantage on attack rolls and a +2 bonus to your AC until the end of your next turn." - ] - }, - { - "name": "Action Free of Thought", - "source": "DM:BFS", - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Prescient Knight", - "subclassSource": "DM:BFS", - "level": 18, - "header": 2, - "entries": [ - "At 18th level, your martial mastery of combat divination is such that you are able to react to your opponent without conscious thought and with minimal physical effort. During combat, you can take one reaction every turn instead of one per round." - ] - }, - { - "name": "Griffon Scout", - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Griffon Scout", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "The elves of the Griffon Court are practical and disciplined, well suited to surviving in their isolated holding on a windswept crag jutting out of the Margreve. Trained by elven court veterans, rangers of the Griffon Scout archetype learn to move swiftly and stealthily both on foot and while mounted, gathering information on their enemies or delivering devastating hit-and-run raids with precision and coordination.", - "Starting at 3rd Level, you learn an additional spell when you reach certain levels in this class, as shown in the Griffon Scout Spells table. The spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger Spells you know.", - { - "type": "table", - "caption": "Griffon Scout Spells", - "colLabels": [ - "Ranger Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-17" - ], - "rows": [ - [ - "3rd", - "{@spell feather fall|PHB}" - ], - [ - "5th", - "{@spell find steed|PHB}" - ], - [ - "9th", - "{@spell haste|PHB}" - ], - [ - "13th", - "{@spell greater invisibility|PHB}" - ], - [ - "17th", - "{@spell rary's telepathic bond|PHB}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Mounted Scout|Ranger||Griffon Scout|DM:BFS|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Skirmisher's Step|Ranger||Griffon Scout|DM:BFS|3" - } - ] - }, - { - "name": "Mounted Scout", - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Griffon Scout", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "At 3rd Level, you have advantage on Dexterity (Stealth) checks while mounted, and your Dexterity (Stealth) checks apply to both you and your mount. " - ] - }, - { - "name": "Skirmisher's Step", - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Griffon Scout", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "At 3rd Level, when you move at least 20 feet straight toward a creature and hit it with a melee weapon Attack in the same turn, that Attack deals an extra 1d8 damage of the same type dealt by the weapon to the target, and, when you or your mount move out of the target's reach before the end of your next turn, you don't provoke an opportunity Attack from the target." - ] - }, - { - "name": "Coordinated Strikes", - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Griffon Scout", - "subclassSource": "DM:BFS", - "level": 7, - "entries": [ - "Starting at 7th level, you can deliver punishing flurries of attacks in perfect coordination with your allies. When one of your allies hits a target within 30 feet of you with an Attack, you can use your Reaction to make one weapon Attack against that target." - ] - }, - { - "name": "Griffon Wings", - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Griffon Scout", - "subclassSource": "DM:BFS", - "level": 11, - "entries": [ - "At 11th level, when you cast {@spell find steed}, you can choose for your steed to take the form of a Griffon, though it is a fey instead of a Monstrosity." - ] - }, - { - "name": "Strike and Fade", - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Griffon Scout", - "subclassSource": "DM:BFS", - "level": 15, - "entries": [ - "Starting at 15th level, when you or your mount move at least 20 feet during Your Turn, you become an evasive blur. Until the start of your next turn, a creature that attacks you has disadvantage on the first Attack roll it makes against you or your mount." - ] - }, - { - "name": "Vampire Slayer", - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Vampire Slayer", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "Vampire slayers wander the forests, hills and mountains of the Blood Kingdom, protecting the Common folk who live in farming villages and remote cabins on the edge of civilisation from Creatures of the night. Moving unseen through the Woodlands, your specialised Training allows you to hunt vampires, Ghouls, werewolves, and other foul Monsters that prey on the innocent. Although you are most at home in the Wilderness, as your experience grows, your attention might turn to the ruthless Elders who rule the baronies of Morgau from their dark keeps and sprawling manors.", - "The Vampire slayer archetype is a variant of the Hunter archetype. It follows all the standard rules for hunters except as noted below.", - { - "type": "refSubclassFeature", - "subclassFeature": "Favored Enemy|Ranger||Vampire Slayer|DM:BFS|3" - } - ] - }, - { - "name": "Favored Enemy", - "entries": [ - "You must choose undead as your favored enemy type at 1st level. At 6th and 14th level, you can choose freely from the standard list, and can also select hags or lycanthropes as an alternative." - ], - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Vampire Slayer", - "subclassSource": "DM:BFS", - "level": 3, - "header": 1 - }, - { - "name": "Hunter's Prey", - "entries": [ - "{@i 3rd-level Vampire Slayer feature}", - "At 3rd level, you can choose the following feature in place of Colossus Slayer, Giant Killer, or Horde Breaker:", - "Empowered Strike Your expertise in fighting undead and lycanthropes allows you to harm them even when you're not wielding a magical weapon. When fighting a creature that has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, you can ignore this resistance once per turn when you hit successfully with your nonmagical weapon. If you are wielding a magical weapon, the creature takes an extra 1d8 damage from one of your successful attacks per turn." - ], - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Vampire Slayer", - "subclassSource": "DM:BFS", - "level": 3, - "header": 1 - }, - { - "name": "Defensive Tactics", - "entries": [ - "{@i 7th-level Vampire Slayer feature}", - "At 7th level, you can choose the following feature in place of Escape the Horde, Multiattack Defense, or Steel Will.", - "Ranger's Resilience. You have advantage on saving throws against paralysis and effects that reduce your hit point maximum." - ], - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Vampire Slayer", - "subclassSource": "DM:BFS", - "level": 7, - "header": 1 - }, - { - "name": "Slayer's Strike", - "entries": [ - "{@i 11th-level Vampire Slayer feature}", - "At 11th level, you can choose the following feature in place of Volley or Whirlwind Attack.", - "Straight Through the Heart. When you use an Attack action, you can choose to make a single melee attack against a favored enemy in an effort to strike a vulnerable spot. If the attack hits, it deals an extra 6d6 damage." - ], - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Vampire Slayer", - "subclassSource": "DM:BFS", - "level": 11, - "header": 1 - }, - { - "name": "Superior Hunter's Defense", - "entries": [ - "{@i 15th-level Vampire Slayer feature}", - "At 15th level, you can choose the following feature in place of Evasion, Stand Against the Tide, or Uncanny Dodge.", - "Greater Resilience. You have advantage on saving throws against the spells and abilities of your favored enemies." - ], - "source": "DM:BFS", - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Vampire Slayer", - "subclassSource": "DM:BFS", - "level": 15, - "header": 1 - }, - { - "name": "Greenleaf College", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Greenleaf College", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "The Greenleaf College was founded by Elfmarked who sought to record their varied heritage. Drawing from elven lore and power, Greenleaf bards strengthen their connection to Nature. Through their magic and their tales, they convey the rejuvenating Strength of the forests and rivers to their allies.", - { - "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Bard||Greenleaf College|DM:BFS|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Rejuvenating Inspiration|Bard||Greenleaf College|DM:BFS|3" - } - ] - }, - { - "name": "Expanded Spell List", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Greenleaf College", - "subclassSource": "DM:BFS", - "level": 3, - "header": 2, - "entries": [ - "When you join the Greenleaf College at 3rd Level, you gain access to an expanded list of bard Spells. The following Spells are added to the bard spell list for you.", - { - "type": "table", - "caption": "Greenleaf College Spells", - "colLabels": [ - "Bard Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-center" - ], - "rows": [ - [ - "1st", - "{@spell entangle}, {@spell goodberry}" - ], - [ - "2nd", - "{@spell pass without trace}, {@spell spike growth}" - ], - [ - "3rd", - "{@spell conjure animals}, {@spell daylight}" - ], - [ - "4th", - "{@spell conjure woodland beings}, {@spell dominate beast}" - ], - [ - "5th", - "{@spell commune with nature}, {@spell tree stride}" - ] - ] - } - ] - }, - { - "name": "Rejuvenating Inspiration", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Greenleaf College", - "subclassSource": "DM:BFS", - "level": 3, - "header": 2, - "entries": [ - "Also at 3rd level, you learn to infuse your Bardic Inspiration with a magical seed of healing energy. When a creature uses a Bardic Inspiration die from you to increase one ability check, attack roll, or saving throw, it also gains temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier." - ] - }, - { - "name": "Land's Stride", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Greenleaf College", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.", - "In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell." - ] - }, - { - "name": "Vital Surge", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Greenleaf College", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, as an action you can expend one use of Bardic Inspiration to magically remove one disease or detrimental condition affecting a creature you can see within 60 feet.", - "The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned." - ] - }, - { - "name": "College of Wyrdsingers", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Wyrdsingers", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "Bards of the College of Wyrdsingers subscribe to the wyrd, a philosophy that centers around the phenomenon of the same name. The wyrd is that which will be, inexorably tied to such concepts as destiny and fate. Though some might consider the idea of a fixed destiny fatalistic, the bards of this college are Inspired by this viewpoint. One may not choose the manner of one's death, but one can choose how to meet it, and that idea is at the heart of this college. An insect might be caught in a spider's web. Whether it lives or dies, its struggles ultimately shake the web in its entirety, and it might free itself through such effort. The struggle affects all things, however remotely connected they might be, whereas the insect that merely accepts its death leaves not even a ripple behind. To confront fate, to embrace the wyrd and whatever it brings, is to have the power to shake the world and make it take notice." - ] - }, - { - "name": "Braggart", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Wyrdsingers", - "subclassSource": "DM:BFS", - "level": 3, - "header": 2, - "entries": [ - "When you join the College of Wyrdsingers at 3rd Level, you are already a Master of the art of bragging about your deeds. The fact that you exaggerate is of little importance; what matters is that boasting of your deeds makes people listen to you.", - "Your Proficiency bonus is doubled when you make a {@skill Intimidation} or {@skill Persuasion} check." - ] - }, - { - "name": "Inspire Greatness", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Wyrdsingers", - "subclassSource": "DM:BFS", - "level": 3, - "header": 2, - "entries": [ - "Also Beginning at 3rd Level, you can use a bonus Action to instill a sense of worth in a single ally within 60 feet who can hear you. Your ally gains a bonus equal to your Charisma modifier on Attack rolls, Damage Rolls, Ability Checks, and Saving Throws for a number of rounds equal to your bard level. That ally cannot benefit from your Bardic Inspiration until the Duration of this feature has run its course. You can use this feature once at 3rd Level, twice at 8th level, and three times at 15th level. You regain all expended uses when you finish a Long Rest.", - "Additionally, you can use a bonus Action to cast any Abjuration spell you know that normally takes 1 Action to cast (for example, Laugh In The Face Of Fear, described in this book, or lesser restoration). Once you use this feature, you must finish a Long Rest before you can use it again." - ] - }, - { - "name": "Not This Day", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Wyrdsingers", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, if an ally of yours drops to 0 Hit Points, you can use a Reaction to expend one of your uses of Bardic Inspiration. Your ally gains a number of temporary Hit Points equal to the die roll and remains conscious.", - "If the Attack that reduced the ally to 0 Hit Points would have been fatal, the ally will die if they lose all temporary Hit Points they currently possess, unless their hit point total is raised to 1 or higher before that happens." - ] - }, - { - "name": "Make Your Own Fate", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Wyrdsingers", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level and higher, you can use an Action to sing a song of valor that enables you to remain courageous and fight fiercely in the face of the gravest danger.", - "For 1 minute thereafter, you gain immunity to the Frightened condition. Any ally you affect with your Bardic Inspiration feature also gains this immunity until they expend the Bardic Inspiration die or the Duration expires.", - "In addition, while this feature is in Effect, you add your Charisma modifier to your weapon damage and to the damage of any spell you cast." - ] - }, - { - "name": "College of Entropy", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Entropy", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "Bards of the College of Entropy are itinerate gamblers and daring thrill seekers whose actions are supremely unpredictable. Rather than relying on ancient lore or skill with arms, these bards throw themselves into new challenges just to see what happens, trusting in luck to see them through. They're called luck stealers (with a mixture of derision and respect) because no matter how bad things get for everyone around them, these bards always seem to come out unscathed.", - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Bard||College of Entropy|DM:BFS|3" - } - ] - }, - { - "name": "Bonus Proficiencies", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Entropy", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "When you choose this archetype at 3rd Level, you gain Proficiency in {@skill Acrobatics},{@skill Athletics} and a gaming set of your choice." - ] - }, - { - "name": "Luck Stealer", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Entropy", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "Also at 3rd level, you learn to borrow a little bit of other people's luck for yourself. When a creature that you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one of your uses of Bardic Inspiration to grant that creature a penalty to the check equal to the number rolled on your Bardic Inspiration die. You gain Inspiration that is usable only on yourself and lasts for a number of rounds equal to the number rolled on the Bardic Inspiration die. If you do not expend the Inspiration before that time, it is lost. Stealing luck, regardless of whether you use the Inspiration, causes a chaos magic surge." - ] - }, - { - "name": "Infusion of Fortune", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Entropy", - "subclassSource": "DM:BFS", - "level": 6, - "entries": [ - "At 6th level, when you cast a chaos spell, you cause a chaos magic surge and regain one use of your Bardic Inspiration. You regain the use of infusion of fortune after a short or long rest." - ] - }, - { - "name": "Belief is a Tool", - "source": "DM:BFS", - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "College of Entropy", - "subclassSource": "DM:BFS", - "level": 14, - "entries": [ - "Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard's next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge.", - { - "type": "table", - "caption": "Belief is a Tool", - "colLabels": [ - "{@dice d100}", - "Effect" - ], - "colStyles": [ - "col-1 text-center", - "text-align-left col-11" - ], - "rows": [ - [ - "1-2", - "You cast {@spell hypnotic pattern} centered on yourself." - ], - [ - "3-4", - "The target of your spell or ability is also targeted by an {@spell enlarge} spell. If there is no target, the {@spell enlarge} affects you." - ], - [ - "5-6", - "An angry constrictor snake controlled by the GM appears wrapped around your waist." - ], - [ - "7-8", - "For 10 rounds, a {@spell gust of wind} blows out from you in all directions." - ], - [ - "9-10", - "Three targets you can see within 60 feet chosen by you are targeted by a {@spell ray of frost}." - ], - [ - "11-12", - "You rise 30 feet into the air, where you hover until the start of your next turn, when you fall." - ], - [ - "13-14", - "You grow a purple mustache {@dice 3d6} inches in length." - ], - [ - "15-16", - "You are cloaked in shadow and reek of brimstone for 1 hour. During that time, you have advantage on {@skill Intimidation} checks and disadvantage on {@skill Persuasion} checks." - ], - [ - "17-18", - "You summon a mule 100 feet above the target of your spell or ability. If you do not have a target, the mule appears above you. Both the mule and the creature it lands on take {@dice 10d6} bludgeoning damage from the inevitable fall, or the creature under the mule takes no damage with a successful Dexterity saving throw; the DC equals your spell save DC." - ], - [ - "19-20", - "You cast {@spell contact other plane}." - ], - [ - "21-22", - "Rum rains from the sky in a 30-foot radius around you for 10 rounds." - ], - [ - "23-24", - "You regain your highest-level expended spell slot." - ], - [ - "25-26", - "You cast a hemispherical {@spell wall of force}, centered on yourself." - ], - [ - "27-28", - "All of your hair falls out. It grows back at the normal rate." - ], - [ - "29-30", - "You gain resistance to one type of damage, determined randomly, for one hour." - ], - [ - "31-32", - "Loud horns that can be heard for a mile sound for 1 hour. The sound moves with you." - ], - [ - "33-34", - "Until you complete a long rest, every word you utter sounds normal to you but is heard by others as incomprehensible babbling. This doesn't impair your ability to cast spells." - ], - [ - "35-36", - "Three targets within 30 feet that you can see are targeted by a bolt of light that does {@dice 1d8} radiant damage. Each individual target can negate the damage with a successful Constitution saving throw." - ], - [ - "37-38", - "Every creature within 60 feet of you, except you, teleports 10 feet in a random direction. If the destination is a solid object or hazardous terrain, the creature doesn't move." - ], - [ - "39-40", - "The sun (or moon if it is night) is eclipsed for 10 minutes." - ], - [ - "41-42", - "You become immune to all damage for 1 round." - ], - [ - "43-44", - "Until you complete a long rest, you leave burning footprints that smolder in your wake for 5 rounds. The flames are hot enough to ignite easily flammable material (leaves, paper, cloth)." - ], - [ - "45-46", - "You turn into a succulent cooked ham for 10 rounds. While a ham, you are incapacitated and are vulnerable to all damage. The gold plate that you appear upon can be sold for 5 gp." - ], - [ - "47-48", - "For 30 feet around you, the ground turns into broken, uneven, difficult terrain." - ], - [ - "49-50", - "For 1 hour, you gain a bonus to weapon damage equal to your spellcasting ability." - ], - [ - "51-52", - "You open a portal to the Abyss that stays open for 10 rounds. Each round there is a 1 in 20 chance that a fiend or other Abyssal creature of the GM's choice walks through." - ], - [ - "53-54", - "You cast {@spell healing word} on a target of your choice." - ], - [ - "55-56", - "Your eyes turn into potatoes and fall from their sockets. You are blinded until you receive a {@spell remove curse} or {@spell regenerate} spell." - ], - [ - "57-58", - "You hear a thunderous sound and are stunned until the end of your next turn." - ], - [ - "59-60", - "You cast {@spell moonbeam}." - ], - [ - "61-62", - "An item you hold is covered in {@spell continual flame}. If you are not holding an item, the GM chooses an item within 30 feet of you to be the target." - ], - [ - "63-64", - "You and two targets that you can see within 30 feet of you are affected by a {@spell bane} spell." - ], - [ - "65-66", - "You gain advantage on your next attack roll, ability check, or saving throw within 24 hours." - ], - [ - "67-68", - "You suffer disadvantage on your next attack roll, ability check, or saving throw within 24 hours." - ], - [ - "69-70", - "Choose a target that you can see within 60 feet other than yourself to gain temporary hit points equal to your level." - ], - [ - "71-72", - "A barrel of lamp oil appears adjacent to you." - ], - [ - "73-74", - "You are targeted by a {@spell disguise self} spell making you appear as a dirt-covered human child of the opposite gender." - ], - [ - "75-76", - "Dim pink light fills an area 30 feet around your target. If your spell or ability has no target, the light is centered on you." - ], - [ - "77-78", - "You summon a boar to a space you can see within 30 feet. The boar follows your commands for 1 minute and then disappears. It is wearing a green dress." - ], - [ - "79-80", - "You cast {@spell flame strike} centered on yourself." - ], - [ - "81-82", - "You gain {@dice 1d4} x 10 pounds of weight." - ], - [ - "83-84", - "You gain a +2 bonus to your AC for a number of rounds equal to your spellcasting ability." - ], - [ - "85-86", - "The ground beneath your target, or beneath you if your spell or ability has no target, sinks 1 foot. The target also falls prone unless it makes a successful Dexterity saving throw." - ], - [ - "87-88", - "Red silk scarves and origami cranes swirl through the air within 500 feet of you, causing light obscurement. The scarves are worth 100 gp in total if collected." - ], - [ - "89-90", - "A table with a {@spell heroes' feast} appears within 10 feet of you." - ], - [ - "91-92", - "Three skeletons under the control of the GM claw their way out of the ground and attack random living creatures until they are destroyed." - ], - [ - "93-94", - "You cast {@spell barkskin} upon yourself. Your hair is permanently replaced with green leaves until you receive a {@spell remove curse} or comparable magic." - ], - [ - "95-96", - "Your teeth turn into moths and fly away." - ], - [ - "97-98", - "You sprout insect wings, giving you a fly speed of 30 feet. The wings last for 1 minute." - ], - [ - "99-100", - "A weapon you can see within 30 feet glows and becomes a magic weapon for 1 minute." - ] - ] - } - ] - }, - { - "name": "Oath of Thunder", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Thunder", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "Of all the servants of Perun, paladins sworn to the Oath of Thunder are his spears and arrows made flesh. Even those who don't venerate Perun recognize and honor paladins sworn to his service. Often referred to as Valkyries, paladins of this oath are almost exclusively women. They are a major force within the knightly Order of the White Lion in their Amazonian nation. Shieldmaidens of the dwarven cantons and centaur outriders also number among its adherents.", - "Paladins sworn to Thunder are even more reserved and humble in daily life than other paladins. That veneer splits like a thunderclap in battle, where they erupt as vicious hellions. Indeed, thundering paladins love to strike \"thunder-wise,\" meaning suddenly and with surprise, appearing like a bolt of lightning in their enemies' midst before those enemies know what hit them. Paladins who follow the Oath of Thunder are most often devoted to the cause of good but care little about the struggle between law and chaos.", - { - "type": "entries", - "name": "Tenets of Thunder", - "entries": [ - "The Oath of Thunder stresses reserved moderation and clear purpose in daily life, along with crushing, decisive strikes on the battlefield. Paladins sworn to Thunder see aberrations and fiends as the ultimate forces of corruption in the world and strive tirelessly to thwart their designs.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Composure Is My Shield.", - "entries": [ - "My deeds are my armor, and I am not easily provoked. If anyone shall insult me, I shall laugh at their ignorance. If anyone shall insult my companions, I shall show them their error." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Crush the Abomination.", - "entries": [ - "Twisted creatures from beyond the world have no place in it. Aberrations and fiends will feel my blade and know death." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Decisiveness in Battle.", - "entries": [ - "When the time for words has passed, I will strike first and hard to bring a swift end to my enemies. Victory is the stoutest shield for myself and my companions." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Duty Above All.", - "entries": [ - "Though I drink with the gods and laugh with the valkyries, I will stand my watch. I will defend my nation. I will defend my companions." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Humility in Life.", - "entries": [ - "I am a servant of the Thunder, not its master. I will live without excess, assured in my own strength without ostentation. Charity and courage are twins." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Voice Like Thunder.", - "entries": [ - "My voice rings clear and true in defense of those who can't speak out for themselves. I will speak the truth, because such words echo through the ages." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Oath Spells", - "entries": [ - "You gain oath spells at the paladin levels listed.", - { - "type": "table", - "caption": "Oath of Thunder Spells", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "3rd", - "{@spell heroism}, {@spell thunderwave}" - ], - [ - "5th", - "{@spell find steed}, {@spell gust of wind}" - ], - [ - "9th", - "{@spell call lightning}, {@spell elemental weapon}" - ], - [ - "13th", - "{@spell freedom of movement}, {@spell stoneskin}" - ], - [ - "17th", - "{@spell conjure volley}, {@spell swift quiver}" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Channel Divinity", - "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - "{@bold Storm Strike}. As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the wrath of a storm god. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long, beginning at you and extending straight toward the target. If the target is less than 60 feet from you, the line of lightning extends beyond it. Each creature in the line takes {@dice 2d10} + your paladin level lightning damage, or half damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw.", - "{@bold Turn the Unclean}. As an action, you present your holy symbol and utter a war cry, using your Channel Divinity. Each aberration or fiend within 30 feet of you that can see or hear you must make a successful Wisdom saying throw or be turned for 1 minute or until it takes damage." - ] - } - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Thunder", - "subclassSource": "DM:BFS", - "level": 3, - "header": 2, - "entries": [ - "When you take this oath at 3rd level, you gain proficiency in the {@skill Stealth} skill." - ] - }, - { - "name": "Aura of Alacrity", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Thunder", - "subclassSource": "DM:BFS", - "level": 7, - "header": 2, - "entries": [ - "Beginning at 7th level, you and your allies within 10 feet of you add your proficiency bonus to Initiative rolls.", - "At 18th level, the range of this aura increases to 30 feet." - ] - }, - { - "name": "Strike Like Lightning", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Thunder", - "subclassSource": "DM:BFS", - "level": 15, - "header": 2, - "entries": [ - "Starting at 15th level, when your attack hits a creature that hasn't yet taken its first turn in this combat, or when you hit a creature you were hidden from when you attacked, that creature has disadvantage on attack rolls, ability checks, and saving throws until the start of your next turn." - ] - }, - { - "name": "Child of the Storm", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Thunder", - "subclassSource": "DM:BFS", - "level": 20, - "header": 2, - "entries": [ - "At 20th level, you can take on the aspect of the thunder god. While at rest, you seem darkened like a thundercloud. Once in action, your clothing and hair blow wildly in a wind that arises from nowhere, your eyes flare with lightning, and your voice booms like thunder.", - "By using your action, you undergo a transformation. For 1 hour, you gain the following benefits:", - { - "type": "list", - "items": [ - "You don't have disadvantage on Dexterity (Stealth) checks because of armor.", - "You have advantage on Dexterity (Stealth) checks and initiative rolls.", - "Your weapon attacks deal an additional 1d10 lightning or thunder damage (your choice when you hit).", - "As an action, you can unleash a terrifying war cry. Every enemy creature in a 30-foot cone must make a successful Wisdom saving throw or become frightened of you for 1 minute. While frightened in this way, the creature must spend its turn trying to move as far away from you as it can. It can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. A frightened creature that's more than 30 feet from you and can't see you repeats the saving throw at the start of its turn, ending the effect on itself on a success. A creature that succeeds on its saving throw can't be affected by this war cry for 24 hours." - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest." - ] - }, - { - "name": "Oath of Radiance", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Radiance", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "The Oath of Radiance is a beacon in the night, burning away the corruption of shadow and undeath. (non-ogl places) see the white-and-yellow-plumed helmets of these warriors of light. Radiant paladins are bold and brash, abhorring stealth and grandly striding into battle against the forces of darkness. Nearly every paladin that swears this oath is a worshipper of Khors. Paladins of the Oath of Radiance are overwhelmingly good-aligned, and most are lawful. Some reject the rigid nature of knightly orders for the life of a knight errant. Though still nearly universally good, these wayward paladins are more neutral than lawful, and they use their relative freedom to bring their light to bear as they deem it most necessary.", - { - "type": "entries", - "name": "Tenets of Radiance", - "entries": [ - "Paladins who swear the Oath of Radiance devote themselves to fighting the insidious powers of the Shadow Realm that darken mortal hearts and against the undead that extinguish the light of life and replace it with hungry darkness. Most importantly, they take it upon themselves to rescue those corrupted by Shadow or undead influence. They will spare mortal foes in the thrall of darkness in the hope that such creatures can be redeemed.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Cleanse Corruption.", - "entries": [ - "I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Lead with Light.", - "entries": [ - "I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Preserve the Righteous.", - "entries": [ - "I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Redeem the Beguiled.", - "entries": [ - "Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Remain Pure.", - "entries": [ - "I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Oath Spells", - "entries": [ - "You gain oath spells at the paladin levels listed.", - { - "type": "table", - "caption": "Oath of Radiance Spells", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "3rd", - "{@spell guiding bolt}, {@spell protection from evil and good}" - ], - [ - "5th", - "{@spell magic weapon}, {@spell scorching ray}" - ], - [ - "9th", - "{@spell beacon of hope}, {@spell daylight}" - ], - [ - "13th", - "{@spell aura of life}, {@spell fire shield}" - ], - [ - "17th", - "{@spell banishing smite}, {@spell greater restoration}" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Channel Divinity", - "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - "{@bold Dawn's Radiance}. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that.", - "An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.", - "{@bold Turn the Corrupted}. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage." - ] - } - ] - }, - { - "name": "Aura of Resolve", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Radiance", - "subclassSource": "DM:BFS", - "level": 7, - "header": 2, - "entries": [ - "Beginning at 7th level, you and your allies within 10 feet of you have advantage on saving throws against spells and effects created by undead creatures and by creatures native to the Shadow Realm or with any levels of shadow corruption. This benefit lasts until someone fails a saving throw that was made with advantage because of your aura of resolve. Once that happens, you must complete a short or long rest before this ability functions again.", - "At 18th level, the range of this aura increases to 30 feet." - ] - }, - { - "name": "Soul of Light", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Radiance", - "subclassSource": "DM:BFS", - "level": 15, - "header": 2, - "entries": [ - "Starting at 15th level, you can't gain levels of shadow corruption, you are resistant to necrotic damage and your ability scores and hit point maximum can't be reduced." - ] - }, - { - "name": "Radiant Champion", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of Radiance", - "subclassSource": "DM:BFS", - "level": 20, - "header": 2, - "entries": [ - "At 20th level, as an action, you suffuse your being with divine radiance that brings life and burns away dark corruption.", - "For 1 minute, you gain the following benefits:", - { - "type": "list", - "items": [ - "At the start of each of your turns, you regain 10 hit points.", - "Once on your turn when you hit an undead creature, a creature native to the Shadow Realm, or a creature with any levels of shadow corruption, it must make a successful Wisdom saving throw against your spell save DC or be incapacitated until the end of its next turn.", - "An undead creature, a creature native to the Shadow Realm, or a creature with any levels of shadow corruption that touches you or hits you with a melee attack from within 5 feet takes 2d8 radiant damage." - ] - } - ] - }, - { - "name": "Oath of the Annihilator", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of the Annihilator", - "subclassSource": "DM:BFS", - "level": 3, - "entries": [ - "The oath of the annihilator is as ancient as the Darkness between stars. These paladins\u2014sometimes called antipaladins, dark paladins, or death knights\u2014represent the antithesis of the ideal Paladin. Paladins who take this oath see themselves as divine Instruments of reckoning and foretellers of armageddon. Despite their extreme viewpoint and often brutal behavior, they still conduct themselves honorably and expect to be treated with respect.", - "Many who swear this oath are devoted to gods of destruction, chaos, and war.", - { - "type": "entries", - "name": "Tenets of the Annihilator", - "entries": [ - "The principles of the oath of the annihilator are simple. They emphasize the value of Strength above all else.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Extinguish the Weak.", - "entries": [ - "An enemy who lacks the Strength to prevail in Combat must be ushered into the embrace of death." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Maintain The Balance.", - "entries": [ - "For life to flourish, there must be destruction. The strong endure, the weak succumb." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Revel in Destruction.", - "entries": [ - "All things end, especially life. Everyone has only a limited time to experience mortal delights, the greatest of which are Combat and strife." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Embrace the End.", - "entries": [ - "Death should not be feared. Since it comes for everyone, best be prepared for it at any time." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Oath Spells", - "entries": [ - "You gain oath spells at the paladin levels listed.", - { - "type": "table", - "caption": "Oath Of Annihilation Spells", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "3rd", - "{@spell Ray of Sickness}, {@spell Proselytize|DMS}" - ], - [ - "5th", - "{@spell Augury}, {@spell Shatter}" - ], - [ - "9th", - "{@spell Bestow Curse}, {@spell Phantom steed}" - ], - [ - "13th", - "{@spell Blight}, {@spell Caustic Waste|DMS}" - ], - [ - "17th", - "{@spell Contagion}, {@spell Hallow}" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Channel Divinity", - "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - "{@bold Vow of Ruin}. As a bonus Action, you can utter a vow of ruination using your Channel Divinity. For 1 minute thereafter, successful attacks you make against Objects and Constructs are treated as Critical Hits. If your weapon isn't a Magic Weapon, it becomes a Magic Weapon with a +1 bonus to Attack rolls and Damage Rolls for the Duration of this Effect.", - "{@bold Wither Foe}. As an Action, you can present your holy Symbol and speak a prayer of damnation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Charisma saving throw. On a failed save, it takes necrotic damage equal to your Charisma modifier + your Paladin level, and it has disadvantage on Saving Throws for 1 minute or until it's reduced to 0 Hit Points." - ] - } - ] - }, - { - "name": "Aura of Inevitability", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of the Annihilator", - "subclassSource": "DM:BFS", - "level": 7, - "header": 2, - "entries": [ - "Starting at 7th level, you and allied Creatures within 10 feet of you are immune to the Frightened condition. When you or an allied creature within 10 feet of you takes damage, the damage is reduced by an amount equal to your Charisma modifier (minimum of 1).", - "At 18th level, the range of this Effect increases to 30 feet." - ] - }, - { - "name": "Annihilating Smite", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of the Annihilator", - "subclassSource": "DM:BFS", - "level": 15, - "header": 2, - "entries": [ - "Starting at 15th level, your smites are powerful enough to bring your foes to their knees. When you use your Divine Smite against a creature that is Large or smaller, the creature must make a successful Strength saving throw or be knocked prone." - ] - }, - { - "name": "Harbinger of the End", - "source": "DM:BFS", - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Oath of the Annihilator", - "subclassSource": "DM:BFS", - "level": 20, - "header": 2, - "entries": [ - "At 20th level, you can use an Action to assume the form of a harbinger of the apocalypse. Your Appearance alters in some frightening way of your choosing. For example, your skin could take on the texture of broken stone and magma, your hair could become flames, or you could sprout demonic horns and a tail. For 1 minute thereafter.", - "you gain the following benefits:", - { - "type": "list", - "items": [ - "When you reduce a creature to 0 Hit Points, you heal 20 Hit Points.", - "Your attacks and Spells ignore a target's Resistance to damage.", - "You add your Charisma modifier (minimum of 1) to your Saving Throws." - ] - }, - "Once you use this feature, you can't use it again until you finish a Long Rest." - ] - }, - { - "name": "Circle of the Spirits", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of the Spirits", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Some druids tend to more than the land. They also show concern for the health of the spirits of the land. Druids of The Circle of the Spirits build shrines in the Wilderness where they Commune with both these spirits and the souls of the departed.", - { - "type": "refSubclassFeature", - "subclassFeature": "Circle Spells|Druid||Circle of the Spirits|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Spirit Guide|Druid||Circle of the Spirits|DM:BFS|2" - } - ] - }, - { - "name": "Circle Spells", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of the Spirits", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "Your bond with the spirits of Nature grants you knowledge of certain Spells. At 3rd, 5th, 7th, and 9th levels, you gain access to the Spells listed for those levels in The Circle of Spirits Spells table.", - "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of Spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", - { - "type": "table", - "caption": "Circle of the Spirits Spells", - "colLabels": [ - "Druid Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-center " - ], - "rows": [ - [ - "2nd", - "{@spell Find Familiar}" - ], - [ - "3rd", - "{@spell Augury}, {@spell Invisibility}" - ], - [ - "5th", - "{@spell Speak with Dead}, {@spell Spirit Guardians}" - ], - [ - "7th", - "{@spell Divination}, {@spell Hallucinatory Terrain}" - ], - [ - "9th", - "{@spell Antilife Shell}, {@spell Scrying}" - ] - ] - } - ] - }, - { - "name": "Spirit Guide", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of the Spirits", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd Level, you gain the service of a minor Spirit Guide. You can cast {@spell Find Familiar} as a ritual.", - "As long as you and your Spirit Guide (familiar) are within 100 feet of each other, the Spirit Guide can maintain Concentration on a druid spell you cast. You must choose whether to do so yourself or make your Spirit Guide responsible for maintaining Concentration at the moment the spell is cast, and that decision can't be changed on a later turn.", - "You can still have only one Concentration spell in Effect at a time; if you concentrate on a different spell or Effect, the spirit guide's Concentration ends. You can still share your spirit guide's Senses and cast touch Spells through the Spirit Guide normally while it's maintaining Concentration. The Spirit Guide makes Constitution Saving Throws to maintain Concentration when it takes damage, not when you take damage." - ] - }, - { - "name": "Spirit Dance", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of the Spirits", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, as a bonus Action you can engage in a dance to channel the power of the spirit world. If you cast a druid spell on your next turn, one target of the spell has disadvantage on its first saving throw against the spell. Once you use this feature, you can't use it again until you finish a short or Long Rest." - ] - }, - { - "name": "Savior Spirits", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of the Spirits", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, the spirits rush to your aid when you're grievously wounded. When you are reduced to 0 Hit Points but not killed outright, you are reduced to 1 hit point instead. Once you use this feature, you can't use it again until you finish a Long Rest." - ] - }, - { - "name": "Spirit Walk", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of the Spirits", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "When you reach 14th level, as an Action you can dissolve your flesh into Ectoplasm for up to 1 minute.", - "For the duration:", - { - "type": "list", - "items": [ - "You gain a flying speed equal to your base walking speed.", - "You have Resistance to acid, cold, fire, lightning, thunder, and nonmagical bludgeoning, piercing, and slashing damage.", - "You can't be Grappled, Petrified, knocked prone, or Restrained.", - "You can move through Creatures and solid Objects as if they were Difficult Terrain, but you take 1d10 force damage if you end Your Turn inside an object." - ] - }, - "Maintaining this feature requires Concentration as if it were a spell.", - "Once you use this feature, you can't use it again until you finish a short or Long Rest." - ] - }, - { - "name": "Circle of Oaks", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Oaks", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Each ancient forest is a sentient entity, always aware of what transpires under its canopy. Although some have developed potent defenses, especially in their Hearts, they have tolerated alliances with those committed to their protection and restoration. Chief among these alliances are the Circle of Oaks druids.", - "As an accident of history, perhaps, some races seem more likely to be members of the Circle of Oaks in certain forests. Though they can be found anywhere, Circle of Oaks druids tend to stay in their forested homelands, binding with particular forests.", - { - "type": "refSubclassFeature", - "subclassFeature": "Circle Spells|Druid||Circle of Oaks|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Cantrip|Druid||Circle of Oaks|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Forest Binding|Druid||Circle of Oaks|DM:BFS|2" - } - ] - }, - { - "name": "Circle Spells", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Oaks", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "Your bonded forest infuses you with some of its power, giving you the ability to cast certain spells. At 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level you gain access to spells associated with your bond to the forest. Some of these spells are available to you only while you are bonded to a forest. Such spells have the \"forest-bound\" qualifier listed next to their school of magic. If you are no longer bonded to a forest you lose the ability to cast forest-bound spells until you renew your bond with your forest or bond with a new forest. You can cast forest-bound spells outside your bound forest, unless the spell specifically states you must be within your bound forest.", - "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Consult the Circle of Oaks Spells table for the list of circle spells.", - { - "type": "table", - "caption": "Circle of Oaks Spells", - "colLabels": [ - "Druid Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-center " - ], - "rows": [ - [ - "2nd", - "{@spell tree heal|DMS}" - ], - [ - "3rd", - "{@spell forest native|DMS}, {@spell tree speak|DMS}" - ], - [ - "5th", - "{@spell legion of squirrels|DMS}, {@spell ley disturbance}" - ], - [ - "7th", - "{@spell freedom of movement}, {@spell quick time|DMS}" - ], - [ - "9th", - "{@spell commune with nature}, {@spell lesser ley protection}" - ], - [ - "11th", - "{@spell conjure forest defender|DMS}" - ], - [ - "13th", - "{@spell greater ley protection}" - ], - [ - "15th", - "{@spell control weather}" - ], - [ - "17th", - "{@spell forest sanctuary|DMS}" - ] - ] - } - ] - }, - { - "name": "Bonus Cantrip", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Oaks", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "When you choose the Circle of Oaks at 2nd level, you learn the {@spell tree heal|DMS} druid cantrip. Members of your circle often touch each tree they pass as they stroll through a wooded area, just in case the tree may be in need of assistance." - ] - }, - { - "name": "Forest Binding", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Oaks", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can request to be bound to a specific forest, gaining access to certain spells. This binding is conditional upon the good will of the forest and is never given automatically. Typically, the forest requires a service of you before binding you to it. Such service might include replanting trees in an area destroyed by war or fire, eliminating a great pestilence within the forest, removing certain contaminants from the forest's borders, or opposing an enemy of the forest.", - "You can be bound to only one forest at a time. If you later bind yourself to another forest, you lose your connection to the previous one. Most forests will not permit gearforged, dwarves, kobolds, or dragonborn to bind with them; however, exceptions have been made if the candidate performed a great service for the forest." - ] - }, - { - "name": "Tree Walking", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Oaks", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, once per turn, you can use half of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Any worn or carried possessions travel with you, but you can't bring other creatures with you. At 14th level, the second tree can be up to 100 feet away from the first." - ] - }, - { - "name": "Tree Merging", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Oaks", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, you can merge your spirit with that of a tree within 5 feet of you as an action. While merged, your body resides in the Shadow Realm, petrified and invisible, while your spirit is aware of happenings in the vicinity of the tree. If you spend 6 hours merged with a tree in your bound forest, you gain the benefits of finishing a long rest. You can't communicate with anyone outside of the tree unless a creature casts {@spell tree speak|DMS} or {@spell speak with plants}. You can leave the tree as an action and your body reappears in an unoccupied space within 5 feet of the tree. If you have been merged with the tree for more than 24 hours, you must succeed on a DC 5 Constitution saving throw to exit the tree. If you have been merged with the tree for more than 48 hours, you have disadvantage on this saving throw. Each month you stay merged with the tree increases this DC by 1. If you fail this saving throw, you must wait 24 hours before you can attempt to exit the tree again. If you fail this saving throw each day for 1 week, you become permanently merged with the tree and can only exit it through powerful magic such as a wish spell or if the tree is destroyed or dies. As they approach the ends of their lives, many Circle of Oaks druids choose to permanently merge with their favorite trees to forever be part of their forest." - ] - }, - { - "name": "Forest Restoration", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Oaks", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can engage in a ritual restoration of a forest that has been destroyed or seed a new forest in an area without one. You must spend at least 8 hours each day for 3 months performing the rites and chants of this ritual, imbuing the land within a half-mile radius with your power. At the end of the first month, you successfully remove any barriers to regrowth such as soil toxins or latent poisonous magic. At the end of the second month, your power reseeds the area with vegetation native to the location. By the end of the third month, the seeds sprout into saplings. As long as new toxins aren't introduced and the saplings aren't destroyed, the half-mile radius of saplings grow into a one-mile radius forest after 1 year." - ] - }, - { - "name": "Circle of Owls", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Owls", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Druids of the Circle of Owls maintain their tradition of spying and gathering knowledge and, occasionally, of permanently silencing those who would misuse knowledge. The Circle of Owls druids draw on the power of their namesakes, moving about the world unnoticed as they see and hear what others try desperately to hide.", - "These druids maintain closer relationships with the shadow fey than most. They find this relationship advantageous, though often tense, in their pursuit of secrets. Along with access to shadow fey agents and information, Circle of Owls druids regularly make bargains with strange owl-like creatures known as stryx. The stryx are natives of the Shadow Realm and find the Circle of Owls druids to their liking. Some stryx even serve Circle of Owls druids as familiars, at the GM's discretion.", - { - "type": "refSubclassFeature", - "subclassFeature": "Circle Spells|Druid||Circle of Owls|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Druid||Circle of Owls|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "On Silent Wings|Druid||Circle of Owls|DM:BFS|2" - } - ] - }, - { - "name": "Circle Spells", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Owls", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "The ever present eyes and ears of the natural world impart magical knowledge to you. At 2nd level, you learn the {@spell message} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Owls Spells table.", - "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", - { - "type": "table", - "caption": "Circle of Owls Spells", - "colLabels": [ - "Druid Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-center " - ], - "rows": [ - [ - "2nd", - "{@spell message}" - ], - [ - "3rd", - "{@spell detect thoughts}, {@spell invisibility}" - ], - [ - "5th", - "{@spell nondetection}, {@spell sending}" - ], - [ - "7th", - "{@spell arcane eye}, {@spell private sanctum}" - ], - [ - "9th", - "{@spell modify memory}, {@spell scrying}" - ] - ] - } - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Owls", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "When you choose this circle at 2nd level, you gain proficiency in either the {@skill Deception} or {@skill Stealth} skill." - ] - }, - { - "name": "On Silent Wings", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Owls", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "At 2nd level, you learn to magically slip beneath the notice of even those who watch you. You can take the Hide action even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. You remain hidden in this way until the end of your next turn. If at that time you haven't found something to obscure you, you are no longer hidden.", - "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Owl's Eyes", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Owls", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you can cast {@spell clairvoyance} once. When you cast the spell in this way, you don't require components, and the casting time is 1 action. You can choose for the invisible sensor to instead be visible as an owl.", - "Once you use this feature you can't use it again until you finish a long rest." - ] - }, - { - "name": "Shadow Flight", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Owls", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, you can slip partially into shadow for a short time. As an action, you can cast the etherealness spell. When you cast the spell in this way, its duration is concentration, up to 1 minute.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Parliament of Owls", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Owls", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "When you reach 14th level, you can disperse your form into a great swirling storm of owls. As an action, you can use your Wild Shape to become a swarm of owls." - ] - }, - { - "name": "Circle of Roses", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Roses", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Druids of the Circle of Roses bend the power of nature to influence the minds and hearts of those around them, soothing sorrow, crushing with terror, and ensnaring hearts in equal measure. They create sweet and bitter perfumes that carry their power to any who inhale the scent.", - { - "type": "refSubclassFeature", - "subclassFeature": "Circle Spells|Druid||Circle of Roses|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Druid||Circle of Roses|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bittersweet Perfume|Druid||Circle of Roses|DM:BFS|2" - } - ] - }, - { - "name": "Circle Spells", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Roses", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "Your deep bond with the ebb and flow of nature grants you knowledge of certain spells. At 2nd level, you learn the {@spell friends} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Roses Spells table.", - "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", - { - "type": "table", - "caption": "Circle of Roses Spells", - "colLabels": [ - "Druid Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-center " - ], - "rows": [ - [ - "2nd", - "{@spell friends}" - ], - [ - "3rd", - "{@spell calm emotions}, {@spell suggestion}" - ], - [ - "5th", - "{@spell hypnotic pattern}, {@spell tongues}" - ], - [ - "7th", - "{@spell confusion}, {@spell phantasmal killer}" - ], - [ - "9th", - "{@spell dominate person}, {@spell geas}" - ] - ] - } - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Roses", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "When you choose this circle at 2nd level, you gain proficiency in one skill chosen from the following: {@skill Deception}, {@skill Intimidation}, or {@skill Persuasion}." - ] - }, - { - "name": "Bittersweet Perfume", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Roses", - "subclassSource": "DM:BFS", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can expend one use of Wild Shape as an action to create a floral perfume that manipulates the minds of those who breathe it, rather than transforming into a beast form. One creature of your choice within 10 feet of you must make a Charisma saving throw against your spell save DC. On each of your turns while the perfume lasts, you can use an action to choose a different creature to affect with your perfume.", - "On a failure, the creature is charmed or frightened by you (your choice) for as long as it remains in your perfume and for 1 minute after it leaves the area. If it ends its turn outside the area, the creature can repeat the saving throw, ending the effect on itself on a success. If you or your allies attack or harm the charmed creature, it is no longer charmed.", - "If the creature's saving throw is successful or if the effect ends for it, it is immune to your perfume for the next 24 hours. A creature that doesn't breathe or that is immune to poison is immune to your perfume.", - "The perfume lasts for 10 minutes or until you use your Wild Shape again." - ] - }, - { - "name": "Overpowering Remedy", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Roses", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, your perfume can affect one creature of your choice within 20 feet of you, and you can use the scent of your perfume to unravel harmful effects. When you use your Bittersweet Perfume, you can choose to end one disease or one condition affecting a creature in your perfume instead of charming or frightening it. The condition removed can be charmed, frightened, or poisoned." - ] - }, - { - "name": "Rose's Thorns", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Roses", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, you can stab thorns at the minds of those who dare raise their hand against you. When a creature within 20 feet of you hits you with an attack, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes {@dice 1d10} psychic damage." - ] - }, - { - "name": "Lingering Perfume", - "source": "DM:BFS", - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Circle of Roses", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "When you reach 14th level, a whiff of your perfume surrounds you at all times and lingers in your wake. You are immune to harmful gasses and vapors, you have advantage on saving throws against be charmed or frightened, and your Bittersweet Perfume now lasts for 1 hour or until you use your Wild Shape again.", - "In addition, you can intensify the power of your perfume. When a creature becomes charmed or frightened by your Bittersweet Perfume, you can use a bonus action to wrap some of your perfume around it. That creature is considered to be within your perfume, no matter how far it moves away from you, for 1 hour or until you use your Wild Shape again. Once you use this feature, you can't use it again until you finish a long rest." - ] - }, - { - "name": "Apocalypse Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Apocalypse Domain", - "level": 1, - "header": 1, - "entries": [ - "Gods with the Apocalypse domain\u2014such as Veles or the White Goddess\u2014promote fear, judgment, Punishment, and the end of all things. Their priesthoods often consider themselves the messengers of that doom, and they work to spread word of the coming end. Their gloomy, often frightening Message makes them unwelcome in many\u2014but not all\u2014civilized places.", - { - "type": "table", - "caption": "Apocalypse Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell vicious mockery}, {@spell dissonant whispers}, {@spell hellish rebuke}" - ], - [ - "3rd", - "{@spell enthrall}, {@spell magic mouth}" - ], - [ - "5th", - "{@spell fear}, {@spell stinking cloud}" - ], - [ - "7th", - "{@spell blight}, {@spell phantasmal killer}" - ], - [ - "9th", - "{@spell contact other plane}, {@spell telekinesis}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Ranting Ruin|Cleric||Apocalypse Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Ranting Ruin", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Apocalypse Domain", - "level": 1, - "header": 2, - "entries": [ - "At 1st Level, you learn the Vicious mockery cantrip. You also gain Proficiency in either Arcana or Survival (your choice), and you learn one of the following languages: Ankeshelian, Caelmaran, Enochian, or Vos'ghaen." - ] - }, - { - "name": "Channel Divinity: Damnation", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Apocalypse Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd Level, you can use your Channel Divinity to lash out at those who defy your deity's messenger. As an Action, you present your holy Symbol while pronouncing doom to unbelievers. Each Hostile creature that can see you and is within 30 feet of you takes 3d6 + your Cleric level necrotic damage, or half damage with a successful Wisdom saving throw. A creature that has total cover from you is not affected." - ] - }, - { - "name": "Channel Divinity: Weight of Guilt", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Apocalypse Domain", - "level": 6, - "header": 2, - "entries": [ - "At 6th Level, you can use your Channel Divinity to manipulate a creature's thoughts. You can then use your access to the creature's mind as leverage to interrogate it.", - "As an Action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the saving throw is succeesful, you can't use this feature on it again until you finish a Long Rest. If the saving throw fails, you can bring the creature's guiltiest knowledge to the surface of its mind and fill it with fear that it will confess that knowledge. You get no hints to what this knowledge is. The Effect lasts 1 minute, during which you can use your Action to cast Zone of Truth on the creature without expending a spell slot. Only the target of weight of guilt is affected by the spell, and that target's saving throw against the spell fails automatically." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Apocalypse Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Herald of the Apocalypse", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Apocalypse Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you gain Resistance to acid, fire, and poison damage." - ] - }, - { - "name": "Beer Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Beer Domain", - "level": 1, - "header": 1, - "entries": [ - "The heady brew of fortitude, courage, and companionship is your nectar, and you share its blessings with those who need it.", - { - "type": "table", - "caption": "Beer Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell message}, {@spell comprehend languages}, {@spell heroism}" - ], - [ - "3rd", - "{@spell blur}, {@spell suggestion}" - ], - [ - "5th", - "{@spell aura of vitality}, {@spell hypnotic pattern}" - ], - [ - "7th", - "{@spell confusion}, {@spell resilient sphere}" - ], - [ - "9th", - "{@spell dream}, {@spell modify memory}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Disciple of the Draught|Cleric||Beer Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Disciple of the Draught", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Beer Domain", - "level": 1, - "header": 2, - "entries": [ - "At 1st level, you learn the message cantrip. You also gain proficiency in either Insight or Medicine (your choice), and you gain proficiency with brewer's supplies. Your proficiency bonus is doubled for any ability check you make that uses those supplies." - ] - }, - { - "name": "Channel Divinity: Blessed Brew", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Beer Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to transform a container of nonmagical liquid into blessed brew; the number of doses equals 3 + your Wisdom modifier. Any special attributes the liquid previously had are negated. Anyone who imbibes one dose of this brew can choose one of the following benefits: advantage on Charisma-based skill checks, a +1 bonus to AC, or a +1 increase to the DC of saving throws against their castings of enchantment spells. This bonus lasts for 1 hour, leaving a warm buzz behind when it fades. A creature can benefit from only one dose of blessed brew between rests. An hour after creating blessed brew, the liquid turns into tasty, but mundane, beer." - ] - }, - { - "name": "Channel Divinity: Boot and Rally", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Beer Domain", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, you can use your Channel Divinity to aid and rally your allies. All friendly creatures within 30 feet of you who are frightened, paralyzed, poisoned, or stunned gain an immediate saving throw with advantage to remove the effect. Creatures that succeed on the saving throw also heal 2d6 hit points." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Beer Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with radiant energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Fire in the Belly", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Beer Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you gain resistance to cold, poison, and psychic damage." - ] - }, - { - "name": "Cat Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Cat Domain", - "level": 1, - "header": 1, - "entries": [ - "You embody the grace, strength, and resilience of felines. Eventually, you become able to transform physically into a lion or tiger.", - { - "type": "table", - "caption": "Cat Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell true strike}, {@spell find familiar}(feline only), {@spell speak with animals}" - ], - [ - "3rd", - "{@spell beast sense}, {@spell pass without trace}" - ], - [ - "5th", - "{@spell bestow curse}, {@spell nondetection}" - ], - [ - "7th", - "{@spell dimension door}, {@spell locate creature}" - ], - [ - "9th", - "{@spell commune with nature}, {@spell mislead}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "A Claw in the Clowder|Cleric||Cat Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "A Claw in the Clowder", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Cat Domain", - "level": 1, - "header": 2, - "entries": [ - "On choosing this domain at 1st level, you learn the true strike cantrip and you gain proficiency in the following skills: Acrobatics and Stealth." - ] - }, - { - "name": "Channel Divinity: Feline Finesse", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Cat Domain", - "level": 2, - "header": 2, - "entries": [ - "At 2nd level, you can use your Channel Divinity to add a +10 bonus to any Dexterity ability or skill check made by you or someone you designate within 30 feet." - ] - }, - { - "name": "Eyes of the Cat", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Cat Domain", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, you gain darkvision with a range of 60 feet. If you already have darkvision, the range extends to 90 feet." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Cat Domain", - "level": 8, - "header": 2, - "entries": [ - "Beginning at 6th level, you gain darkvision with a range of 60 feet. If you already have darkvision, the range extends to 90 feet." - ] - }, - { - "name": "Emissary of the Cat", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Cat Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you become a natural lycanthrope of the weretiger or werelion type, whichever is appropriate to your deity. See 'Player Characters as Lycanthropes' in the standard rules on werewolves for details. You cannot spread the disease of lycanthropy." - ] - }, - { - "name": "Darkness Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Darkness Domain", - "level": 1, - "header": 1, - "entries": [ - "Darkness enshrouds our private affairs and shelters our secrets. The shadows may protect the hunted from the hunter or conceal danger. Emissaries of the gods who claim dominion over the darkness may provide protection for those in need or aid those who hunt in the night, if they are not themselves the hunters.", - { - "type": "table", - "caption": "Darkness Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell shadow armor|DMS}, {@spell sleep}" - ], - [ - "3rd", - "{@spell darkness}, {@spell dark path|DMS}" - ], - [ - "5th", - "{@spell legion|DMS}, {@spell nondetection}" - ], - [ - "7th", - "{@spell night terrors|DMS}, {@spell phantasmal killer}" - ], - [ - "9th", - "{@spell dark dementing|DMS}, {@spell mislead}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Creature of Darkness|Cleric||Darkness Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Creature of Darkness", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Darkness Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you gain proficiency in either Deception or Stealth skill (your choice). While in dim light or darkness, you can take the Hide action as a bonus action." - ] - }, - { - "name": "Channel Divinity: Shadowsight", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Darkness Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to gain darkvision (60 feet) for 1 hour. If you already have darkvision as a racial characteristic, using your Channel Divinity this way allows you to see in magical darkness to a distance of 30 feet as if it were dim light, for 1 hour." - ] - }, - { - "name": "Shadow Meld", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Darkness Domain", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, you can use your Channel Divinity to merge your current location with the version of it that exists on the plane of shadow. The affected area is a sphere with a 60-foot radius centered on you. Within that sphere, bright light becomes dim light, dim light becomes darkness, and darkness becomes equivalent to magical darkness. The temperature plummets; all creatures other than you that are in the darkened sphere at the end of their turn must make a successful Constitution saving throw or take 1d8 cold damage. The sphere lasts for 1 minute or until you dismiss it as a bonus action. There's a chance that creatures from the plane of shadow might step through into your world when the effect ends. Such creatures may or may not be hostile; determine their reaction randomly.", - { - "type": "table", - "caption": "Shadow Creature Table", - "colLabels": [ - "{@dice d100}", - "Result" - ], - "colStyles": [ - "col-1 text-center", - "text-align-left col-11" - ], - "rows": [ - [ - "1-75", - "nothing appears" - ], - [ - "76-80", - "2d4 shadows" - ], - [ - "81-84", - "1d4 shadow fey forest hunters" - ], - [ - "85-89", - "1d2 shadow beasts" - ], - [ - "90-94", - "shadow fey enchantress" - ], - [ - "95-98", - "elder shadow drake" - ], - [ - "99-100", - "young shadow dragon" - ] - ] - } - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Darkness Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Shadow Shield", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Darkness Domain", - "level": 17, - "header": 2, - "entries": [ - "Beginning at 17th level, your shadow begins defending you. Each time you are hit by a nonmagical attack or effect that causes damage, your shadow flows across your body and absorbs half of the damage. When your shadow has absorbed damage equal to one-fourth of your maximum hit points, it vanishes completely until you finish a long rest." - ] - }, - { - "name": "Dragon Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Dragon Domain", - "level": 1, - "header": 1, - "entries": [ - "When it comes to beings of awesome power, dragons reign supreme. How much more awe-inspiring, then, must be the gods dragons worship? Dragons embody many things: mastery of the elements and the most unforgiving environments, sagacity, long life, and an eternal hunger to acquire greater wealth and power. Those who worship dragons or the gods of dragons may strive to embody several, or perhaps even all, of these qualities themselves.", - { - "type": "table", - "caption": "Dragon Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell detect magic}, {@spell thunderwave}" - ], - [ - "3rd", - "{@spell lair sense|DMS}, {@spell enthrall}" - ], - [ - "5th", - "{@spell catch the breath|DMS}, {@spell fear}" - ], - [ - "7th", - "{@spell blight}, {@spell scale rot|DMS}" - ], - [ - "9th", - "{@spell claws of the earth dragon|DMS}, {@spell legend lore}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Cleric||Dragon Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Dragon Domain", - "level": 1, - "header": 2, - "entries": [ - "You are proficient in the Arcana skill, and your proficiency bonus is doubled for any ability check you make that uses this skill. You also have advantage on saving throws against being frightened." - ] - }, - { - "name": "Channel Divinity: Charmer of Reptiles", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Dragon Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to charm nonintelligent reptiles. As an action, you present your holy symbol and invoke the name of your deity. Each reptilian creature within 30 feet of you that can see you must make a successful Wisdom saving throw or be charmed by you for 1 minute or until it takes damage. While a reptile is charmed by you, it is friendly to you and to other creatures you designate." - ] - }, - { - "name": "Dragon's Resistance", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Dragon Domain", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, as a reaction when you fail a saving throw, you can choose to expend one use of your Channel Divinity to succeed on that saving throw instead." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Dragon Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Frightful Presence", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Dragon Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you gain a Frightful Presence attack similar to a dragon's. Using your Frightful Presence is an action. After using your Frightful Presence, you must complete a short or long rest before using it again.", - "{@bold Frightful Presence.} Each creature of your choice that is within 60 feet of you and aware of you must succeed on a DC 16 Wisdom saving throw or become frightened of you for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw succeeds or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours." - ] - }, - { - "name": "Hunger Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunger Domain", - "level": 1, - "header": 1, - "entries": [ - "You have dedicated your life to the satisfaction of your appetites, sometimes at the cost of others' needs. You are never truly sated, but you know that hunger leads to power.", - { - "type": "table", - "caption": "Hunger Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell poison spray}, {@spell goodberry}, {@spell ray of sickness}" - ], - [ - "3rd", - "{@spell locate animals or plants}, {@spell suggestion}" - ], - [ - "5th", - "{@spell hunger of Hadar}, {@spell vampiric touch}" - ], - [ - "7th", - "{@spell blight}, {@spell grasping vine}" - ], - [ - "9th", - "{@spell cloudkill}, {@spell cone of cold}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Unsated|Cleric||Hunger Domain|DM:BFS|1|DM:BFS" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Cleric||Hunger Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Unsated", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunger Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you learn the poison spray cantrip. You also gain proficiency in the Survival skill and with cooking tools." - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunger Domain", - "level": 1, - "header": 2, - "entries": [ - "You gain proficiency with heavy armor." - ] - }, - { - "name": "Channel Divinity: Ferocious Feast", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunger Domain", - "level": 2, - "header": 2, - "entries": [ - "At 2nd level, you can use your channel divinity to gain a bite attack for 1 minute. The bite does 1d6 + your Strength modifier piercing damage. On a critical hit, you can also add your Wisdom modifier to the damage roll in addition to the normal benefits of a critical hit." - ] - }, - { - "name": "Anthropophage", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunger Domain", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, you gain the ability to remove the effects of diseases, poisons, and exhaustion from yourself by engaging in ritual cannibalism. As an action, you can remove the effects of diseases, poisons or the poisoned condition, or one level of exhaustion, from yourself by consuming a half pound of meat from the corpse of a sentient humanoid while invoking your deity. You must complete one long rest before using this ability again. Your deity shields you from any negative health consequences associated with cannibalism, but you are left to your own devices when it comes to the esteem of your companions." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunger Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Ravening Horde", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunger Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you can sacrifice the vitality of those around you and inspire an insatiable and horrifying hunger in them. Living creatures within 60 feet of you who fail a Charisma saving throw take 10d8 necrotic damage and then succumb to a ravening hunger, dropping whatever they hold in their hands and attacking the unaffected with their hands and teeth, or with whatever natural weapons they possess, in an attempt to devour them. This effect lasts a number of rounds equal to 3 + your Wisdom modifier. Each affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. You can exclude up to ten creatures from the effect, but this doesn't shield them against being attacked by those who do succumb. This ability doesn't affect constructs or the undead." - ] - }, - { - "name": "Hunting Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunting Domain", - "level": 1, - "header": 1, - "entries": [ - "You are master of the hunt. The bounty of the land is yours for the taking.", - { - "type": "table", - "caption": "Hunting Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell ensnaring strike}, {@spell hunter's mark}" - ], - [ - "3rd", - "{@spell locate animals or plants}, {@spell pass without trace}" - ], - [ - "5th", - "{@spell tiny hut}, {@spell speak with plants}" - ], - [ - "7th", - "{@spell faithful hound}, {@spell grasping vine}" - ], - [ - "9th", - "{@spell commune with nature}, {@spell hold monster}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Forest Master|Cleric||Hunting Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Forest Master", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunting Domain", - "level": 1, - "header": 2, - "entries": [ - "At 1st level, you gain proficiency with longbows and heavy crossbows. You also gain proficiency in the Nature and Survival skills." - ] - }, - { - "name": "Channel Divinity: Unseen", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunting Domain", - "level": 2, - "header": 2, - "entries": [ - "At 2nd level, you can use your Channel Divinity to camouflage yourself in any environment, gaining advantage on Stealth checks made to move quietly or to hide. You also leave no scent. The effect lasts for a number of rounds equal to your cleric level + Wisdom modifier." - ] - }, - { - "name": "Resolute Hunter", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunting Domain", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you select a favored enemy the same as if you were a ranger. You gain all the benefits of the ranger's favored enemy feature with one exception: you choose additional favored enemies (and languages) at 10th level and 16th level instead of at 6th level and 14th level." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunting Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. On your turn, you can cause one successful weapon attack against a creature to deal an extra 1d8 damage of the type dealt by the weapon. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Hunting Quest", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Hunting Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you can begin a holy quest to slay a known quarry selected by you. You can have only one quarry at a time. During the hunt, you gain a very faint but persistent psychic connection to your target, giving you vague intimations of its current state of mind but no insight into its specific thoughts. If the quarry is slain by you or your allies within three months of the quest's start, you can create the following regional effects after one week of residence in a particular location. These effects last while the home is your primary residence.", - { - "type": "list", - "items": [ - "Hunting within 3 miles of your home becomes remarkably bountiful. Wisdom (Survival) checks made to procure food from hunting and to locate fresh water are made with advantage.", - "Wisdom (Survival) checks to find campsites that are secure against predators are made with advantage within 3 miles of your home." - ] - } - ] - }, - { - "name": "Justice Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Justice Domain", - "level": 1, - "header": 1, - "entries": [ - "All seek some form of justice when they have been wronged, and many live under the promise of its protection, whether or not the promise is kept, but few take on the holy burden of delivering the justice of the gods. The mercy of the gods, when in evidence at all, is not the mercy of mortals, and meting it out makes for a lonely life. Yet most agree on the urgent need for justice in the world, with all of its dark places and rulers who give it little thought. Someone must make the sacrifice.", - { - "type": "table", - "caption": "Justice Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell longstrider}, {@spell thorn whip}" - ], - [ - "3rd", - "{@spell blade of wrath|DMS}, {@spell see invisibility}" - ], - [ - "5th", - "{@spell call lightning}, {@spell fear}" - ], - [ - "7th", - "{@spell inspiring speech|DMS}, {@spell faithful hound}" - ], - [ - "9th", - "{@spell mage hand}, {@spell holy ground|DMS}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Cleric||Justice Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Justice Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons." - ] - }, - { - "name": "Channel Divinity: No Hiding Place", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Justice Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to determine the general direction of a creature that is guilty of an injustice or that is wanted for commission of a serious crime. At 7th level, you can determine the distance in miles to the creature as well as the direction." - ] - }, - { - "name": "Hand of Justice", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Justice Domain", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you become immune to the frightened condition." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Justice Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Holy Denunciation", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Justice Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you can use your Channel Divinity to persuade others that you hold divine authority to mete out justice. You must present your holy symbol and invoke the name of your deity. So long as your deity is one that is worshipped openly in the land where you are asserting this authority, you have advantage on Wisdom and Charisma checks involving justice, judgment, and the law, up to and including execution for crimes." - ] - }, - { - "name": "Labyrinth Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Labyrinth Domain", - "level": 1, - "header": 1, - "entries": [ - "The savage and cunning god of minotaurs has few followers, but those that heed the call are granted brutal powers to smash and confound their foes. The Labyrinth domain grants powers linked to the mazes that minotaurs love and to misleading foes. The maze is your holy temple, and its winding corridors and deadly traps are the litany that you pray.", - { - "type": "table", - "caption": "Labyrinth Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell alarm}, {@spell expeditious retreat}" - ], - [ - "3rd", - "{@spell misty step}, {@spell pass without trace}" - ], - [ - "5th", - "{@spell hypnotic pattern}, {@spell nondetection}" - ], - [ - "7th", - "{@spell dimension door}, {@spell hallucinatory terrain}" - ], - [ - "9th", - "{@spell mislead}, {@spell passwall}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "First Passage|Cleric||Labyrinth Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "First Passage", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Labyrinth Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you gain proficiency in the Survival skill. You also learn Abyssal and Rue-Thothka, the ancient language of the minotaurs." - ] - }, - { - "name": "Channel Divinity: Wisdom of the Winding Way", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Labyrinth Domain", - "level": 2, - "header": 2, - "entries": [ - "At 2nd level, you can use your Channel Divinity to gain advantage on Wisdom (Survival) checks for the purpose of tracking for 1 hour." - ] - }, - { - "name": "Befuddling Touch", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Labyrinth Domain", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, you can make a melee attack that causes a creature to become confused for one round. Make a melee attack. If the attack hits, you do no damage but the creature is confused (as the confusion spell) until the start of your next turn. You expend one use of the ability whether the attack hits or misses. You can use this ability (3 + your Wisdom modifier) times per day. All uses recharge after you complete a long rest. This ability has no effect on minotaurs or on creatures with a higher challenge rating than your cleric level." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Labyrinth Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Channel Divinity: Banish to the Maze", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Labyrinth Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you gain the power to banish one target to an extra-dimensional labyrinth, similar to the maze spell. The duration is a number of rounds equal to half your cleric level, unless you end it early by using a bonus action. The target resists the effect with a successful Wisdom saving throw; otherwise, it's transported into the labyrinth.", - "You can choose to enter the maze with the subject, but doing so expends two rounds of the labyrinth's total duration for every round that you and the target are in the maze. You can find the target in the maze by winning an Intelligence contest against the target. The Intelligence contest uses your move. Once found, the target can evade you in the same way (by using its move and winning an Intelligence contest). You have advantage during these Intelligence contests. You can leave the labyrinth at any time as an action, returning to your previous location.", - "The target that was sent to the maze can search for the exit. On its turn, it uses its action to make a DC 20 Intelligence check; if the check succeeds, the creature escapes from the labyrinth and returns to its previous location.", - "The labyrinth is dimly lit with ambient light." - ] - }, - { - "name": "Lust Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Lust Domain", - "level": 1, - "header": 1, - "entries": [ - "The Lust domain concerns itself with desire, sex, and awakening passion in others. Clerics of lust often seek to seduce others with their wiles, either for their own pleasure, to lure them into a cult, or to otherwise manipulate them into doing the cleric's bidding.", - { - "type": "table", - "caption": "Lust Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell Friends}, {@spell Charm Person}, {@spell Command}" - ], - [ - "3rd", - "{@spell Alter Self}, {@spell Suggestion}" - ], - [ - "5th", - "{@spell Hypnotic Pattern}, {@spell throes of ecstasy|DMS}" - ], - [ - "7th", - "{@spell Compulsion}, {@spell lovesick|DMS}" - ], - [ - "9th", - "{@spell Dominate Person}, {@spell kiss of the succubus|DMS}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Gifts of Lust|Cleric||Lust Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Gifts of Lust", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Lust Domain", - "level": 1, - "header": 2, - "entries": [ - "A Cleric who adopts the Lust domain learns the Friends cantrip. They also gain Proficiency in one of the following skills: Deception, Performance, or Persuasion." - ] - }, - { - "name": "Channel Divinity: Lustful Distraction", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Lust Domain", - "level": 2, - "header": 2, - "entries": [ - "A Cleric of the Lust domain of 2nd Level or higher can use Channel Divinity to instill fascination and lust in others. As an Action, the Cleric speaks seductively and gazes lasciviously at Creatures of his or her choice within 30 feet who can see and hear the Cleric. Each target must make a DC 12 Wisdom saving throw. On a failed save, a target is compelled to devote its attention to the Cleric for 1 minute. While the Cleric commands their attention, the Targets have disadvantage on Wisdom (Perception) checks to perceive any creature other than the Cleric, and the Cleric has advantage on Charisma (Deception) or (Persuasion) checks to further Influence their behavior." - ] - }, - { - "name": "Lingering Seduction", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Lust Domain", - "level": 6, - "header": 2, - "entries": [ - "A Cleric of the Lust domain of 6th Level of higher can keep the Targets of a Lustful Distraction spellbound for up to 10 minutes as long as the Cleric continues to speak to them." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Lust Domain", - "level": 8, - "header": 2, - "entries": [ - "A Cleric of the Lust domain of 8th level or higher has the ability to infuse his or her weapon strikes with divine energy. Once on each of the cleric's turns, when hitting a creature with a weapon Attack, the Cleric can cause the Attack to deal an extra 1d8 psychic damage to the target. For a Cleric of 14th level or higher, the extra psychic damage is 2d8." - ] - }, - { - "name": "Master of Seduction", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Lust Domain", - "level": 17, - "header": 2, - "entries": [ - "A Cleric of the Lust domain of 17th level or higher can Command Creatures he or she has seduced. While Creatures are enraptured by Lustful Distraction, the Cleric can take a bonus Action on his or her turn to verbally Command what each of those Creatures will do on its next turn." - ] - }, - { - "name": "Moon Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Moon Domain", - "level": 1, - "header": 1, - "entries": [ - "You are an initiate into the quiet mysteries of the moon and the subtleties of the night. Your faith illuminates any darkness you face.", - { - "type": "table", - "caption": "Moon Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell faerie fire}, {@spell witch bolt}" - ], - [ - "3rd", - "{@spell crown of madness}, {@spell moonbeam}" - ], - [ - "5th", - "{@spell fear}, {@spell hypnotic pattern}" - ], - [ - "7th", - "{@spell compulsion}, {@spell greater invisibility}" - ], - [ - "9th", - "{@spell dream}, {@spell hold monster}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Moon's Grace|Cleric||Moon Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Moon's Grace", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Moon Domain", - "level": 1, - "header": 2, - "entries": [ - "When you select this domain at 1st level, you gain proficiency in the Perception and Stealth skills, and you don't have disadvantage on Stealth checks from wearing medium armor." - ] - }, - { - "name": "Channel Divinity: Night's Chill", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Moon Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to harness moonlight to banish magical light and deal cold damage to your foes. By presenting your holy symbol as an action, any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you takes (2d10 + your cleric level) cold damage, or half damage with a successful Constitution saving throw. A creature that has total cover from you is not affected." - ] - }, - { - "name": "Luminescent Aura", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Moon Domain", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you can emit a nimbus of light in a 30-foot radius for a number of rounds equal to your cleric level. This acts as a light spell but provides only dim illumination. All weapons and ammunition are treated as silvered while they're in the aura and for one round after leaving it. Opponents that end their turn in the aura must make a successful Dexterity saving throw or be limned in silver light, identical in effect to a faerie fire spell, until the end of their next turn." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Moon Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "The Moonlit Way", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Moon Domain", - "level": 17, - "header": 2, - "entries": [ - "Beginning at 17th level, anytime the moon is visible in the sky, you can use an action to detect magical pathways and portals such as fey roads, shadow roads, gate effects, and the like. The portal must be within your line of sight and no farther away from you than 120 feet. You must complete a short or long rest before using this ability again.", - "Detected portals are visible to you, but you can point out their locations to others. By spending a minute concentrating on a portal detected with this ability, you can sense the physical conditions around its destination." - ] - }, - { - "name": "Mountain Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Mountain Domain", - "level": 1, - "header": 1, - "entries": [ - "The mountains signify strength, endurance, and hard-won wisdom. Many gods make their homes in mountains, and so do many horrors. Those who would know themselves in full must embrace the ordeal of the highest peaks, and the shriving of the spirit the thin, cold air, deprivation, and hardship provide.", - { - "type": "table", - "caption": "Mountain Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell feather fall}, {@spell jump}" - ], - [ - "3rd", - "{@spell enhance ability}, {@spell spider climb}" - ], - [ - "5th", - "{@spell meld into stone}, {@spell sleet storm}" - ], - [ - "7th", - "{@spell stone shape}, {@spell stoneskin}" - ], - [ - "9th", - "{@spell commune with nature}, {@spell cone of cold}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Cleric||Mountain Domain|DM:BFS|1|DM:BFS" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Tongues of the Mountains|Cleric||Mountain Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Mountain Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you gain proficiency in the Athletics, Nature, or Survival skill (your choice)." - ] - }, - { - "name": "Tongues of the Mountains", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Mountain Domain", - "level": 1, - "header": 2, - "entries": [ - "Also beginning at 1st level, you become fluent in either Dwarvish or Giant (your choice)." - ] - }, - { - "name": "Channel Divinity", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Mountain Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to grant yourself and up to five other creatures advantage on skill or ability checks made to made to climb, avoid falling, or avoid the prone condition. The effect lasts for 1 hour." - ] - }, - { - "name": "Darkvision", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Mountain Domain", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, you gain darkvision with a range of 30 feet. If you already have darkvision, you can see in magical darkness to a range of 30 feet as if it were dim light." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Mountain Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Avalanche", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Mountain Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you can create an avalanche that crushes and buries everything in its path. A 60-foot cone of ice, snow, and rubble erupts from a point of your choosing within 20 feet of you, in a direction you select. Each creature in the cone takes 15d8 bludgeoning damage, or half damage with a successful Strength saving throw. A creature that fails the saving throw is also restrained. A restrained creature can be freed by spending an action to make a successful Strength check, either by itself or by an ally within 5 feet of it.", - "You must be outdoors to create the avalanche. The direction of the cone must be downhill or level; the avalanche can't flow upill. Walls and other permanent structures block the avalanche. After using this feature, you must complete a long rest before using it again." - ] - }, - { - "name": "Ocean Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Ocean Domain", - "level": 1, - "header": 1, - "entries": [ - "You invoke the power of salt and sea\u2014the fountain of life\u2014in all its chaotic glory. You are an emissary between sea and shore.", - { - "type": "table", - "caption": "Ocean Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell chill touch}, {@spell fog cloud}, {@spell speak with animals}" - ], - [ - "3rd", - "{@spell locate animals or plants}, {@spell misty step}" - ], - [ - "5th", - "{@spell gaseous form}, {@spell water breathing}" - ], - [ - "7th", - "{@spell conjure minor elementals}(excluding fire), {@spell black tentacles}" - ], - [ - "9th", - "{@spell awaken}, {@spell conjure elemental}(excluding fire)" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Envoy to the Waves|Cleric||Ocean Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Envoy to the Waves", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Ocean Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you learn the chill touch cantrip. You also learn the Aquan language, gain proficiency in the Survival skill, and gain proficiency with tridents and nets." - ] - }, - { - "name": "Channel Divinity: Sea Speaker", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Ocean Domain", - "level": 2, - "header": 2, - "entries": [ - "Beginning at 2nd level, you can use your Channel Divinity to communicate telepathically with aquatic creatures within 100 feet of you. This ability lasts for 1 hour." - ] - }, - { - "name": "At Home in the Waves", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Ocean Domain", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you gain a swim speed of 30 feet and darkvision 60 feet. If you already have darkvision, its range extends by 30 feet." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Ocean Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Scales of the Sea", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Ocean Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you become able to breathe in water as easily as in air. You also gain the ability to transform your skin into fishlike scales at will. While covered in scales, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you have advantage on Dexterity (Stealth) checks made in natural underwater environments. You must use an action to grow the scales or to transform back to your normal skin. The scales can be any color you choose. The scales need to be kept wet; you gain one level of exhaustion at the end of each hour when you have scales and they aren't thoroughly wetted with a quart or more of water at least once." - ] - }, - { - "name": "Prophecy Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Prophecy Domain", - "level": 1, - "header": 1, - "entries": [ - "You see the future, for good or ill. Eventually, you may even become an oracle renowned across the region.", - { - "type": "table", - "caption": "Prophecy Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell divine favor}, {@spell hex}" - ], - [ - "3rd", - "{@spell mirror image}, {@spell see invisibility}" - ], - [ - "5th", - "{@spell counterspell}, {@spell slow}" - ], - [ - "7th", - "{@spell arcane eye}, {@spell compulsion}" - ], - [ - "9th", - "{@spell contact other plane}, {@spell modify memory}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "A Path Foretold|Cleric||Prophecy Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "A Path Foretold", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Prophecy Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you gain proficiency in the History and Insight skills. You also learn one exotic language of your choice, subject to GM approval." - ] - }, - { - "name": "Channel Divinity: One Move Ahead", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Prophecy Domain", - "level": 2, - "header": 2, - "entries": [ - "Beginning at 2nd level, you can use your Channel Divinity to add 20 feet to your movement speed for a number of rounds equal to your cleric level." - ] - }, - { - "name": "Channel Divinity: Future Sight", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Prophecy Domain", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you can use your Channel Divinity to declare an action or movement you just performed did not happen, allowing you to take a different action or make a different movement. You can do this after the result of your activity is known, so long as it didn't result in your unconsciousness or death. Only a single action or movement can be nullified. The mixing of future and present is disorienting, so you gain one level of exhaustion after using this ability." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Prophecy Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "It Was Foretold", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Prophecy Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you gain advantage on Dexterity saving throws, Wisdom (Perception) checks, and Wisdom (Insight) checks. You also gain resistance to fire, poison, and psychic damage.", - "With GM cooperation, you can issue a prophecy from your deity once per month. You might become a renowned (and controversial) prophet, attracting both loyal followers and terrible enemies. Consult with your GM to find out what, if anything, your deity wants foretold." - ] - }, - { - "name": "Speed Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Speed Domain", - "level": 1, - "header": 1, - "entries": [ - "In speed and skill there is power, and your faith gives you incredible quickness and agility. Eventually you become the master of time itself.", - { - "type": "table", - "caption": "Speed Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell expeditious retreat}, {@spell feather fall}" - ], - [ - "3rd", - "{@spell blur}, {@spell web}" - ], - [ - "5th", - "{@spell haste}, {@spell slow}" - ], - [ - "7th", - "{@spell conjure minor elementals}, {@spell dimension door}" - ], - [ - "9th", - "{@spell hold monster}, {@spell teleportation circle}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Celerity in Thought and Action|Cleric||Speed Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Celerity in Thought and Action", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Speed Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, your speed increases by 5 feet, and you gain proficiency in the Acrobatics and Insight skills." - ] - }, - { - "name": "Channel Divinity: Burst of Speed", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Speed Domain", - "level": 2, - "header": 2, - "entries": [ - "At 2nd level, you can use your Channel Divinity to grant yourself or another creature greater speed. By using an action to touch a creature, the target adds 10 feet to its base speed. It also gains the benefit of a bless spell, but only on attacks and saving throws that rely on Dexterity. This lasts a number of rounds equal to 3 + your Wisdom modifier." - ] - }, - { - "name": "Quickness of the Gods", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Speed Domain", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, your movement speed increases by another 5 feet. Also, as a reaction or a bonus action, you can increase your Dexterity score by 10 until the end of the current turn. You can do this a number of times equal to your Wisdom modifier (minimum of 1). All uses recharge after you complete a long rest. This bonus can be used in all cases except your attacks." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Speed Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Channel Divinity: Time Stop", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Speed Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you can use your Channel Divinity to stop the flow of time. The effect is identical to the time stop spell; you can take 3 turns in a row when the effect is triggered. You must complete a long rest before using this ability again." - ] - }, - { - "name": "Time Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Time Domain", - "level": 1, - "header": 1, - "entries": [ - "Most spellcasters and sages agree that significant alterations to time are undesirable, but they disagree strongly on what constitutes a significant alteration. As might be expected, those of Good alignment typically try to protect time from those who seek to make significant changes or bend time to their will, while those of Evil alignment try to change what's passed for their own selfish purposes.", - { - "type": "table", - "caption": "Time Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell quicken|DM16}, {@spell expeditious retreat}, {@spell withered sight|DM16}" - ], - [ - "3rd", - "{@spell decelerate|DM16}, {@spell time step|DM16}" - ], - [ - "5th", - "{@spell haste}, {@spell slow}" - ], - [ - "7th", - "{@spell reset|DM16}, {@spell time vortex|DM16}" - ], - [ - "9th", - "{@spell legend lore}, {@spell wall of time|DM16}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Steward of Time|Cleric||Time Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Steward of Time", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Time Domain", - "level": 1, - "header": 2, - "entries": [ - "At 1st level, you learn two of the following languages: Ankeshelian, Illyrian, Morphoi, Northern Tongue, or Vos'Ghaen. You become proficient in the History skill. In addition, you learn the quicken cantrip, which does not count against the number of cleric cantrips you know." - ] - }, - { - "name": "Channel Divinity: Time's Embrace", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Time Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can react quickly to dangerous situations. When you are surprised at the beginning of an encounter, you can use your Channel Divinity to not be surprised. When you need to make a Dexterity saving throw, you can use your Channel Divinity to make the saving throw with advantage." - ] - }, - { - "name": "Time's Guardian", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Time Domain", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you can use your reaction to gain a +3 bonus to AC against an attack made against you. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this ability after a long rest. Additionally, you never suffer the negative aftereffect of the haste spell and can act normally when the spell ends." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Time Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Channel Divinity: Mastery of Time", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Time Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you can use your Channel Divinity to stop the flow of time. The effect is identical to the time stop spell: you can take 3 turns in a row when the effect is triggered. You must complete a long rest before using this ability again.", - "You can also use your Channel Divinity to allow you and your allies to ignore the effects of a temporal anomaly such as a time storm or a time rift for one minute. This effect is centered on you with a radius of 20 feet." - ] - }, - { - "name": "Travel Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Travel Domain", - "level": 1, - "header": 1, - "entries": [ - "Voyages across oceans, over mountain ranges, through steaming jungles, and from one world to the next all have an aspect of the sacred to them. The wisdom, knowledge, and prosperity gained through furthering one's experience of the world also venerates the gods who made such places and those who watch over such journeys. An agent of such deities finds themselves in some demand as a charm for safe travel, though the wise know the gods often consider an easy journey to be less beneficial to the traveler's spirit.", - { - "type": "table", - "caption": "Travel Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell comprehend languages}, {@spell longstrider}" - ], - [ - "3rd", - "{@spell find steed}, {@spell pass without trace}" - ], - [ - "5th", - "{@spell haste}, {@spell water walk}" - ], - [ - "7th", - "{@spell dimension door}, {@spell freedom of movement}" - ], - [ - "9th", - "{@spell Shadow Realm gateway|DMS}, {@spell teleportation circle}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Born to the Road|Cleric||Travel Domain|DM:BFS|1|DM:BFS" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Cleric||Travel Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Born to the Road", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Travel Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Insight, Nature, or Survival." - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Travel Domain", - "level": 1, - "header": 2, - "entries": [ - "You also learn two additional standard languages of your choice and become proficient with cartographer's tools." - ] - }, - { - "name": "Channel Divinity: Reinvigorate", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Travel Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to remove one level of exhaustion from yourself or from someone else you touch." - ] - }, - { - "name": "Trailblazer", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Travel Domain", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, if you are planning to travel any distance longer than 5 days' travel and you have a map of the region to be traversed or first-hand knowledge of the area, you can find a shortcut. Using the alternate path will reduce your travel time by 30 percent." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Travel Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "World Traveller", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Travel Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you ignore difficult terrain and you gain resistance to cold and fire damage." - ] - }, - { - "name": "Void Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Void Domain", - "level": 1, - "header": 1, - "entries": [ - "Few ever catch a glimpse of the cold immensity of the stars and the void, and fewer still are aware of the unfathomable powers that call such places home. Those who see beyond the veil of the mundane often go mad from the irreconcilable clash between their conception of the world and the reality of universal insignificance. To learn what the void has to teach, one must embrace its utter indifference toward life.", - { - "type": "table", - "caption": "Void Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell ray of sickness}, {@spell protection from the void|ToH}" - ], - [ - "3rd", - "{@spell destructive resonance|DMS}, {@spell rope trick}" - ], - [ - "5th", - "{@spell gaseous form}, {@spell void strike|DMS}" - ], - [ - "7th", - "{@spell dimension door}, {@spell nether weapon|DMS}" - ], - [ - "9th", - "{@spell contact other plane}, {@spell living shadows|DMS}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Messenger of the Void|Cleric||Void Domain|DM:BFS|1|DM:BFS" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Cleric||Void Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Messenger of the Void", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Void Domain", - "level": 1, - "header": 2, - "entries": [ - "When you choose this domain at 1st level, you gain proficiency in the Arcana and Intimidation skills." - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Void Domain", - "level": 1, - "header": 2, - "entries": [ - "Beginning at 1st level, you are proficient with navigator's tools." - ] - }, - { - "name": "Channel Divinity: Hidden Knowledge", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Void Domain", - "level": 2, - "header": 2, - "entries": [ - "Beginning at 2nd level, you can use your Channel Divinity to gain advantage on Intelligence skill checks. In addition, you can choose to use your Wisdom modifier instead of Intelligence when making these checks. Both effects last for one hour." - ] - }, - { - "name": "Channel Divinity: Dark Secrets", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Void Domain", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, you can use your Channel Divinity to inflict madness on creatures near you. When you present your holy symbol and speak of the void, up to three creatures of your choosing who can see and hear you must make successful Wisdom saving throws or be afflicted with temporary madness (selected randomly from the Short-Term Madness table). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Void Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Black Star", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Void Domain", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you can create crushing gravity in a 60-foot radius circle with you at the center. The area becomes difficult terrain for the duration. Creatures that start their turn in the area or that enter it during their turn must make a Strength saving throw. If the saving throw fails, the creature takes 7d6 bludgeoning damage and is slowed (as the spell) until the start of its next turn. You and up to three creatures you select are immune to the effect.", - "The gravity lasts for three rounds. All of the effects cease immediately if you move away from the spot you were in when you triggered the effect. After using this ability, you must complete a long rest before using it again." - ] - }, - { - "name": "Winter Domain", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Winter Domain", - "level": 1, - "header": 1, - "entries": [ - "Nearly every part of the world must deal with a change in temperature and the coming of winter. Nowhere is this more evident than in the extreme north and extreme south, where winter is a pervasive part of life. As civilization expands into inhospitable terrain and environments, its reliance increases on divine providence to ensure survivability.", - "Good-aligned clerics appeal to winter deities such as Boreas to spare their people the worst of bitter cold, storms that last for days, and other calamities caused by weather. They couch the onset of winter as necessary for strengthening their people and as a respite from toil, pointing to the peacefulness of the frozen, snow-draped landscape. Evil clerics embrace the storms and brutal Conditions and even enhance them to advance their deities' agendas and to spread fear through their enemies.", - { - "type": "table", - "caption": "Winter Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell Ray of Frost}, {@spell breathtaking wind|DMS}, {@spell icicle daggers|DMS}" - ], - [ - "3rd", - "{@spell creeping ice|DMS}, {@spell Sheen Of Ice|DMS}" - ], - [ - "5th", - "{@spell Sleet Storm}, {@spell steal warmth|DMS}" - ], - [ - "7th", - "{@spell fusillade of ice|DMS}, {@spell Ice Storm}" - ], - [ - "9th", - "{@spell clash of glaciers|DMS}, {@spell Cone of Cold}" - ] - ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "A Cold Wind|Cleric||Winter Domain|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "A Cold Wind", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Winter Domain", - "level": 1, - "header": 2, - "entries": [ - "At 1st Level, you learn the Ray of Frost cantrip and you gain Proficiency in Nature and Survival." - ] - }, - { - "name": "Channel Divinity: Snow Walker", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Winter Domain", - "level": 2, - "header": 2, - "entries": [ - "Starting at 2nd Level, you can use your Channel Divinity to grant yourself the ability to walk on the surface of snow, ignoring any Movement penalties that would normally apply. Ice supports your weight no matter how Thin The Ice is, and you can Travel on it as if you're wearing ice skates. You still leave tracks on snow and ice.", - "Additionally, in snowy environments, your vision is not impaired by snow and you have advantage on Dexterity (Stealth) checks to hide." - ] - }, - { - "name": "Deep Cold", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Winter Domain", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th Level, when you deal cold damage to a creature, it must make a successful Constitution saving throw against your spell save DC or become Stunned until the end of its next turn." - ] - }, - { - "name": "Divine Strike", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Winter Domain", - "level": 8, - "header": 2, - "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8." - ] - }, - { - "name": "Bringer of Winter's Wrath", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Winter Domain", - "level": 17, - "header": 2, - "entries": [ - "Starting at 17th level, you gain Resistance to cold.", - "Additionally, you can use your Action to surround yourself with swirling snow that fills a 20-foot radius. All other Creatures have disadvantage on Wisdom (Perception) checks and Attack rolls against you. Creatures other than you inside the snow-filled area have disadvantage on Saving Throws against magic that deals cold damage. The swirling snow lasts for 1 minute or until you dismiss it as a bonus Action." - ] - }, - { - "name": "The Frozen One", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Frozen One", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "Your patron is the embodiment of winter. This is typically a god associated with winter or cold, but powerful ice maidens, ice devils, and other creatures associated with the cold can serve as patrons.", - "Your patron seeks to immerse the world in eternal winter or bring about some similar fate. While you may not share this goal, you have sworn fealty to this being and you act as its agent to spread winter wherever you roam.", - { - "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||The Frozen One|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Deflective Ice|Warlock||The Frozen One|DM:BFS|1" - } - ] - }, - { - "name": "Expanded Spell List", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Frozen One", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "The Frozen One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:", - { - "type": "table", - "caption": "The Frozen One Expanded Spells", - "colLabels": [ - "Spell Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text- " - ], - "rows": [ - [ - "1st", - "{@spell create or destroy water}, {@spell fog cloud}" - ], - [ - "2nd", - "{@spell blur}, {@spell ice hammer|DMS}" - ], - [ - "3rd", - "{@spell protection from energy} (cold only), {@spell sleet storm}" - ], - [ - "4th", - "{@spell ice storm}, {@spell wintry glide|DMS}" - ], - [ - "5th", - "{@spell cone of cold}, {@spell ice fortress|DMS}" - ] - ] - } - ] - }, - { - "name": "Deflective Ice", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Frozen One", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Starting at 1st level, you can bring a small chunk of ice to your aid. As a reaction when a creature makes a weapon attack against you, the ice shields you from the attack. The creature has disadvantage on its attack roll. Regardless of the result of the attack, the ice melts away immediately afterward. Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Frozen Path", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Frozen One", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, as part of your move for 1 turn, you can leave a layer of ice on the ground along your path. This ice persists for 1 minute. A creature other than you that enters a space of ice must make a successful Dexterity saving throw against your spell save DC or fall prone in that space. Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Icy Body", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Frozen One", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Beginning at 10th level, your skin takes on an icy sheen. You are immune to cold damage, and you have advantage on Strength and Dexterity checks you make to escape from being grappled." - ] - }, - { - "name": "Wintry Blast", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Frozen One", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can designate a creature you see within 60 feet of you. It must make a Constitution saving throw against your warlock spell save DC. If it fails, it feels numbing cold emanating from your patron. The creature takes 10d10 cold damage and must make another Constitution saving throw. If the second saving throw fails, the creature is also restrained for 1 minute. A restrained creature repeats the saving throw at the end of its turn, ending the restraint on a success. You must complete a short or long rest before using this feature again." - ] - }, - { - "name": "The Sibyl", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Sibyl", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "You have made a pact with the Sibyl, a divine being associated with prophecy, knowledge, and fate. Your patron guides you through visions, portents, and periods of ecstatic clarity to act on its behalf and to further its stratagems. Your relationship to your patron is different from that of its clergy. You are not asked for faith, worship, or adulation; instead, you serve solely through your action and influence in the world. Because of that, you might have a strained relationship with the deity's most dedicated priests and other zealots.", - "Except as noted below, you function as a warlock and use the warlock spell list.", - { - "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||The Sibyl|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Touched by the Sibyl|Warlock||The Sibyl|DM:BFS|1" - } - ] - }, - { - "name": "Expanded Spell List", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Sibyl", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "The Sibyl lets you choose from an expanded list of spells when you learn a warlock spell. You can choose any combat divination magic spell when you learn a new spell. Additionally, the following spells are added to the warlock spell list for you.", - { - "type": "table", - "caption": "The Sibyl Expanded Spells", - "colLabels": [ - "Spell Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text- " - ], - "rows": [ - [ - "1st", - "{@spell alarm}, {@spell seer's reaction|DMS}" - ], - [ - "2nd", - "{@spell augury}, {@spell blindness/deafness}" - ], - [ - "3rd", - "{@spell bestow curse}, {@spell clairvoyance}" - ], - [ - "4th", - "{@spell confusion}, {@spell divination}" - ], - [ - "5th", - "{@spell eidetic memory|DMS}, {@spell Hod's gift}" - ] - ] - } - ] - }, - { - "name": "Touched by the Sibyl", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Sibyl", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "At 1st level, you are driven to ecstatic gibbering and utterances through your connection to your patron. Your prophetic commentary, startling insights, and frenetic appearance is unsettling, distracting, and psychically damaging to your target. Although the manifestation is different, this functions identically to the vicious mockery cantrip.", - "Additionally, you are proficient at Performance. Your proficiency bonus is doubled for ability checks you make using Performance." - ] - }, - { - "name": "Disastrous Prognostication", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Sibyl", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, you can direct your patron to infiltrate and overwhelm your target's psyche with prophetic knowledge of failures from the target's immediate future. As an action, target a creature that can see and hear you within 60 feet. It must make a successful Charisma saving throw or be stunned until the end of your next turn.", - "After using this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Whispered Warnings", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Sibyl", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, the sibylline voices in your mind become clearer and more focused. The voices bolster your mindfulness of your surroundings and grant you a preternatural awareness of creatures that mean you harm. While wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your armor class." - ] - }, - { - "name": "Pierce the Veil", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Sibyl", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, when you inflict psychic damage to a target, you can also inundate it with frenetic and discordant voices of doom. The awful truths revealed to the target cause 8d10 psychic damage and it is confused (as the spell) until the end of its next turn.", - "Once you use this feature, you can't use it again until you finish a long rest." - ] - }, - { - "name": "The Genie Lord", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Genie Lord", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "You have made a pact with a powerful ruler of genie kind on one of the Elemental Planes. The genie lords' aims swing wildly from inscrutable by mortal minds to startlingly simple and innocuous. Genie lords struggle endlessly to one-up each other, and rivalries between these elemental rulers can engulf entire nations. If they think it will gain them an advantage, genie lords aren't above bribing a rival's mortal agents to switch sides.", - "Genie Lords include: Astallah, djinni Calipha of the Bright Wind from the Plane of Air; Ghorek, dao Khan of the Onyx Depths on the Plane of Earth; Ixingaltrix, efreeti Emir and Keeper of the Molten Tower on the Plane of Fire; and Saliandla, marid Pasha of the Pearl Fane from the Plane of Water.", - { - "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||The Genie Lord|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Genie Lord's Favor|Warlock||The Genie Lord|DM:BFS|1" - } - ] - }, - { - "name": "Expanded Spell List", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Genie Lord", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "The Genie Lord lets you choose from an expanded list of spells when you learn a warlock spell. You can choose an elemental magic spell when you learn a new spell. For you, the following spells are added to the warlock spell list.", - { - "type": "table", - "caption": "The Genie Lord Expanded Spells", - "colLabels": [ - "Spell Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text- " - ], - "rows": [ - [ - "1st", - "{@spell chromatic orb}, {@spell thunderwave}" - ], - [ - "2nd", - "{@spell gust of wind}, {@spell sleet storm}" - ], - [ - "3rd", - "{@spell protection from energy}, {@spell water breathing}" - ], - [ - "4th", - "{@spell conjure minor elementals}, {@spell fire shield}" - ], - [ - "5th", - "{@spell creation}, {@spell wall of stone}" - ] - ] - } - ] - }, - { - "name": "Genie Lord's Favor", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Genie Lord", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "At 1st level you can speak, read, and write Primordial. You understand and can be understood by any creature that speaks Auran, Ignan, Terran, or Aquan.", - "Additionally, your patron grants you a token that can absorb elemental power. You gain a magical gemstone with the following properties:", - { - "type": "list", - "items": [ - "You can use the gem as an arcane focus.", - "The gem can capture and store elemental power. When you take acid, cold, fire, lighting, or thunder damage, you can choose to transfer some of the damage into the gem instead of taking the damage yourself. The gem's maximum capacity for damage equals twice your warlock level plus your Charisma modifier. The gem drains of energy and becomes empty again when you complete a long rest.", - "While the gem stores any amount of elemental power, you can use an action to cause it to shed bright light out to 20 feet and dim light for an additional 20 feet, to shed dim light out to 5 feet, or to douse the light." - ] - }, - "If you lose your token, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous token. When you die, the token splinters to slivers." - ] - }, - { - "name": "Transfer Elements", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Genie Lord", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, you can use the elemental energy stored in your gem token against foes. When you damage a target with a spell or attack, you can spend stored points to deal additional damage of a type stored in the gem equal to your Charisma bonus. If you deal damage to multiple targets with a single source, choose which one takes the extra elemental damage.", - "Additionally, you can extend the protection of your gem to other creatures. When an ally within 30 feet that you can see takes damage as described above, you can use your reaction to transfer some of the damage into your gem." - ] - }, - { - "name": "Minor Wish", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Genie Lord", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, you can call upon your genie lord to twist fate in your favor. Immediately after you make an attack roll, saving throw, ability check, or damage roll, you can choose to reroll and take the better result.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Herald's Aspect", - "source": "DM:BFS", - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "The Genie Lord", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can channel the power of your patron into your flesh to magically transform into a herald of your Genie Lord. Your legs fade away into a swirl of elemental energy, and your skin and features take on a cast that resembles that of your patron. You can transform as a bonus action and the transformation lasts for 1 minute, during which you gain the following benefits:", - { - "type": "list", - "items": [ - "You gain a flying speed of 60 feet.", - "You have advantage on saving throws against spells and other magical effects.", - "Choose one of the following damage types: acid, cold, fire, lighting, or thunder. You gain immunity to that damage type.", - "Once on your turn when you hit with an attack or spell, you can deal an extra 3d6 damage of one of the following types: acid, cold, fire, lightning, or thunder." - ] - }, - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Aristocratic", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Aristocratic", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "Your innate magic comes from your superior bloodline. Your magic wells up from within you, as a paragon of your race. Whether you come from a long line of storied ancestors, or you are simply the product of a chance blending of the best Characteristics of your race, you were born exceptional, and your sorcerous power is a testament to your legacy.", - { - "type": "refSubclassFeature", - "subclassFeature": "School Mastery|Sorcerer||Aristocratic|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Aristocratic Bloodline Schools and Spells|Sorcerer||Aristocratic|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Channel Energy|Sorcerer||Aristocratic|DM:BFS|1" - } - ] - }, - { - "name": "School Mastery", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Aristocratic", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "At 1st Level, you have a natural affinity for a particular school of magic, depending on your race, as shown on the table below. You can cast a particular spell from that school without needing material Components, and that bonus spell does not count against your number of Sorcerer Spells known. You regain the use of your bonus spell when you finish a Long Rest." - ] - }, - { - "name": "Aristocratic Bloodline Schools and Spells", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Aristocratic", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard's next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge.", - { - "type": "table", - "caption": "Aristocratic Bloodline School", - "colLabels": [ - "{@dice d8}", - "School", - "Spell" - ], - "colStyles": [ - "col-1", - "col-1", - "col-2" - ], - "rows": [ - [ - "1", - "Abjuration", - "{@spell Alarm}" - ], - [ - "2", - "Conjuration", - "{@spell Floating Disk}" - ], - [ - "3", - "Divination", - "{@spell Identify}" - ], - [ - "4", - "Enchantment", - "{@spell Hideous Laughter}" - ], - [ - "5", - "Evocation", - "{@spell Burning Hands}" - ], - [ - "6", - "Illusion", - "{@spell Illusory Script}" - ], - [ - "7", - "Necromancy", - "{@spell False Life}" - ], - [ - "8", - "Transmutation", - "{@spell Feather Fall}" - ] - ] - }, - "When your Spellcasting feature lets you learn a new Sorcerer cantrip or a new Sorcerer spell of 1st Level or higher, you can choose the new spell from the Wizard spell list, as long as the spell is from your associated school." - ] - }, - { - "name": "Channel Energy", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Aristocratic", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Also starting at 1st Level, you can absorb a certain amount of Hostile magical energy. You can use this feature as a Reaction when you make a successful saving throw against a spell of a level that is no higher than your Sorcerer level. When you do so, you absorb the magical energy of the Attack. Instead of being affected by the spell, you regain a number of expended Spell Slots equal to the level of the spell. If you have not used any Spell Slots for a given level of spell, this feature does not allow you to gain a slot that would exceed your normal maximum.", - "For example, if you are a 3rd-level Sorcerer and make a successful save against a 2nd-level spell, you can regain two 1st-level Spell Slots or one 2nd-level spell slot. If you don't have two available 1st-level Spell Slots, you must regain the 2nd-level slot. If you have one available 1st-level spell slot and no 2nd-level slots, you regain one 1st-level slot when you use this feature. You can regain a number of expended Spell Slots equal to twice your Sorcerer level. Once you regain all the expended slots provided by this feature, you must finish a short or Long Rest before you can use the feature again." - ] - }, - { - "name": "Metamagic Mastery", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Aristocratic", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, you can more easily enhance Spells affiliated with your associated school. If you apply a Metamagic option to a spell from that school, it costs 1 less sorcery point. If the option normally costs 1 sorcery point, it costs 1/2 point for you." - ] - }, - { - "name": "Power of the Elite", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Aristocratic", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level or higher, you can spend 4 Sorcery Points to infuse yourself with power, showing all the elite power of your bloodline. For 1 minute afterward, you double your Proficiency bonus on any Charisma-based checks made against others of your race, and you have advantage on those checks. Any Creatures not of your race have disadvantage on Saving Throws against Spells you cast. Additionally, you add your Charisma bonus to the damage of any Spells you cast. Once you use this feature, you must finish a Long Rest before you can use it again." - ] - }, - { - "name": "Inexorable Might", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Aristocratic", - "subclassSource": "DM:BFS", - "level": 18, - "header": 2, - "entries": [ - "Starting at 18th level, you can make one of your Spells more effective if you spend 2 Sorcery Points when you cast it. If the spell deals damage, you can roll twice for damage and use the higher result. If the spell does not deal damage, the Targets of the spell have disadvantage on the saving throw against it." - ] - }, - { - "name": "Boreal Bloodline", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Boreal Bloodline", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "Your innate magic comes from the power of divine or magical entities of winter, beings born to the ice and cold.", - { - "type": "refSubclassFeature", - "subclassFeature": "Sorcerous Origin|Sorcerer||Boreal Bloodline|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Numbing Cold|Sorcerer||Boreal Bloodline|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Winter'S Child|Sorcerer||Boreal Bloodline|DM:BFS|1" - } - ] - }, - { - "name": "Sorcerous Origin", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Boreal Bloodline", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "You might trace your descent down a line of ancestry from a mighty Sorcerer that bargained with the God of The North Wind for power, or that formed a pact with powerful Creatures of ice and snow. Or perhaps you are the first of the bloodline, the product of a union between a parent of your own kind and some wintry being. You might even be the originator of it\u2014the first one to traffic with a powerful boreal being in order to Master the icy might of Winter Magic." - ] - }, - { - "name": "Numbing Cold", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Boreal Bloodline", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Starting when you choose this Origin at 1st Level, your affinity for winter means that your enemies suffer more than normal from the cold Spells you cast. A creature that takes cold damage from one of your Spells takes extra damage equal to your Charisma modifier." - ] - }, - { - "name": "Winter'S Child", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Boreal Bloodline", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Your affinity with winter allows you to venture forth in the cold without harm. You never suffer the Effects of Extreme Cold, even if you are not dressed for the weather. Additionally, you can move over snow and ice without taking penalties for Difficult Terrain." - ] - }, - { - "name": "Gelid Form", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Boreal Bloodline", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "At 6th Level, you gain Resistance to cold damage. Also, when you use Sorcery Points to apply a Metamagic option to a spell that deals cold damage or that produces an Effect that involves snow or ice (sleet storm, for example), you can reduce the cost by 1 sorcery point, to a minimum of 1 point." - ] - }, - { - "name": "Winter'S Form", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Boreal Bloodline", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, you can give your wintry power physical form. As a bonus Action, you can spend 1 sorcery point to transform your body for 1 minute. When you use this feature, you can take one of two forms:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "Your body transforms into a swirling mass of sleet or snow. Your gear transforms with you or falls to the ground in the space you occupy, as you choose. While in this form, you cannot speak, manipulate Objects, Attack, or cast Spells. You gain immunity to cold damage, Resistance to nonmagical bludgeoning, piercing, and slashing damage, and vulnerability to fire damage. In this form, your only method of Movement is a flying speed of 60 feet, and you can hover. You can pass through small holes and narrow openings at least 1 inch in width, but you treat liquids as if they were solid surfaces. You cannot fall, and you remain hovering even while Stunned or Incapacitated. You can enter the space of another creature and remain there. Any creature whose space you occupy takes cold damage equal to your Charisma modifier.", - "Your body transforms into translucent, blue-white ice, and your hair becomes a crown of snow. You gain immunity to cold damage, Resistance to nonmagical bludgeoning damage, and vulnerability to fire damage, and your Armor Class is never lower than 15 + your Dexterity modifier. Any creature within 5 feet of you that hits you with a melee weapon Attack or a touch Attack takes cold damage equal to your Charisma modifier. While in this form, you gain a slam Attack with your icy fists that deals 1d4 bludgeoning damage plus cold damage equal to your Charisma modifier." - ] - } - ] - }, - { - "name": "Winter's Soul", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Boreal Bloodline", - "subclassSource": "DM:BFS", - "level": 18, - "header": 2, - "entries": [ - "At 18th level, you gain immunity to cold damage and Resistance to fire damage. (You don't have this Resistance when you use Winter's Form, but you also no longer gain vulnerability to fire damage when you use that feature.) When you Cast a Spell that deals cold damage, any creature that gets a failure on its saving throw against the spell is also encased in ice, becoming Grappled until it or a creature allied with it within 5 feet succeeds on a Strength check against your spell save DC. If the spell does not normally allow a saving throw, the creature makes a saving throw to avoid being Grappled. If the spell already causes the Grappled condition, the creature has disadvantage on the saving throw." - ] - }, - { - "name": "Elemental Essence", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Elemental Essence", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "Your innate magic arises from elemental power suffused into your being. You might have an elemental creature, such as genie, in your ancestry. Perhaps you lived most of your life near a portal to one of the Elemental Planes, and the ambient magic of the plane saturated everything you ate and drank. Perhaps a magical conjuring went awry, and the essence of an elemental merged with your own. Whatever the ultimate source, you are a walking conduit to an elemental plane.", - { - "type": "refSubclassFeature", - "subclassFeature": "Elemental Heritage|Sorcerer||Elemental Essence|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Manifest Aura|Sorcerer||Elemental Essence|DM:BFS|1" - } - ] - }, - { - "name": "Elemental Heritage", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Elemental Essence", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "At 1st Level, choose one element from the Elemental Heritage table. You can speak, read, and write the language associated with your heritage, and its damage type is used by features you gain later.", - { - "type": "table", - "caption": "Elemental Heritage", - "colLabels": [ - "Element", - "Language", - "Damage Type" - ], - "colStyles": [ - "col-1", - "col-1", - "col-2" - ], - "rows": [ - [ - "Air", - "Auran", - "Lightning or Thunder (choose one)" - ], - [ - "Earth", - "Terran", - "Buldgeoning" - ], - [ - "Fire", - "Ignan", - "Fire" - ], - [ - "Water", - "Aquan", - "Cold" - ] - ] - } - ] - }, - { - "name": "Manifest Aura", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Elemental Essence", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Starting when you choose this Origin at 1st Level, you are able to channel your elemental power into a swirling aura. As a bonus Action, you can surround yourself in a magical aura of elemental material or energy appropriate to your heritage element for 1 minute. While the aura persists, you gain the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "When you are attacked, you can use your Reaction to impose disadvantage on the Attack roll.", - "When you Cast a Spell of 1st Level or higher, the aura around you intensifies until the start of your next turn. During this time, any creature that ends its turn within 5 feet of you or that enters that area takes 1d6 damage of the type associated with your heritage element. This damage increases to 2d6 when you reach 7th level." - ] - }, - "You can use this feature twice. You regain all expended uses when you finish a Long Rest." - ] - }, - { - "name": "Infuse Elements", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Elemental Essence", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, you gain Resistance to the damage type associated with your heritage.", - "Additionally, when you damage a creature with a spell, you can spend 1 sorcery point to enhance it with the power of your heritage element. The spell takes on a visual cast that reflects the elemental infusion (fire and embers dance in the area, wind swirls around a bolt of energy, and so forth) and delivers the following additional Effects depending on your heritage:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "{@bold Air.} The creature is buffeted by strong winds, arcs of Lighting, and claps of thunder. It can't take Reactions until the start of its next turn.", - "{@bold Earth.} The creature is Restrained until the start of your next turn.", - "{@bold Fire.} The creature is seared by your fiery magic. It is Frightened until the end of its next turn. Creatures that are immune to fire are unaffected.", - "{@bold Water.} The creature is disoriented as the world seems to roll and pitch in waves. It is Poisoned until the end of its next turn." - ] - } - ] - }, - { - "name": "Elemental Jaunt", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Elemental Essence", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, you can Teleport by skimming the outer boundary of the Elemental Planes. As a bonus Action, you can magically Teleport up to 60 feet to an unoccupied space you can see. When you appear, you can create one of the following Effects, depending on your heritage element:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "{@bold Air.} When you appear within 5 feet of an area of wind (whether natural or magical), you create a cyclonic burst of wind. All Creatures within 10 feet of you must succeed on a Constitution saving throw or take 2d6 slashing damage and be Blinded by dust and debris until the start of your next turn.", - "{@bold Earth.} When you appear within 5 feet of nonmagical, unworked stone filling at least one 5-foot square, you create tremors in the earth that ripple outward from you. Each creature within 10 feet of you that is touching the ground must succeed on a Strength saving throw or take 4d6 bludgeoning damage and fall prone.", - "{@bold Fire.} When you appear within 5 feet of a fire at least the size of a campfire, you create a burst of flame around yourself. Each creature within 10 feet must succeed on a Dexterity saving throw or take 2d6 fire damage and catch on fire. Until a creature takes an Action to douse the fire, a creature on fire takes 1d6 fire damage at the start of each of its turns.", - "{@bold Water.} When you appear within 5 feet of at least 50 gallons of water, you create a torrent of water that assails the Creatures around you. Each creature within 10 feet of you must succeed on a Constitution saving throw or take 2d6 bludgeoning damage and choke on The Water that forces its way into the creature's throat. A choking creature can't speak and has disadvantage on Attack rolls and Ability Checks until the start of your next turn. Creatures that don't have to breathe or that can breathe water aren't subject to choking." - ] - }, - "Saving Throws against these Effects are made against your spell save DC. You can use this feature twice. You regain all expended uses when you finish a short or Long Rest." - ] - }, - { - "name": "Elemental Soul", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Elemental Essence", - "subclassSource": "DM:BFS", - "level": 18, - "header": 2, - "entries": [ - "At 18th level, you gain immunity to the damage type associated with your heritage element.", - "Depending on your elemental heritage, you also gain one of the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "{@bold Air.} You gain a magical flying speed equal to your current walking speed. Additionally, during Your Turn you can spend 1 sorcery point to become insubstantial wind and mist. Until the start of your next turn, you can enter a Hostile creature's space, you can move through a space as narrow as 1 inch without squeezing, you are immune to the Effects of Strong Wind, and you have Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", - "{@bold Earth.} ou gain a burrowing speed equal to your current walking speed, and you can Burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. Additionally, you can spend 1 sorcery point to become stony and unyielding until the start of your next turn. During this time, you have Resistance to piercing and slashing damage, you are immune to poison damage, and you can't be Petrified or Poisoned.", - "{@bold Fire.} Your speed increases by 10 feet. Additionally, during Your Turn you can spend 1 sorcery point to become fiery and insubstantial. Until the start of your next turn, you can move through a Hostile creature's space. The first time you enter a creature's space on a turn, that creature takes 1d10 fire damage and catches on fire. Until a creature takes an Action to douse the fire, a creature on fire takes 1d10 fire damage at the start of each of its turns.", - "{@bold Water.} You gain a Swimming speed equal to your current walking speed, and you can breathe both water and air. Additionally, during Your Turn you can spend 1 sorcery point to take on a watery form. Until the start of your next turn, you can enter a Hostile creature's space and move through a space as narrow as 1 inch wide without squeezing. When you enter a Hostile creature's space, the creature must succeed on a Strength saving throw against your spell save DC or fall prone." - ] - } - ] - }, - { - "name": "Farseer", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Farseer", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "Your magic comes from a god of prophecy and prognostication who imbued a sliver of their power in your ancestry. Farseers can trace their power through the generations to a single, powerful ancestor whose divine gift gave them access to the webs of fate. Some are plagued by visions and omens, having no knowledge of their august lineage. These unfortunate individuals might be driven to Madness and ostracized because of their uncontrolled, Forbidden Knowledge. Regardless, the touch of the divine has forever changed you, and the skeins of fate unravel in your view.", - { - "type": "refSubclassFeature", - "subclassFeature": "Blood of the Seer|Sorcerer||Farseer|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Quickening|Sorcerer||Farseer|DM:BFS|1" - } - ] - }, - { - "name": "Blood of the Seer", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Farseer", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "When you choose this Origin at 1st Level, the blood of your ancestors signals your destiny. You gain Proficiency in Insight and History. Your preternatural sense of what is to come also allows you to sense imminent danger, so you make Initiative rolls with advantage." - ] - }, - { - "name": "Quickening", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Farseer", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Starting at 1st Level, you can take the Dodge Action as a bonus Action on Your Turn. You use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a short or Long Rest." - ] - }, - { - "name": "Commune with the Unknown", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Farseer", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "When you reach 6th Level, your prophetic Insight allows you to Commune with otherworldly powers. By focusing all your attention on a single yes-or-no question for 1 minute, you can pose that question to the powers beyond. The entity that responds to your question has vast knowledge, but it isn't omniscient; it can predict only what might happen, not what's certain to occur. Questions about the future must be phrased in terms of what's possible or plausible to avoid nonanswers. You must finish a short or Long Rest before using this feature again." - ] - }, - { - "name": "Time Slip", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Farseer", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "When you reach 14th level, the skeins of time enshroud your body, distorting the fabric of reality around you. As an Action, you can expend 3 Sorcery Points to step out of sync with the current timeline. You can be seen only as an indistinct, shimmery outline. Attacks against you are made with disadvantage, and you have Resistance to bludgeoning, piercing, and slashing damage from nonmagical Weapons. Additionally, you can move through other Creatures and solid Objects as if they were Difficult Terrain. If you end your turn inside a solid object, you take 1d10 force damage and are expelled into the nearest open space.", - "The Effect lasts for up to 1 minute, provided you maintain Concentration on it as on a spell." - ] - }, - { - "name": "Sharing the Dream", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Farseer", - "subclassSource": "DM:BFS", - "level": 18, - "header": 2, - "entries": [ - "At 18th level, visions of likely futures constantly weave across your consciousness. You can share that foreknowledge with your Companions. As an Action, you can grant up to five Creatures (which can include yourself) advantage on Attack rolls or saving throws\u2014each creature chooses for itself\u2014for up to 1 minute, provided you maintain Concentration on this Effect as on a spell. You must expend 2 Sorcery Points per affected creature to trigger this Effect." - ] - }, - { - "name": "Serophage", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Serophage", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "Some sorcerers are preoccupied with blood, both their own and that of others.", - { - "type": "refSubclassFeature", - "subclassFeature": "Sorcerous Origin|Sorcerer||Serophage|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Strength Beneath The Skin|Sorcerer||Serophage|DM:BFS|1" - } - ] - }, - { - "name": "Sorcerous Origin", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Serophage", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "The serophage learns early in life that they can exercise some control over their own blood, and they harness that ability to Awaken the magic that flows through their veins. The dark possibilities of this form of magic become apparent when a Sorcerer discovers that they can control the blood flowing in the veins of other Creatures, too. Thus is born the serophage, a Sorcerer unlike all others." - ] - }, - { - "name": "Strength Beneath The Skin", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Serophage", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "At 1st Level, someone who chooses this Origin gains control over his or her blood flow, directing it away from a recent wound. When the serophage takes bludgeoning damage, he or she rolls a d4 and subtracts the result from the damage taken. When he or she reaches 6th Level, the die increases to a d6." - ] - }, - { - "name": "Blood Fuel", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Serophage", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, instead of taking a move Action, a serophage can deal 1d4 slashing damage to him- or herself and regain a number of Sorcery Points equal to the slashing damage. Alternatively, the serophage can choose to increase the save DC or the Attack bonus of the next spell he or she casts by +1 instead of regaining Sorcery Points. When the serophage reaches 12th level, the die becomes a d8 and the increase to his or her Attack bonus or save DC becomes +2." - ] - }, - { - "name": "Blood Barrier", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Serophage", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, a serophage gains the ability to draw blood from a creature with Intelligence 5 or higher that has been killed within the last 30 minutes and form it into swirling rings that surround the Sorcerer. The number of rings is equal to his or her Charisma modifier.", - "The rings absorb physical damage. When the serophage is struck by a melee or ranged weapon Attack, one ring absorbs 1d10 damage from the Attack, and then disappears in a splash.", - "As an Action, the serophage can cause one ring to form into a magical spear of blood and launch itself at a target he or she selects within 60 feet. The Sorcerer makes a ranged spell Attack. On a hit, the target takes piercing damage equal to 1d6 + the serophage's Charisma modifier and must succeed on a Constitution saving throw or be Stunned until the start of the serophage's next turn. The spear is considered a Magic Weapon. It evaporates after it's expended. Each ring remains until it either absorbs damage or is expended as a weapon." - ] - }, - { - "name": "Siphon Blood", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Serophage", - "subclassSource": "DM:BFS", - "level": 18, - "header": 2, - "entries": [ - "At 18th level, a serophage gains the ability to siphon a steady stream of blood from a living creature at a distance. As an Action, he or she designates a creature within 40 feet; that creature must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage as blood oozes through its skin and flows through the air to the serophage, who absorbs it through their own skin. For every 2 points of damage dealt to the target, the serophage chooses to regain either 1 hit point or 1 sorcery point. The siphoning continues, dealing damage and restoring Hit Points or Sorcery Points at the start of the serophage's turn, until he or she ends the Effect (no Action required), or until the target makes a successful Constitution saving throw at the end of its turn." - ] - }, - { - "name": "Shadow Bloodline", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Shadow Bloodline", - "subclassSource": "DM:BFS", - "level": 1, - "entries": [ - "Your magic comes from a place drained of color, where light fights a losing battle against the Relentless encroachment of Darkness. In the distant past, your ancestors were Touched by the Shadow Realm, and this contact left its mark on your Family bloodline.", - "Except as noted below, Shadow bloodline sorcerers function as sorcerers and use the Sorcerer spell list.", - { - "type": "refSubclassFeature", - "subclassFeature": "Taint of Shadow|Sorcerer||Shadow Bloodline|DM:BFS|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Evil Eye|Sorcerer||Shadow Bloodline|DM:BFS|1" - } - ] - }, - { - "name": "Taint of Shadow", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Shadow Bloodline", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Your magic always acts a bit differently from that of other casters. Your magical fire burns with a deep purple flame that sheds little light but casts inky shadows. The Influence of the Shadow Realm can be seen in every Manifestation of your magic, whether that's shadowy bonds tightening around the target of a Hold Person spell or the shadows that swirl like storm clouds inside your Dimension Door. At 1st Level, you gain Darkvision out to 60 feet. Within that range, you see through magical Darkness as if it were dim light." - ] - }, - { - "name": "Evil Eye", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Shadow Bloodline", - "subclassSource": "DM:BFS", - "level": 1, - "header": 1, - "entries": [ - "Starting at 1st Level, you can gaze at one creature within 60 feet of you and with a bonus Action, mark that creature with Darkness. The marked creature has disadvantage on its next Attack roll or skill check involving sight unless it makes a successful Charisma saving throw. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest." - ] - }, - { - "name": "Dark Illusions", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Shadow Bloodline", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, you have advantage on Saving Throws against Illusion magic. You can also cast blur or Mirror Image by spending 2 Sorcery Points." - ] - }, - { - "name": "Passage Through the Dark", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Shadow Bloodline", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, you gain the ability to traverse between patches of Darkness. When you are lightly or heavily obscured you can, as a bonus Action, step through a Shadow and emerge from another Shadow up to 200 feet away. You can stay inside the Shadow connection for a number of rounds equal to your Charisma modifier (minimum of 1) if you choose to; while there, you are Invisible, nothing can affect you, and you can't affect anything else. Each use of this ability costs you 4 Sorcery Points." - ] - }, - { - "name": "Tainted Shadows", - "source": "DM:BFS", - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Shadow Bloodline", - "subclassSource": "DM:BFS", - "level": 18, - "header": 2, - "entries": [ - "Beginning at 18th level, you can emanate an aura of energy from the Shadow Realm. By spending 4 Sorcery Points, you radiate an aura of Shadow that causes everything within 15 feet of you to become lightly obscured because of dim Lighting. Any portion of that area that's already dimly lit becomes completely dark instead. Enemy Creatures that start their turns inside this aura take 10 necrotic damage and must succeed on a Wisdom saving throw or become Frightened of this Effect. The Effect lasts until the start of your next turn." - ] - }, - { - "name": "Alkemancer", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Alkemancer", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Wizards who combine traditional spellcasting with advanced alchemical practices and concoctions are called alkemancers. They are a mysterious breed sometimes confused with transmuters, with whom they share a complicated rivalry.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Alkemancer|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Alchemical Savant|Wizard||Alkemancer|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Skilled Alchemist|Wizard||Alkemancer|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Alkemancer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Unlike many transmuters, who focus on the physical transformation of objects and creatures, alkemancers are concerned with the search for human perfection and immortality, and they use alchemy as a means in this pursuit. Still, there is much crossover between the two specialties. Alkemancers and transmuters can be found working toward the same goals, as both allies and rivals.", - "Alkemancy spells typically blend conjuration, necromancy, and transmutation effects. Few alkemancy spells belong to the schools of evocation or illusion, since spells of these schools summon energy out of nothingness or create things that are not real; both concepts are at odds with the precepts of alkemancy, which seeks to reduce energy and matter to its constituent parts and refine them to a more purified (or useful) state of existence.", - "Except as noted below, alkemancers function as wizards and use the wizard spell list." - ] - }, - { - "name": "Alchemical Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Alkemancer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you select this specialty at 2nd level, the gold and time you must spend to copy an alkemancy spell into your spellbook are halved.", - "When you gain a level, one of the two spells you learn for gaining a level can be an alkemancy spell even if you've never encountered the spell before. Similarly, when you learn a new cantrip, it can be an alkemancy cantrip even if you've never previously encountered it." - ] - }, - { - "name": "Skilled Alchemist", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Alkemancer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning at 2nd level, you gain proficiency with alchemical supplies if you did not already have it and your proficiency bonus with alchemical supplies is doubled. You also halve the cost of alchemical items you create, enabling you to fashion most basic items in a single day. Finally, you gain proficiency with alchemical weapons, and you add your proficiency bonus to their damage rolls when you use them as weapons." - ] - }, - { - "name": "Essence Mastery", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Alkemancer", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, you can add one of the six fundamental essences to your spells as an additional material component at the cost of 1 gp per spell level. This doesn't increase the casting time of the spell or any of its other effects except as follows.", - { - "type": "list", - "items": [ - "Adding brimstone to a spell that deals fire damage causes the flames to take on a bluish hue and to release irritating vapors. A creature damaged by the spell must also make a successful Constitution saving throw or become poisoned for a number of rounds equal to your Intelligence modifier (minimum of 1).", - "Adding lead to a spell that improves your armor class, such as mage armor or shield, increases the spell's AC bonus by 2. If the spell has a duration longer than 1 round, the duration also increases by a number of additional rounds equal to your Intelligence modifier (minimum of 1). Any visible spell effect modified with lead takes on a dull gray sheen.", - "Adding quicksilver to a spell that changes the form of a creature or an object, such as alter self or polymorph, increases the spell's duration by a number of minutes equal to your Intelligence modifier (minimum of 1). Spells with a duration briefer than 10 minutes, such as alchemical form, measure the increase in rounds instead of minutes. Any change in form modified with quicksilver is always accompanied by lustrous wisps or motes of silvery energy.", - "Adding quintessence to a necromantic spell that grants temporary hit points, such as false life or life hack, increases the temporary hit points gained by a number equal to twice your Intelligence modifier (minimum of 2). Adding quintessence to a spell doesn't change the spell's visible aspects.", - "Adding salt to a spell that deals acid damage gives the acid a pale, crystalline hue and causes it to become extremely painful. Any creature damaged by the spell must also make a successful Constitution saving throw or lose 1d4 points from its Strength and Dexterity scores (rolled separately). These lost points return automatically after a number of rounds equal to your Intelligence modifier (minimum of 1).", - "Adding void salt to a spell that deals necrotic damage causes the spell to shed palpable strands of darkness. Any creature damaged by the spell is also surrounded by a veil of cloying shadows and must make a successful Constitution saving throw or be restrained for a number of rounds equal to your Intelligence modifier (minimum of 1)." - ] - } - ] - }, - { - "name": "Craft Minor Elixir", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Alkemancer", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Beginning at 10th level, you automatically learn the formulas for a number of elixirs, oils, philters, or potions of your choice equal to 1 + your Intelligence modifier (minimum of 1). You do not need to spend time or gold researching these formulas.", - "When brewing an elixir, oil, philter, or potion based on one of the formulas you obtained, you can add exotic alchemical reagents to the mixture at the cost of additional gold equal to half the potion's standard cost. If you do this, the resulting mixture is more powerful than normal: if the potion has an instantaneous effect (such as potions of healing), it automatically has its maximum effect; if the potion has a duration (such as a potion of giant strength), it lasts for twice its normal duration." - ] - }, - { - "name": "Path of the Golden Glower", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Alkemancer", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Beginning at 14th level, you learn the secret formulas for brewing the {@optfeature Six Fabled Elixirs|DM:BFS}, magical draughts of incredible potency and rarity. Each elixir takes a full year or more to create from exceedingly rare ingredients, but once finished and consumed or otherwise applied, each grants its user a permanent bonus of some sort.", - "Additionally, once you reach 14th level, you become so skillful at working with dangerous chemicals and reagents that you gain resistance to acid and poison damage and are immune to the poisoned condition." - ] - }, - { - "name": "Blood Mage", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Blood Mage", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Blood can be a dark and forbidden source of magical energy for those willing to makes the necessary sacrifices.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Blood Mage|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Blood Savant|Wizard||Blood Mage|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Wizard||Blood Mage|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Internal Fortitude|Wizard||Blood Mage|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Blood Mage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "A blood mage powers their magic with the Secrets they learn from their own blood. Eventually, they learn to manipulate the blood of others, too." - ] - }, - { - "name": "Blood Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Blood Mage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning at 2nd Level, the gold and time a blood mage must spend to copy a Blood Magic spell into their Spellbook is halved." - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Blood Mage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "A blood mage has Proficiency in Medicine." - ] - }, - { - "name": "Internal Fortitude", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Blood Mage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "At 2nd Level, a blood mage gains a greater awareness of the blood flowing through their veins and of the heart that pumps it, and some measure of control over both. When the blood mage is subjected to a disease or poison Effect that allows a Constitution saving throw to take only half damage, they instead take no damage on a successful save, and only half damage on a failed one." - ] - }, - { - "name": "Blood Vision", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Blood Mage", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "A blood mage of 6th Level or higher can see a moment of the past through the eyes of a creature by consuming its blood. Upon ingesting a small amount of the blood of another creature, the Wizard becomes Stunned. While Stunned, he or she experiences one of the creature's memories through its own eyes. (The memory may or may not be about the incident that caused it to bleed.)", - "Once a blood mage has consumed a creature's blood for this Purpose, the creature is immune to further uses of this ability." - ] - }, - { - "name": "Absorb Toxins", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Blood Mage", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "A blood mage of 10th level or higher can absorb a poison or a disease from another creature, living or dead, and turn it to his or her use. By exposing a fresh wound to a source of disease or poison, the Wizard can safely absorb it and store it, dormant, in his or her bloodstream. The blood mage can then inflict the disease or poison on another creature by spitting a stream of blood at it. As an Action, the Wizard makes a ranged spell Attack. On a hit, the target is exposed to the disease or poison and must proceed with any Saving Throws required.", - "If the Wizard does not pass the disease or poison along to another living creature within three days, it becomes active in the body, and the Wizard must make the first two Saving Throws required by the disease or poison with disadvantage." - ] - }, - { - "name": "Thicken or Quicken Blood", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Blood Mage", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "A blood mage of 14th level or higher can turn another creature's blood into sludge, hampering the creature, or can thin it out, giving the creature extra mobility. As an Action, the Wizard can cause a Touched creature that fails a Constitution saving throw to become affected as if by a slow spell\u2014or, alternatively, to gain the Effect of a haste spell. The Duration of either Effect is a number of rounds equal to the blood mage's Intelligence modifier. The target of the haste Effect can intentionally fail the saving throw.", - "The blood mage can use this ability once, regaining the use of it upon finishing a Long Rest." - ] - }, - { - "name": "Doomsayer", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Doomsayer", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "The magic you seek is as powerful as it is destructive.", - { - "type": "refSubclassFeature", - "subclassFeature": "Arcane Specialty|Wizard||Doomsayer|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Apocalypse Savant|Wizard||Doomsayer|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Wicked Presence|Wizard||Doomsayer|DM:BFS|2" - } - ] - }, - { - "name": "Arcane Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Doomsayer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Any fool can learn to hurl a Fireball, but only a Master of the apocalypse can open a Black Hole. Some doomsayers use their terrible power to amass a conquering army; others seek to become a force of Darkness and to reshape the world according to their own vision." - ] - }, - { - "name": "Apocalypse Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Doomsayer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you select this specialty at 2nd Level, the gold and time you must spend to copy an apocalypse spell into your Spellbook is halved." - ] - }, - { - "name": "Wicked Presence", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Doomsayer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "At 2nd Level, you gain the ability to instill a sense of impending doom in Creatures who witness your power. When you kill a creature with a spell that isn't a cantrip, you can use a bonus Action to select one or more Creatures within 30 feet of the creature you just killed. Each of those Creatures must make a successful Wisdom saving throw or become Frightened of you for 1 minute. A Frightened creature can repeat the saving throw 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." - ] - }, - { - "name": "Terrible Power", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Doomsayer", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, whenever you score a critical hit with a spell Attack, choose one of the following two effects:", - { - "type": "list", - "items": [ - "Every creature affected by the spell must make a successful Wisdom saving throw or become Frightened of you until the end of its next turn.", - "Every creature affected by the spell must make a successful Constitution saving throw or become Poisoned until the end of its next turn." - ] - } - ] - }, - { - "name": "Merciless Onslaught", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Doomsayer", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, you have advantage when making spell Attack rolls against Creatures that are Frightened or Poisoned." - ] - }, - { - "name": "Power from Darkness", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Doomsayer", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Beginning at 14th level, your spell attacks score Critical Hits when the Attack roll is a natural 19 or 20." - ] - }, - { - "name": "Dragon Mage", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Dragon Mage", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Wizards practice the subtle magic of pulling power from thin air and shaping it to fit their needs. Sorcerers tame the chaotic power within themselves, releasing it in barely controlled gouts of magical eruptions. Wizards who walk the path between these two diverse means of using magic are called Dragon mages, and they meld the order of Wizardry with the chaos of elemental mastery to grant themselves Special powers.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Dragon Mage|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Dragon Magic Savant|Wizard||Dragon Mage|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Invoke Dragon Mask|Wizard||Dragon Mage|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Dragon Mage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Dragon mages manifest their magic in a variety of styles, as diverse as the kinds of Dragons and the types of magic that populate the worlds. Kobolds serving as councilors to great wyrms are taught by their Masters to harness their innate Draconic Nature through the use of more traditional Spells. A wild-eyed human, oozing sorcerous magic thanks to an ancient Draconic ancestor, might find a kindly Wizard to help her focus her power. Special legions of Dragonborn troops train with a Master Dragon mage, learning to better defend their Homeland from invaders.", - "How to Start: If you're a Wizard who wants to become a Dragon mage, you make that decision upon reaching 2nd Level, when you are also entitled to choose an Arcane Tradition. If you decide to follow the path of the Dragon mage exclusively, you can forego the selection of an Arcane Tradition and gain the features of the Dragon mage specialty instead.", - "You can also pursue the Dragon mage specialty in conjunction with one of the standard Arcane Traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to Dragon Magic Savant (described below). Also at 2nd Level, you choose whether to gain Invoke Dragon Mask (see below) or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, an Enchanter might select Hypnotic Gaze at 2nd Level and Invoke Dragon Mask at 6th Level, followed by either Instinctive Charm or Invoke Dragon Heart at 10th level." - ] - }, - { - "name": "Dragon Magic Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Dragon Mage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you take up this specialty at 2nd Level, the gold and time you must spend to copy a Dragon magic spell into your Spellbook is halved." - ] - }, - { - "name": "Invoke Dragon Mask", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Dragon Mage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Starting at 2nd Level, you can invoke a magic Dragon mask. You use a bonus Action and expend a spell slot to invoke the mask, which lasts for 3 rounds for each level of the expended spell slot. The Dragon mask remains as long as you are not Incapacitated, until you use a bonus Action to dismiss or replace it, or until the Duration expires. The mask is a translucent magical force, in the form of a dragon's head, which covers your face. Your face is still visible through the mask, and the mask does not hinder vision.", - "While you wear your Dragon mask, you receive the following benefits and drawbacks:", - { - "type": "list", - "items": [ - "You have a bonus to your AC equal to your Intelligence modifier (minimum of +1).", - "You gain a bite Attack. As an Action, make a melee spell Attack against one adjacent target. On a hit, the target takes piercing damage equal to 1d8 + your Intelligence modifier. This Attack counts as magical for the Purpose of overcoming a target's immunity or Resistance to piecing damage.", - "You have advantage on Wisdom (Perception) checks and Charisma (Intimidation) checks.", - "Attack rolls for any ranged or melee Attack Spells you cast while wearing the mask are made with disadvantage, and Saving Throws against Spells you cast while wearing the mask are made with advantage.", - "As a bonus Action, you can expend an additional spell slot to augment the damage of your next Dragon mask bite Attack. The damage increases by 1d8 for each level of the expended spell slot, and you have advantage on the Attack roll." - ] - } - ] - }, - { - "name": "Invoke Dragon Heart", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Dragon Mage", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, you can invoke a magic Dragon heart. You use a bonus Action and expend a spell slot to invoke the heart, which lasts for 3 rounds for each level of the expended spell slot. The Dragon heart remains as long as you are not Incapacitated, until you use a bonus Action to dismiss or replace it, or until the Duration expires. The heart is a translucent magical force, in the form of a beating heart, which covers your chest. Your body is still visible through the heart.", - "While you wear your Dragon heart, you receive the following benefits:", - { - "type": "list", - "items": [ - "You have a bonus to Wisdom and Charisma Saving Throws equal to your Intelligence modifier (minimum of +1).", - "You gain temporary Hit Points equal to twice your Wizard level. These temporary Hit Points are lost when your heart is no longer active.", - "You gain a breath weapon Attack. You can use an Action to shoot a 30-foot-long, 5-foot-wide line of energy (dealing your choice of acid, cold, fire, or lightning damage) from your Dragon heart in a direction you choose. Each creature in the line must make a successful Dexterity saving throw or take 4d6 damage of the chosen type. The damage type cannot be changed while your current Dragon heart is active.", - "As a bonus Action, you can expend an additional spell slot to augment the damage of your next Dragon heart breath weapon Attack. The damage increases by 2d6 for each level of the expended spell slot, and you can add 10 feet of length to the line for each level of the expended spell slot." - ] - } - ] - }, - { - "name": "Invoke Dragon Wings", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Dragon Mage", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, you can invoke a set of magical Dragon wings. You use a bonus Action and spend a spell slot to invoke the Dragon wings, which last for 2 rounds per level of the spent spell slot. The Dragon wings remain as long as you are not Incapacitated, until the Duration ends, or until they are dismissed or replaced by using a bonus Action.", - "While you wear your Dragon wings, you receive the following benefits:", - { - "type": "list", - "items": [ - "Your speed increases by 10 feet, and you gain a flying speed equal to your walking speed.", - "You have Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", - "You have advantage on any melee or ranged spell Attack rolls.", - "As a bonus Action, you can spend an additional spell slot to augment your wings. Until the start of your next turn, you can add 5 feet of additional speed for each level of the expended spell slot spent. Additionally, you can choose one creature within 10 feet of you for each level of the expended spell slot, and Ranged Attacks against those Creatures are made with disadvantage." - ] - } - ] - }, - { - "name": "Invoke Dragon Tail", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Dragon Mage", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can invoke a magic Dragon tail. You use a bonus Action and expend a spell slot to invoke the tail, which lasts for 1 round per level of the spent spell slot. The Dragon tail remains as long as you are not Incapacitated, until you use a bonus Action to dismiss or replace it, or until the Duration expires.The Dragon tail is a translucent magical force, in the form of a 15-foot-long appendage capable of striking with great impact.", - "While you wear your Dragon tail, you receive the following benefits.", - { - "type": "list", - "items": [ - "You are immune to the Grappled condition.", - "You are have Proficiency with Strength and Dexterity Saving Throws and any Ability Checks using Strength.", - "In addition, you can use your Intelligence modifier instead of the normal modifier for those Saving Throws and checks.", - "You gain a tail slam Attack. As an Action, you make a separate melee spell Attack against each target within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 3d10 + your Intelligence modifier. A creature hit by this Attack is pushed up to 10 feet away from you and knocked prone unless it succeeds on a Strength saving throw against your spell save DC. This Attack counts as magical for the Purpose of overcoming a target's immunity or Resistance to bludgeoning damage.", - "As a Reaction, you can make a tail slam Attack against a creature that moves to within 15 feet of your tail.", - "As a bonus Action, you can spend an additional spell slot to augment your Dragon tail. Until the start of your next turn, your Dragon tail's slam Attack damage increases by 1d10 per level of the spell slot spent. In addition, you heal yourself for 3 Hit Points per level of the spell slot spent." - ] - } - ] - }, - { - "name": "Entropist", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Entropist", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Wizards who specialize in Chaos Magic crave an understanding of probability and life's unpredictable outcomes to the point of obsession.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Entropist|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Chaos Magic Savant|Wizard||Entropist|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Long Odds|Wizard||Entropist|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Entropist", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "What starts as an attempt to analyze the patterns of chaos quickly becomes a trip down the rabbit hole to Madness.", - "How to Start: If you're a Wizard who wants to become an entropist, you make that decision upon reaching 2nd Level, when you are also entitled to choose an Arcane Tradition. If you decide to follow the path of the entropist exclusively, you can forego the selection of an Arcane Tradition and gain the features of the entropist specialty instead.", - "You can also pursue the entropist specialty in conjunction with one of the standard Arcane Traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to Chaos Magic Savant (described below). Also at 2nd Level, you choose whether to gain Long Odds (see below) or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a Transmuter might select Minor Alchemy at 2nd Level and Long Odds at 6th Level, followed by either Transmuter's Stone or Twisted Arcana at 10th level." - ] - }, - { - "name": "Chaos Magic Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Entropist", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you take up this specialty at 2nd Level, the gold and time you must spend to copy a chaos spell into your Spellbook is halved." - ] - }, - { - "name": "Long Odds", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Entropist", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Also starting at 2nd Level, you can manipulate the reality-changing forces of chaos to alter the odds in a situation. You can use a bonus Action to give yourself, or a Reaction to give a creature you can see, advantage on one Attack roll, saving throw, or ability check made during this turn. Using this feature causes a Chaos Magic surge. You must finish a Long Rest before you can use this feature again." - ] - }, - { - "name": "Twisted Arcana", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Entropist", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th Level, when you Cast a Spell that deals damage, you can infuse the Effect with greater power by channeling chaos through yourself. You make this choice after determining that the spell has been successfully cast (by making a spell Attack roll) but before rolling damage. If you decide to use this feature, roll a d6 + 1; this is the maximum number of your spell's damage dice you can Reroll. You can Reroll any number of damage dice up to that maximum, and you must use the rerolled results.", - "In addition, the type of damage your spell deals is replaced randomly. Use the Random Damage Type table to determine the spell's new damage type.", - { - "type": "table", - "caption": "Random Damage Type", - "colLabels": [ - "{@dice d10}", - "Damage Type" - ], - "colStyles": [ - "col-1", - "col-2" - ], - "rows": [ - [ - "1", - "Acid" - ], - [ - "2", - "Cold" - ], - [ - "3", - "Fire" - ], - [ - "4", - "Force" - ], - [ - "5", - "Lightning" - ], - [ - "6", - "Necrotic" - ], - [ - "7", - "Poison" - ], - [ - "8", - "Psychic" - ], - [ - "9", - "Radiant" - ], - [ - "10", - "Thunder" - ] - ] - }, - "Using this feature has a chance of causing a Chaos Magic surge. You must finish a Long Rest before you can use this feature again." - ] - }, - { - "name": "Shifting Resistance", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Entropist", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Beginning at 10th level, when you cast a chaos spell, you gain Resistance to a random damage type for a number of rounds equal to 1 + your Intelligence modifier (minimum of 1). You can try to narrow the spell's focus to a damage type you prefer, but doing so has an element of risk; you can roll twice on the Random Damage Type table and choose the result you prefer, but you must also roll to see if a Chaos Magic surge occurs. You must finish a Long Rest before you can use this feature again." - ] - }, - { - "name": "Master Of Chaos", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Entropist", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, anytime you cause a Chaos Magic surge, you regain one use of Long Odds, Twisted Arcana, or Shifting Resistance without needing to finish a Long Rest. In addition, every time you cast a chaos spell, you gain temporary Hit Points equal to your Intelligence modifier + the spell's level." - ] - }, - { - "name": "Illuminator", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Illuminator", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Wizards who pursue Illumination magic, called illuminators, use the stars to predict when danger is near, and they draw on the power of light to Attack their foes.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Illuminator|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Illumination Magic Savant|Wizard||Illuminator|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Omen of Warning|Wizard||Illuminator|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Illuminator", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "This branch of magic is popular with those who delve Underground, because its Spells work best where light is dim or absent.", - "How to Start: If you're a Wizard who wants to become an illuminator, you make that decision upon reaching 2nd Level, when you are also entitled to choose an Arcane Tradition. If you decide to follow the path of the illuminator exclusively, you can forego the selection of an Arcane Tradition and gain the features of the illuminator specialty instead.", - "You can also pursue the illuminator specialty in conjunction with one of the standard Arcane Traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to Illumination Magic Savant (described below). Also at 2nd Level, you choose whether to gain Omen of Warning (see below) or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a Diviner might select Portent at 2nd Level and Omen of Warning at 6th Level, followed by either Expert Divination or Master of the Radiant Heavens at 10th level." - ] - }, - { - "name": "Illumination Magic Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Illuminator", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you select this school at 2nd Level, the gold and time needed to copy Illumination Spells into your Spellbook is halved." - ] - }, - { - "name": "Omen of Warning", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Illuminator", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Starting at 2nd Level, you can forecast danger for the next 24 hours by studying the stars for 1 hour. The stars must be visible to you for you to use this feature. Studying the stars in this way gives you advantage on up to two Initiative rolls. The bonus remains for 24 hours or until the end of your next Long Rest.", - "Instead of using this feature on yourself, you can grant advantage on an Initiative roll to one other creature you can see when Initiative rolls are made, but doing this prevents you from using the benefit on yourself in that Combat. You can choose whether to use this feature at the moment Initiative is rolled, but you must make the decision before rolling the die." - ] - }, - { - "name": "Master Of The Radiant Heavens", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Illuminator", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Starting when you reach 6th Level, the spell Attack modifier and spell save DC for any Cantrips you cast in dim light or Darkness increases by 1." - ] - }, - { - "name": "Illusions of Permanence", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Illuminator", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Beginning at 10th level, Illusion Spells you cast that require Concentration last for 1 round after you stop concentrating, as long as the spell hasn't exceeded its Duration." - ] - }, - { - "name": "Comprehension of The Starry Sky", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Illuminator", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, during a Long Rest you can consult the stars and comprehend some meaning in a cosmic event. The stars must be visible to you for you to use this ability. The Insight you gather is stored as a small reserve of magic inside an item that has meaning to you; a star chart or an astrolabe is commonly used, but any item that can be held in your hand will suffice. When the item is in your hand, you can consume that stored magic as a bonus Action to produce one of the Effects described below. The Insight is expended in one use, and it is lost if it hasn't been used within 24 hours or by the time you start your next Long Rest.", - { - "type": "list", - "items": [ - "{@bold Comet:} Comets are the harbingers of change and instability. You can change your Appearance as if you had cast an Alter Self spell, but the Effect doesn't require Concentration and lasts until you finish a Long Rest.", - "{@bold Conjunction:} Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one Enchantment or Illusion spell you cast.", - "{@bold Eclipse:} Eclipses plunge the world into Darkness and strengthen connections to the Shadow plane. When you Cast a Spell of 5th Level or lower that deals necrotic damage, you can Reroll a number of damage dice equal to your Intelligence modifier (minimum of one die). You must use the new rolls." - ] - } - ] - }, - { - "name": "Master of Fiends", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Master of Fiends", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Some individuals are willing to do anything in exchange for power. They delve into forbidden knowledge to expand their command of magic\u2014trafficking with fiends and endangering their immortal soul in exchange for arcane might.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Master of Fiends|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Dark Arts|Wizard||Master of Fiends|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Fiendish Presence|Wizard||Master of Fiends|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Hellbound|Wizard||Master of Fiends|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Master of Fiends", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beings of the Lower Planes dangle promises of power as bait, hoping to lure careless folk into their clutches. Some of those who take the bait have a keen intellect, enabling them to use careful planning that circumvents this damnation\u2014or at least delays it. In this way, power-hungry mages strike bargains and increase their magical might with the knowledge the fiends offer. A master of fiends, as these individuals are called, is either a diabolist (one who deals with devils) or a demonologist (one who traffics with demons). Most common folk care little about the distinction, seeing both simply as servants of evil, but the differences between the two are significant. Diabolists are masters of language and context, knowing that the contracts proffered by devils are complex and meant to mislead, and must be read carefully and fully understood so as to avoid any trickery. Demons have little use for subtlety; they understand and respect only one thing\u2014power. A demonologist must have the magical power to compel such fiends to do their bidding, or they will surely be rent asunder and have their soul carried screaming back to the Abyss by the demon. Either path takes a person willing to risk their immortal soul in the pursuit of power, and few dare to do so." - ] - }, - { - "name": "Dark Arts", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Master of Fiends", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning at 2nd level, you gain a bonus spell you can copy to your spellbook at half the cost. You gain a new spell at each level indicated on the following list if you have not already learned the spell. You acquire knowledge of these spells through your trafficking with fiends.", - "When you attain the appropriate wizard level, add the indicated spell to your spellbook: 2nd level, {@spell hellish rebuke}; 4th level, {@spell enthrall}; 6th level, {@spell nest of infernal vipers|DMS}; 8th level, {@spell conjure fiends|DMS}; 10th level, {@spell channel fiendish power|DMS}; 12th level, {@spell aura of wrath|DMS}; 14th level, {@spell plane shift}; 16th level, {@spell dominate monster}; and 18th level, {@spell imprisonment}." - ] - }, - { - "name": "Fiendish Presence", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Master of Fiends", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "At 2nd level, you develop a dark aura of either allure or menace. You gain proficiency in Deception, Intimidation, or Persuasion. You can bring this talent to the fore to gain advantage on a single check using the chosen skill. Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Hellbound", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Master of Fiends", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Due to your dealings with fiends, your soul is damned, and after your death it is collected by the fiends with whom you bargained. Such creatures do not give up their prizes willingly. Starting when you reach 2nd level, a caster using a spell to return you to life must make a DC 12 Wisdom saving throw. The DC of this save increases by 1 for every five levels you gain hereafter, to a maximum of DC 15 at 17th level. On a successful save, your soul is retrieved and the spell works normally. On a failed save, the spell ends and you remain dead. (The GM can opt to allow either you or the caster trying to revive you to strike a bargain that allows you to be raised. The details of this deal are left up to the GM, but typically such bargaining involves extremely valuable items, magic, and\u2014especially\u2014souls" - ] - }, - { - "name": "Communion At The Crossroads", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Master of Fiends", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Tradition states that the devil awaits at the crossroads, looking to bargain with those who seek to sell their souls for glory. When you reach 6th level, you can achieve contact with the lower realms in less dramatic circumstances. For you, any significant liminal space\u2014the threshold between one space and another, such as the edge of a forest, the entrance to a cave, or the doorway leading from a church to its graveyard \u2014will do. In such a place, you can perform a ritual that summons a dark spirit from beyond, a shadowy form that will offer you power for power.", - "When you do so, you can expend a number of spell slots (equal to your wizard level or lower) in exchange for a pool of an equal number of dice that you can use in one of two ways. You can spend one or more dice as an action on your turn to heal yourself, regaining 1d8 hit points for every die you spend. Or you can spend one or more dice to boost the damage of a spell you cast. Each die you spend adds an additional die of damage to a spell you cast, of the same size used in the spell (d6s for fireball, for example).", - "Once you use this feature, you cannot use it again until you finish a long rest. Any unused dice in the pool are lost when you rest, and you regain your normal number of spell slots after the rest." - ] - }, - { - "name": "Planar Defense", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Master of Fiends", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "When you reach 10th level, you have learned to enhance your magic to provide you with greater benefit against extraplanar threats. You are protected not only against attack or betrayal by fiends, but by celestials that would see you judged for your connection with darkness. You have advantage on any saving throws against spells and abilities of celestials or fiends that would cause you to become charmed, frightened, paralyzed, restrained, stunned, or possessed by such a creature.", - "Additionally, if you have the dispel evil and good spell prepared and a celestial or a fiend attacks you, you can cast that spell as a reaction. Once you do so, you can't use this additional benefit again until you finish a long rest." - ] - }, - { - "name": "Master Of Dark Conjuration", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Master of Fiends", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, when you cast a magic circle spell that affects fiends, such creatures have disadvantage on any Charisma saving throws made in an attempt to enter or leave the cylinder by teleportation or interplanar travel. In addition, any fiend you summon with a conjuration spell gains 13 temporary hit points." - ] - }, - { - "name": "Necrophage", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Necrophage", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "The practice of necrophagy is similar to that of Necromancy, but with a more horrific flavor. Necrophages, sometimes called death eaters, consume the flesh of the recently deceased to steal those creatures' knowledge and power.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Necrophage|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Undead Familiar|Wizard||Necrophage|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Necrophage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Adherents of this specialty claim that it is the Origin of all Necromancy magic and necrotic energy. They view the Negative Plane as a cosmic necrophage all its own, devouring all matter, energy, and life and replacing it with necrotic energy and Undead.", - "Except as noted, necrophages function as necromancers and use the Wizard spell list. Instead of gaining the corresponding features of the School of Necromancy, a necrophage has the features described below." - ] - }, - { - "name": "Undead Familiar", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Necrophage", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "When adopting this specialty at 2nd Level, a necrophage adds the Find Familiar spell to his or her Spellbook if it's not already there. When a necrophage conjures a familiar, the creature is Undead instead of a Celestial, fey, or fiend. The familiar gains the following trait.", - "{@bold Undead Fortitude.} If damage reduces the familiar to 0 Hit Points, it makes a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the familiar drops to 1 hit point instead." - ] - }, - { - "name": "Memory of Flesh", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Necrophage", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "A necrophage of 6th Level or higher can use an Action to consume a bit of flesh from an Undead or a recently slain (within 1 hour) creature with an Intelligence of 6 or higher. An unwilling target is allowed a DC 14 Constitution saving throw to resist the Effect.", - "If the target is affected, the necrophage gains temporary Hit Points equal to his or her Wizard level, and if the target was proficient in any Intelligence Skills, the necrophage can pick one of them. He or she gains Proficiency in that skill or, if already proficient, doubles his or her normal Proficiency bonus when using that skill. The temporary Hit Points and absorbed skill Proficiency last until the necrophage finishes a Long Rest.", - "A necrophage can't target the same creature with this feature twice within 24 hours. If he or she uses the feature on a different creature, the original Effect ends." - ] - }, - { - "name": "Fruit of the Mind", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Necrophage", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "A necrophage of 10th level or higher can use Memory of Flesh to gain information from the creature as if the necrophage had cast Speak with Dead instead of gaining temporary Hit Points and a skill Proficiency. An unwilling target has disadvantage on its saving throw.", - "As with Memory of Flesh, a necrophage can't target the same creature with this feature twice within 24 hours. If he or she uses the feature on a different creature, the original Effect ends.", - "A particular creature can be affected by Fruit of the Mind a number of times equal to its Constitution modifier. Beyond that maximum, fuerther attemts to target it yield no results." - ] - }, - { - "name": "Feed On Life", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Necrophage", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "A necrophage of 14th level or higher gains several benefits after using Memory of Flesh or Fruit of the Mind: he or she no longer requires air, food, drink, or sleep; gains immunity to disease, to being Poisoned, and to poison and necrotic damage; and can't suffer a reduction in hit point maximum. These benefits last until the necrophage finishes a Long Rest." - ] - }, - { - "name": "Ring Warden", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "The Dwarves long ago discovered the means to infuse magic into rings, and the first ring wardens came into being soon after that discovery came to light.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Ring Warden|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Transmutation Savant|Wizard||Ring Warden|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Ring Savant|Wizard||Ring Warden|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Wizard||Ring Warden|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonded Ring-Staff|Wizard||Ring Warden|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "With a focus on the school of Transmutation, ring wardens blend dwarven craftsmanship with arcane might. They are rarely encountered outside dwarven nations, but they are easy to recognize thanks to their signature ring-staves.", - "Except as noted below, ring wardens function as transmuters and use the Wizard spell list." - ] - }, - { - "name": "Transmutation Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you select this specialty at 2nd Level, the gold and time you must spend to copy a Transmutation spell into your Spellbook is halved." - ] - }, - { - "name": "Ring Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "In addition, the gold and time you must spend to copy a Ring Magic spell into your Spellbook is halved." - ] - }, - { - "name": "Bonus Proficiency", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Also at 2nd Level, you gain Proficiency in your choice of blacksmith's tools or jeweler's tools." - ] - }, - { - "name": "Bonded Ring-Staff", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "At 2nd Level, you create a Special Quarterstaff with two Special metal rings adorning it. When you roll damage for a spell Attack while you hold your ring-staff, you can add your Proficiency bonus to the result. If the spell allows for multiple Damage Rolls against multiple Targets (such as with scorching ray), you must choose which roll gains the benefit before you roll the die. You can use this ability a number of times equal to the number of rings on your staff. You regain all expended uses when you finish a short or Long Rest.", - "Whenever you gain a new Wizard level, you can attach a new ring to your staff by spending 8 hours of work with blacksmith's tools or jeweler's tools and paying a cost of 5 gp in raw materials." - ] - }, - { - "name": "Master Metalsmith", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th Level, you can add twice your normal Proficiency bonus when you use the tools you chose at 2nd Level. When using your chosen tools to craft nonmagical or magical items, you make twice the normal amount of progress each day.", - "Additionally, you learn the method for Crafting a single kind of magic ring chosen from the following list: ring of Jumping, Ring of Mind Shielding, ring of Protection, Ring of the Ram, Ring of Regeneration, or ring of Resistance. At the GM's discretion, you can choose a ring not listed here. You must meet all the standard Prerequisites for Crafting the ring and pay the required gold as normal, along with providing any Special materials or meeting any Conditions set by the GM." - ] - }, - { - "name": "Imbue Ring", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, you can imbue magic into the Special rings that decorate your ring-staff. When you Cast a Spell, instead of having it take Effect normally, you can choose to store the spell in one of the rings. As long as the spell is stored, you can't regain the expended spell slot. You can remove an imbued ring from the staff and give it to another creature (or hold it yourself) as an Action. A creature holding an imbued ring can release the stored spell as an Action. Attack rolls, Saving Throws, and damage are based on the caster who imbued the ring, but the creature holding the ring counts as the spell's caster for all other purposes.", - "After you remove an imbued ring from the staff, you must create a new Special ring and affix it to the staff by working for 8 hours and spending 5 gp in raw materials. An imbued ring is considered a magical Effect for the Purpose of Dispel Magic. You can have a number of rings imbued at one time equal to your Proficiency bonus." - ] - }, - { - "name": "Ring Bond", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Ring Warden", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level or higher, with 1 hour of work (which can be accomplished during a short rest), you can embed a single magic ring that you possess into your ring-staff. The ring's Rarity must be Common, uncommon, or rare. As long as you hold the ring-staff, you gain the Effect of the embedded ring as if you were attuned to it and wearing it (including any negative Effects of attuning to the item, such as curses). This embedded ring doesn't count as one of your three allowable attuned magic items.", - "With one hour of work, you can remove an embedded ring (along with its attunement) and replace it with a new one if desired." - ] - }, - { - "name": "Timekeeper", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Timekeeper", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "For those who understand its Secrets, the flow of time itself is a powerful source of magical power.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Timekeeper|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Temporal Magic Savant|Wizard||Timekeeper|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Temporal Points|Wizard||Timekeeper|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Timekeeper", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Wizards who strive to Master Temporal Magic view seconds and minutes not merely as a way to measure Life Span, but as a way of manifesting great and mysterious power.", - "How to Start: If you're a Wizard who wants to become a timekeeper, you make that decision upon reaching 2nd Level, when you are also entitled to choose an Arcane Tradition. If you decide to follow the path of the timekeeper exclusively, you can forego the selection of an Arcane Tradition and gain the features of the timekeeper specialty instead.", - "You can also pursue the timekeeper specialty in conjunction with one of the standard Arcane Traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to Temporal Magic Savant (described below). Also at 2nd Level, you choose whether to gain the Temporal Points feature (see below) or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, an Abjurer might select Arcane Ward at 2nd Level and Temporal Points at 6th Level, followed by either Projected Ward or Extended Magic at 10th level." - ] - }, - { - "name": "Temporal Magic Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Timekeeper", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you select this school at 2nd Level, the gold and time you must spend to copy a temporal spell into your Spellbook is halved." - ] - }, - { - "name": "Temporal Points", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Timekeeper", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Starting at 2nd Level, you gain access to temporal points, which you can spend to acquire benefits. You receive 2 temporal points at 2nd Level, and you gain 1 additional point every time you gain a level, to a maximum of 20 points at 20th level. You regain all spent temporal points when you finish a Long Rest.", - { - "type": "list", - "items": [ - "You can spend 1 temporal point as a Reaction or a bonus Action on Your Turn to gain one of the following Effects for 1 round:", - "You can use a bonus Action on your next turn to take the Dash, Disengage, Hide, or Use an Object Action.", - "Your Armor Class increases by 2.", - "You have advantage on the next Dexterity check you make.", - "Optionally, you can spend 2 temporal points as a bonus Action on Your Turn to grant a creature you touch one of the listed Effects for 1 round." - ] - } - ] - }, - { - "name": "Extended Magic", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Timekeeper", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th Level, when you Cast a Spell whose Duration is 1 minute or longer, you can spend 1 temporal point to double the spell's Duration, to a maximum of 24 hours." - ] - }, - { - "name": "Hastened", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Timekeeper", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, you add the haste spell to your Spellbook, if you don't have it already. From now on, you never suffer the negative aftereffects of the haste spell and can act normally when the spell ends.", - "Also, you can cast haste on yourself without expending a spell slot. Once you cast haste in this way, you can't do so again until you finish a short or Long Rest. You can still cast it normally using an available spell slot." - ] - }, - { - "name": "Time Mastery", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Timekeeper", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can choose to ignore the Effect of a temporal spell that would otherwise affect you. For instance, you can exempt yourself from the Effect of a slow spell cast in the area you occupy. Or, if you would be affected by a Quick Time spell, you can choose to automatically succeed on the saving throw.", - "Also, you can spend temporal points in the following ways.", - { - "type": "list", - "items": [ - "When you Cast a Spell with a Casting Time of 1 Action, you can spend 2 temporal points to change the Casting Time for this casting to 1 bonus Action.", - "When you must make a saving throw against a temporal spell, you can spend 2 temporal points to succeed on the saving throw automatically. You can make the decision to spend the points after rolling The D20 and seeing the result.", - "As a Reaction when another creature casts Time Stop, you can spend 5 temporal points to gain the ability to act during the spell's Duration. You and the spell's caster alternate taking turns, with the caster Acting first. You have the same restrictions as the caster. If the caster ends the spell, it ends for everyone; if you take an Action that ends the spell, it ends only for you, not for the caster." - ] - } - ] - }, - { - "name": "Void Caster", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Void Caster", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "Given the Nature of Void Magic, it comes as no Surprise that a specialty of arcane Spellcasting sprang up from the study of Void Speech.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||Void Caster|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Void Affinity|Wizard||Void Caster|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Whispers of the Void|Wizard||Void Caster|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Void Caster", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Void casters are a standoffish and secretive lot, prone to delving into monster-prowled ruins and the dark corners of moldering libraries with equal caution; carelessly reading a text that might be sprinkled with Void glyphs can be just as deadly as stumbling into a den of Trolls. As Void casters continue to study Void Speech, they learn to properly invoke the words and glyphs to empower a Special type of magic that taps the vast potential of the Void.", - "Some Void casters risk the Darkness for the sake of gaining knowledge or strengthening one's defenses against that which lies beyond. Others succumb to the Madness and corruption that Void Magic causes and become living conduits for the horrors seeking entry into the world." - ] - }, - { - "name": "Void Affinity", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Void Caster", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "A Void caster can accumulate twice the normal amount of Void Taint before being affected by exposure to the Void\u2014and has advantage on Saving Throws made to resist gaining Void Taint." - ] - }, - { - "name": "Whispers of the Void", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Void Caster", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Starting at 2nd Level, as a bonus Action immediately before Casting a Spell of 1st Level or higher, a Void caster can utter a few words of Void Speech and weave its Dark Magic into the spell. The tainted spell disorients one creature the caster can see that the spell affects when it is cast. The creature has disadvantage on the next Attack roll or ability check it makes before the start of the Void caster's next turn. The caster must be able to speak in order to use this feature." - ] - }, - { - "name": "Rebuke from Beyond", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Void Caster", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th Level, when damaged by a creature within 60 feet, a Void caster can use a Reaction to bark a destructive word of Void Speech. If the creature can hear the caster, it takes necrotic damage equal to half the caster's Wizard level + his or her Intelligence modifier. A caster can use this ability a number of times equal to his or her Intelligence modifier (minimum of one), and regains all expended uses after finishing a Long Rest. The caster can't use this feature if he or she is unable to speak." - ] - }, - { - "name": "Powerful Echo", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Void Caster", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, when casting a Void Magic spell that Targets only one creature, a Void caster can also target a second creature. Additionally, he or she has advantage on Constitution Saving Throws made to maintain Concentration on Void Spells." - ] - }, - { - "name": "Manifestation", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Void Caster", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, a Void caster can choose a point he or she can see within 60 feet and use an Action to utter a complicated phrase in Void Speech. The area within 20 feet of the point is shrouded in dim light for 1 minute. Any creature in the area that is Hostile to the caster gains vulnerability to necrotic damage and has disadvantage on Wisdom checks. An affected creature that starts its turn in the area or that enters the area for the first time on its turn takes 3d6 necrotic damage, or half that damage with a successful Constitution saving throw (using the Void caster's spell save DC). Once a caster uses this ability, it can't be used again until after finishing a short or Long Rest. The caster can't use this feature if he or she is unable to speak." - ] - }, - { - "name": "White Necromancer", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "White Necromancer", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "An enlightened few wizards know that true mastery of life and death requires understanding of the uneasy balance between life, death, and undeath\u2014the necromantic triad.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard Specialty|Wizard||White Necromancer|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Necromancy Savant|Wizard||White Necromancer|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Lore of Life and Death|Wizard||White Necromancer|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Rebuke Death|Wizard||White Necromancer|DM:BFS|2" - } - ] - }, - { - "name": "Wizard Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "White Necromancer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "You don't walk the same path as traditional users of necromantic magic, which your order refers to as \"dark necromancers.\" You have profound respect for life's eternal cycle and use the power you have accumulated to honor the dead and aid the living.", - "{@bold Restriction: Non-Evil.}You can choose this Wizard specialty ONLY if you have an Alignment that isn't evil." - ] - }, - { - "name": "Necromancy Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "White Necromancer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you select this specialty at 2nd Level, the gold and time you must spend to copy a Necromancy spell into your Spellbook is halved." - ] - }, - { - "name": "Lore of Life and Death", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "White Necromancer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "At 2nd Level, you gain Proficiency in Medicine and Religion if you don't already have it, your Proficiency bonus is doubled for Wisdom (Medicine) checks, and you have advantage on Intelligence (Religion) checks to recall lore about deities of death, burial practices, and the afterlife. In addition, you learn the Spare the Dying cantrip, which is a Wizard cantrip for you and doesn't count against the number of Wizard Cantrips you know." - ] - }, - { - "name": "Rebuke Death", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "White Necromancer", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Also starting at 2nd Level, you can use an Action to heal a creature you can touch. The creature regains Hit Points equal to your Intelligence modifier + your Wizard level (minimum of 1). This feature can restore a creature to no more than half its hit point maximum. Once a creature has regained Hit Points from this feature, it can't do so again until it finishes a Long Rest." - ] - }, - { - "name": "White Necromancy", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "White Necromancer", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "At 6th Level, you add the Animate Dead spell to your Spellbook if it is not there already. When you cast this spell, it has additional effects:", - { - "type": "list", - "items": [ - "If the Undead creature has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand and speak one language of your choice that you speak.", - "The Undead creature's Alignment is the same as yours.", - "At the end of the Undead creature's first 24 hours of serving you, it might continue to serve you for another 24 hours or else return to its eternal rest. You can convince the Undead creature to continue serving you with a successful Charisma (Persuasion) check against a DC equal to 8 + the creature's Challenge rating. On a successful check, the creature remains under your control, and the DC of the next check you make to maintain control 24 hours later increases by 1. You have disadvantage on this check if you were disrespectful to the creature in the previous 24 hours. On a failed check, or if you choose not to maintain control, the Undead creature immediately crumbles to dust." - ] - }, - "When you reach 11th level, you add the create Undead spell to your Spellbook. All of the above Effects also apply whenever you cast that spell." - ] - }, - { - "name": "Life Bond", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "White Necromancer", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, you add the Warding Bond spell to your Spellbook, and it is a Wizard spell for you. You can cast Warding Bond without expending a spell slot or requiring the material component, and the spell's Duration increases to 4 hours.", - "Once you cast Warding Bond in this way, you can't do so again until you finish a Long Rest. You can still cast warding bond normally using an available spell slot." - ] - }, - { - "name": "Protect Life", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "White Necromancer", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "Once you reach 14th level, you can use an Action to cause life-preserving magic to emit from you. When you do so, you and friendly Creatures within 20 feet of you have Resistance to necrotic damage for 1 minute. In addition, each creature affected by your use of Protect Life has advantage on Saving Throws against Spells and Effects that reduce its hit point maximum, such as a specter's Life Drain or the harm spell.", - "Once you use this feature, you can't use it again until you finish a short or Long Rest." - ] - }, - { - "name": "Angelic Scribe", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Angelic Scribe", - "subclassSource": "DM:BFS", - "level": 2, - "entries": [ - "An angelic scribe studies the angelic seals that harness the power of celestial messengers through their names and shapes that power into magical effects. Beyond the seals and wardings themselves, you learn esoteric spells to call down the essence of the angelic host.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard or Cleric Specialty|Wizard||Angelic Scribe|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Angelic Savant|Wizard||Angelic Scribe|DM:BFS|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Seal Scribe|Wizard||Angelic Scribe|DM:BFS|2" - } - ] - }, - { - "name": "Wizard or Cleric Specialty", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Angelic Scribe", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Most angelic scribes take up their craft out of reverence and a desire to protect the righteous; a few tempt angelic wrath with their lust for power that's otherwise beyond their grasp. How to Start: If you're a wizard who wants to become an angelic scribe, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the angelic scribe exclusively, you can forego the selection of an arcane tradition and gain the features of the angelic scribe specialty instead.", - "You can also pursue the angelic scribe specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to Angelic Savant (described below). Also at 2nd level, you choose whether to gain Seal Scribe (see below) or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a conjurer might select Seal Scribe at 2nd level and Minor Conjuration at 6th level, followed by either Warding Seal or Benign Transposition at 10th level.", - "For a cleric, the process is much the same except that it involves making choices between angelic scribe features and the features provided by your domain. These decisions occur at 2nd, 6th, 8th, and 17th level instead of at the levels indicated for wizards.", - "Paladins, although they can cast angelic spells and gain angelic feats, cannot become angelic scribes." - ] - }, - { - "name": "Angelic Savant", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Angelic Scribe", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Beginning when you take up this specialty at 2nd level, the gold and time you must spend to copy an angelic spell into your spellbook is halved." - ] - }, - { - "name": "Seal Scribe", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Angelic Scribe", - "subclassSource": "DM:BFS", - "level": 2, - "header": 1, - "entries": [ - "Also at 2nd level, you learn the Celestial language if you don't already know it, and you gain the ability to scribe angelic seals.", - "{@bold Seals.} You learn two angelic seals of your choice, which are detailed below under \"{@optfeature Angelic Seals|DM:BFS}.\" You can spend 10 minutes scribing an angelic seal you know on paper, canvas, stone tiles, or some other surface or object that can be carried or displayed. Alternatively, you can spend 8 hours using appropriate artisan tools to carve or etch a more permanent seal into harder material. Once you have scribed a seal, you can activate it as an action.", - "You can have one seal active at a time. The number of active seals you can maintain increases by one at 6th level (two seals), 10th level (three seals), and 14th level (four seals).", - "A seal's magic is suppressed while you are concentrating on maintaining a spell or a similar effect. A suppressed seal still counts against the number of active seals you can maintain.", - "As a bonus action, you can deactivate a seal prior to activating another one. A broken or defaced seal deactivates immediately and must be replaced.", - "You can give an active seal to another creature, enabling it to gain the benefit of the seal while it holds or openly wears the seal, except when it is concentrating on maintaining a spell or a similar effect.", - "You learn one additional angelic seal of your choice at 6th, 10th, and 14th levels. Each time you learn a new seal, you can also replace one seal you know with a different one." - ] - }, - { - "name": "Warding Seal", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Angelic Scribe", - "subclassSource": "DM:BFS", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th level, you can place warding seals to protect areas. This follows the procedure for scribing an angelic seal, but a warding seal must be fashioned on the ground, the floor, or a similarly suitable portion of a structure such as a wall, column, or ceiling. As an action, you can touch the seal to activate it. You must maintain concentration on the effect as if concentrating on a spell.", - "Once activated, a warding seal creates a spherical \"safe space\" that extends out to 30 feet around it, large enough to surround a small building or series of rooms of appropriate dimensions (a 22-foot cube, for example, or any space of approximately 11,000 cubic feet). An aberration, fey, fiend, or undead cannot physically cross the boundary, cast spells through it, or project its abilities across the boundary unless it makes a successful Charisma saving throw against your spell save DC. A creature that fails the saving throw can try again on its next turn. A creature that makes a sucessful save and moves across the boundary into the protected area isn't affected by the boundary while it remains inside (the boundary impedes only incoming entities and effects, not outgoing ones), but it must contend with the ward again if it leaves the area and tries to reenter." - ] - }, - { - "name": "Greater Seal", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Angelic Scribe", - "subclassSource": "DM:BFS", - "level": 10, - "header": 2, - "entries": [ - "Starting at 10th level, you can use an action to empower one of your active angelic seals or warding seals to greater effect. If you choose an angelic seal, its user typically gains the greater benefit of the seal for 1 minute (unless otherwise noted), replacing the normal benefit during that time. If you choose a warding seal, for the next hour a creature that fails its saving throw against the ward takes 6d6 radiant damage and automatically fails additional saves against the ward during this time.", - "You can use this ability twice, and you regain expended uses when you finish a short or long rest." - ] - }, - { - "name": "Angelic Wrath", - "source": "DM:BFS", - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Angelic Scribe", - "subclassSource": "DM:BFS", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, you add {@spell conjure celestial} to your spellbook or your spells known if you don't already know it.", - "Additionally, you can use a bonus Action to infuse your seals with Angelic Wrath. For 1 minute, you deal an additional 1d8 radiant damage with weapon attacks\u2014and so does anyone within 30 feet of you that is in possession of one of your active seals.", - "You can't use this ability again until you finish a short or Long Rest." - ] - }, - { - "name": "Angelic Scribe", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Angelic Scribe", - "level": 1, - "header": 1, - "entries": [ - "An angelic scribe studies the angelic seals that harness the power of celestial messengers through their names and shapes that power into magical effects. Beyond the seals and wardings themselves, you learn esoteric spells to call down the essence of the angelic host.", - { - "type": "refSubclassFeature", - "subclassFeature": "Wizard or Cleric Specialty|Cleric||Angelic Scribe|DM:BFS|1|DM:BFS" - } - ] - }, - { - "name": "Wizard or Cleric Specialty", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Angelic Scribe", - "level": 1, - "header": 2, - "entries": [ - "Most angelic scribes take up their craft out of reverence and a desire to protect the righteous; a few tempt angelic wrath with their lust for power that's otherwise beyond their grasp. How to Start: If you're a wizard who wants to become an angelic scribe, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the angelic scribe exclusively, you can forego the selection of an arcane tradition and gain the features of the angelic scribe specialty instead.", - "You can also pursue the angelic scribe specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to Angelic Savant (described below). Also at 2nd level, you choose whether to gain Seal Scribe (see below) or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a conjurer might select Seal Scribe at 2nd level and Minor Conjuration at 6th level, followed by either Warding Seal or Benign Transposition at 10th level.", - "For a cleric, the process is much the same except that it involves making choices between angelic scribe features and the features provided by your domain. These decisions occur at 2nd, 6th, 8th, and 17th level instead of at the levels indicated for wizards.", - "Paladins, although they can cast angelic spells and gain angelic feats, cannot become angelic scribes." - ] - }, - { - "name": "Angelic Savant", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Angelic Scribe", - "level": 2, - "header": 2, - "entries": [ - "Beginning when you take up this specialty at 2nd Level, the gold and time you must spend to copy an angelic spell into your Spellbook is halved." - ] - }, - { - "name": "Seal Scribe", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Angelic Scribe", - "level": 2, - "header": 2, - "entries": [ - "Also at 2nd level, you learn the Celestial language if you don't already know it, and you gain the ability to scribe angelic seals.", - "{@bold Seals.} You learn two angelic seals of your choice, which are detailed below under \"{@optfeature Angelic Seals|DM:BFS}.\" You can spend 10 minutes scribing an angelic seal you know on paper, canvas, stone tiles, or some other surface or object that can be carried or displayed. Alternatively, you can spend 8 hours using appropriate artisan tools to carve or etch a more permanent seal into harder material. Once you have scribed a seal, you can activate it as an action.", - "You can have one seal active at a time. The number of active seals you can maintain increases by one at 6th level (two seals), 10th level (three seals), and 14th level (four seals).", - "A seal's magic is suppressed while you are concentrating on maintaining a spell or a similar effect. A suppressed seal still counts against the number of active seals you can maintain.", - "As a bonus action, you can deactivate a seal prior to activating another one. A broken or defaced seal deactivates immediately and must be replaced.", - "You can give an active seal to another creature, enabling it to gain the benefit of the seal while it holds or openly wears the seal, except when it is concentrating on maintaining a spell or a similar effect.", - "You learn one additional angelic seal of your choice at 6th, 10th, and 14th levels. Each time you learn a new seal, you can also replace one seal you know with a different one." - ] - }, - { - "name": "Warding Seal", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Angelic Scribe", - "level": 6, - "header": 2, - "entries": [ - "Beginning at 6th Level, you can place warding seals to protect areas. This follows the procedure for scribing an angelic seal, but a Warding Seal must be fashioned on the ground, the floor, or a similarly suitable portion of a structure such as a wall, column, or ceiling. As an Action, you can touch the seal to activate it. You must maintain Concentration on the Effect as if concentrating on a spell.", - "Once activated, a Warding Seal creates a spherical \"safe space\" that extends out to 30 feet around it, large enough to surround a small building or series of rooms of appropriate dimensions (a 22-foot cube, for example, or any space of approximately 11,000 cubic feet). An Aberration, fey, fiend, or Undead cannot physically cross the boundary, cast Spells through it, or project its Abilities across the boundary unless it makes a successful Charisma saving throw against your spell save DC. A creature that fails the saving throw can try again on its next turn. A creature that makes a sucessful save and moves across the boundary into the protected area isn't affected by the boundary while it remains inside (the boundary impedes only incoming entities and Effects, not outgoing ones), but it must contend with the ward again if it leaves the area and tries to reenter." - ] - }, - { - "name": "Greater Seal", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Angelic Scribe", - "level": 8, - "header": 2, - "entries": [ - "Starting at 8th level, you can use an Action to empower one of your active Angelic Seals or warding seals to greater Effect. If you choose an angelic seal, its user typically gains the greater benefit of the seal for 1 minute (unless otherwise noted), replacing the normal benefit during that time. If you choose a Warding Seal, for the next hour a creature that fails its saving throw against the ward takes 6d6 radiant damage and automatically fails additional saves against the ward during this time.", - "You can use this ability twice, and you regain expended uses when you finish a short or Long Rest." - ] - }, - { - "name": "Angelic Wrath", - "source": "DM:BFS", - "className": "Cleric", - "classSource": "PHB", - "subclassSource": "DM:BFS", - "subclassShortName": "Angelic Scribe", - "level": 17, - "header": 2, - "entries": [ - "At 17th level, you add {@spell conjure celestial} to your spellbook or your spells known if you don't already know it.", - "Additionally, you can use a bonus Action to infuse your seals with Angelic Wrath. For 1 minute, you deal an additional 1d8 radiant damage with weapon attacks\u2014and so does anyone within 30 feet of you that is in possession of one of your active seals.", - "You can't use this ability again until you finish a short or Long Rest." - ] - } - ], - "optionalfeature": [ - { - "name": "Elemental Focus: Air", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elementalist" - } - ], - "entries": [ - "You have chosen the Elemental Focus: Air", - "You Learn the Language:{@language primordial|PHB|auran}", - "When you gain a level, one of the two spells you learn for gaining a level can be an elemental magic spell, even if you've never encountered the spell before. Similarly, when you learn a new cantrip, it can be an elemental magic cantrip even if you've never previously encountered it." - ], - "languageProficiencies": [ - { - "auran": true - } - ] - }, - { - "name": "Elemental Focus: Earth", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elementalist" - } - ], - "entries": [ - "You have chosen the Elemental Focus: Earth", - "You Learn the Language:{@language primordial|PHB|terran}", - "When you gain a level, one of the two spells you learn for gaining a level can be an elemental magic spell, even if you've never encountered the spell before. Similarly, when you learn a new cantrip, it can be an elemental magic cantrip even if you've never previously encountered it." - ], - "languageProficiencies": [ - { - "terran": true - } - ] - }, - { - "name": "Elemental Focus: Fire", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elementalist" - } - ], - "entries": [ - "You have chosen the Elemental Focus: Fire", - "You Learn the Language:{@language primordial|PHB|ignan}", - "When you gain a level, one of the two spells you learn for gaining a level can be an elemental magic spell, even if you've never encountered the spell before. Similarly, when you learn a new cantrip, it can be an elemental magic cantrip even if you've never previously encountered it." - ], - "languageProficiencies": [ - { - "ignan": true - } - ] - }, - { - "name": "Elemental Focus: Water", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elementalist" - } - ], - "entries": [ - "You have chosen the Elemental Focus: Water", - "You Learn the Language: {@language primordial|PHB|aquan}", - "When you gain a level, one of the two spells you learn for gaining a level can be an elemental magic spell, even if you've never encountered the spell before. Similarly, when you learn a new cantrip, it can be an elemental magic cantrip even if you've never previously encountered it." - ], - "languageProficiencies": [ - { - "aquan": true - } - ] - }, - { - "name": "Masteries", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "Masteries are specialized Techniques you can use to augment your Spellcasting. Unless noted otherwise, you can use only one mastery on a given spell. The masteries are presented in alphabetical order.", - { - "type": "list", - "items": [ - "{@optfeature Elemental Adaptation|DM:BFS}", - "{@optfeature Elemental Binding|DM:BFS}", - "{@optfeature Elemental Bulwark|DM:BFS}", - "{@optfeature Elemental Command|DM:BFS}", - "{@optfeature Elemental Erosion|DM:BFS}", - "{@optfeature Ignite|DM:BFS}", - "{@optfeature Intensified Element|DM:BFS}", - "{@optfeature Stony Refuge|DM:BFS}", - "{@optfeature Sweeping Swell|DM:BFS}", - "{@optfeature Wind Blast|DM:BFS}" - ] - } - ] - }, - { - "name": "Elemental Adaptation", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "level": { - "level": 14, - "class": { - "name": "Elementalist" - } - } - } - ], - "entries": [ - "You add {@spell plane shift|PHB} to your spellbook if you don't already have it, and you can cast it once with this mastery without expending a spell slot.", - "When you cast plane shift using this mastery, you can only travel to the elemental plane associated with your elemental focus or to the Material Plane. While on that elemental plane, you can survive there with no fear of the hostile natural environment. You don't take damage from the normal conditions of the plane, you can breathe normally, and you can use your speed to move in a manner appropriate to the plane (flying for air, burrowing for earth, or swimming for water). You regain the ability to cast plane shift with this mastery when you finish a long rest." - ] - }, - { - "name": "Elemental Binding", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "level": { - "level": 10, - "class": { - "name": "Elementalist" - } - } - } - ], - "entries": [ - "You add {@spell planar binding} to your spellbook if you don't already have it, and you can cast it once with this mastery without expending a spell slot. When you cast the spell in this way, you must target an elemental creature associated with your elemental focus. If the elemental fails its saving throw, it gains temporary hit points equal to your wizard level. You regain the ability to cast planar binding with this mastery when you finish a long rest." - ] - }, - { - "name": "Elemental Bulwark", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "level": { - "level": 6, - "class": { - "name": "Elementalist" - } - } - } - ], - "entries": [ - "You gain resistance to the damage type associated with your elemental focus, and you have advantage on Constitution saving throws made to maintain concentration on spells that resonate with your elemental focus." - ] - }, - { - "name": "Elemental Command", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elementalist" - } - ], - "entries": [ - "As an action, you can target an elemental creature that you can see within 30 feet. The elemental must succeed on a Wisdom saving throw or be charmed for up to one hour as long as you maintain concentration as if concentrating on a spell. If you or your companions damage the charmed elemental or take harmful actions against it, the charmed condition ends immediately. A creature that succeeds on its saving throw, or if this ability ends for it, is immune to being charmed by you for 24 hours." - ] - }, - { - "name": "Elemental Erosion", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "level": { - "level": 10, - "class": { - "name": "Elementalist" - } - } - } - ], - "entries": [ - "After you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, the target becomes vulnerable to that damage type until the end of your next turn. You can use this ability twice. You regain all expended uses when you finish a short or long rest." - ] - }, - { - "name": "Ignite", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elemental Focus (Fire)" - } - ], - "entries": [ - "When you deal fire damage to a target with a spell of 1st level or higher, you can use a bonus action to cause the target to catch fire. Unless a creature takes an action to douse the flames, at the start of its next turn, the target takes half the damage it originally took from the spell and the flames go out. If you damage more than one target with the spell, choose a target to catch fire." - ] - }, - { - "name": "Intensified Element", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elementalist" - } - ], - "entries": [ - "When you damage a target with a spell that deals the damage type associated with your elemental focus, you ignore any resistance the target has to that damage type." - ] - }, - { - "name": "Stony Refuge", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elemental Focus (Earth)" - } - ], - "entries": [ - "When you cast a spell of 1st level or higher, you can use a bonus action to create a slab of stone that interposes itself between you and one creature of your choice. Until the end of your next turn, the slab provides half cover against the chosen creature." - ] - }, - { - "name": "Sweeping Swell", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elemental Focus (Water)" - } - ], - "entries": [ - "When you cast a spell of 1st level or higher, you can use a bonus action to create a sweeping wave of water to push a target you can see within 20 feet. The creature must succeed on a Strength saving throw or be pushed 5 feet in the direction of your choice and knocked prone." - ] - }, - { - "name": "Wind Blast", - "featureType": [ - "OF" - ], - "source": "DM:BFS", - "prerequisite": [ - { - "other": "Elemental Focus (Air)" - } - ], - "entries": [ - "When you cast a spell of 1st level or higher, you can use a bonus action to create a line of wind that is 20-foot long and 5-foot wide. Each creature in the line must make a Strength saving throw or take {@dice 1d6} slashing damage and be pushed 10 feet away from you in the direction of the line." - ] - }, - { - "name": "Boreal Aura", - "source": "DM:BFS", - "featureType": [ - "EI" - ], - "prerequisite": [ - { - "level": 3, - "patron": "The Frozen One" - } - ], - "entries": [ - "Ice and snow cascade around you. As long as you maintain concentration, your melee attacks do an additional 1d6 cold damage. Attackers within 5 feet of you who hit you in melee take 1d6 cold damage." - ] - }, - { - "name": "Horrific Wintry Visage", - "source": "DM:BFS", - "featureType": [ - "EI" - ], - "prerequisite": [ - { - "level": 5, - "patron": "The Frozen One" - } - ], - "entries": [ - "You can cast {@spell sculpt snow|DMS} once using a warlock slot. Creatures that see your sculpture for the first time must make a successful Wisdom saving throw against your spell save DC or become frightened of the sculpture for 1 round. You must finish a long rest before using this invocation again." - ] - }, - { - "name": "Will of the Master", - "source": "DM:BFS", - "featureType": [ - "EI" - ], - "prerequisite": [ - { - "level": 9 - } - ], - "entries": [ - "You can cast {@spell planar binding} once using a warlock spell slot. You can't do so again until you finish a long rest." - ] - }, - { - "name": "Pact of the Blade (Expanded: The Frozen One)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.", - "You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.", - "{@bold Expanded Rule} Your pact weapon has a patina of ice and small icicles dangle from it. When you create or summon your pact weapon, you can choose whether it does its standard damage type or cold damage." - ] - }, - { - "name": "Pact of the Chain (Expanded: The Frozen One)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "You learn the {@spell find familiar} spell and can cast it as a ritual. The spell doesn't count against your number of spells known.", - "When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.", - "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.", - "{@bold Expanded Rule} When you conjure your familiar or change its form, you can choose the form of an ice mephit in addition to the usual options granted by the pact boon. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead." - ] - }, - { - "name": "Pact of the Tome (Expanded: The Frozen One)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", - "{@bold Expanded Rule} Your book is formed from rune-etched sheets of ice that are cold to the touch to everyone but you. The book is immune to cold damage." - ] - }, - { - "name": "Pact of the Blade (Expanded: The Sibyl)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.", - "You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.", - "{@bold Expanded Rule} Your weapon is usually, but not always, the weapon favored by your patron. When you create or summon your pact weapon, you can choose whether it does its standard damage type or psychic damage." - ] - }, - { - "name": "Pact of the Chain (Expanded: The Sibyl)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "You learn the {@spell find familiar} spell and can cast it as a ritual. The spell doesn't count against your number of spells known.", - "When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.", - "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.", - "{@bold Expanded Rule} Your patron grants you a special familiar, a giant moth (see Creature Codex), to aid you." - ] - }, - { - "name": "Pact of the Tome (Expanded: The Sibyl)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", - "{@bold Expanded Rule} Your tome is an illuminated manuscript with depictions of ancestral prophets foretelling events to come. As your adventuring career progresses, new illuminations appear in the book's pages, displaying your notable actions in the service of your patron. While this book is on your person, your passive Perception score is increased by 1 when being matched against enemy Stealth check results." - ] - }, - { - "name": "Pact of the Blade (Expanded: The Genie Lord)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.", - "You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.", - "{@bold Expanded Rule} Your pact weapon takes on a sheen of elemental power. When you create or summon your pact weapon, you can decide to change its damage type to one of the following: acid, cold, fire, lightning, or thunder. You can change the damage type by repeating the ceremony." - ] - }, - { - "name": "Pact of the Chain (Expanded: The Genie Lord)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "You learn the {@spell find familiar} spell and can cast it as a ritual. The spell doesn't count against your number of spells known.", - "When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.", - "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.", - "{@bold Expanded Rule} When you conjure your familiar or change its form, you can choose the form of a mephit in addition to the usual form choices granted by the pact boon. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead." - ] - }, - { - "name": "Pact of the Tome (Expanded: The Genie Lord)", - "source": "DM:BFS", - "featureType": [ - "PB" - ], - "entries": [ - "Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", - "{@bold Expanded Rule} Your Book of Shadows is immune to damage or wear caused by the elements. This immunity includes something as simple as being immersed in water, as well as acid, fire, cold, lighting, or thunder damage." - ] - }, - { - "name": "Six Fabled Elixirs", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "Alkemancers are responsible for the creation of many astonishing alchemical items, but the pinnacle of their craftsmanship is known collectively as the Six Elixirs, magical liquids of such incredible power and rarity that they feature in many tales and legends. Vast resources and even many lives have been expended in the pursuit of these fabled elixirs. A single elixir could be the focus of an entire campaign arc for an alkemancer character or group of adventurers.", - "Brewing any one of the Six Elixirs takes one year of work with rare, mysterious, and sometimes dangerous ingredients. The ingredients needed to create each elixir are listed in the description. GMs can add or remove ingredients as they see fit to meet the demands of their campaigns.", - { - "type": "list", - "items": [ - "{@item Black Elixir|DM:BFS}", - "{@item Golden Elixir|DM:BFS}", - "{@item Iron Elixir|DM:BFS}", - "{@item Jade Elixir|DM:BFS}", - "{@item Pearl Elixir|DM:BFS}", - "{@item Ruby Elixir|DM:BFS}" - ] - } - ] - }, - { - "name": "Angelic Seals", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "Each angelic seal consists of the name of an angel, written in Celestial on a suitable surface, that resonates with a given seal's Effect.", - { - "type": "list", - "items": [ - "{@optfeature Amnayeth (Benevolence)|DM:BFS}", - "{@optfeature Simil (Clarity)|DM:BFS}", - "{@optfeature Rikbil (Fortitude)|DM:BFS}", - "{@optfeature Barrateth (Fortune)|DM:BFS}", - "{@optfeature Vrechiel (Glory)|DM:BFS}", - "{@optfeature Ophanim (Humility)|DM:BFS}", - "{@optfeature Chamule (Judgment)|DM:BFS}", - "{@optfeature Jelaal (Recovery)|DM:BFS}", - "{@optfeature Iaothe (Temperance)|DM:BFS}", - "{@optfeature Xapanie (Wrath)|DM:BFS}" - ] - } - ] - }, - { - "name": "Amnayeth (Benevolence)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "This seal allows the user to reroll a failed ability check to improve another creature's attitude. Greater: As an action once during the next minute, the user can cause a creature that can hear the user to make a successful Wisdom saving throw against your spell save DC or be charmed for 10 minutes.", - "This seal can't be used again on a check involving the same creature until the user finishes a short or long rest." - ] - }, - { - "name": "Simil (Clarity)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "The user adds half your Intelligence modifier (minimum of 1) to its Wisdom (Insight) and Wisdom (Perception) checks for 1 minute. Greater: The user gains blindsight out to a range of 10 feet." - ] - }, - { - "name": "Rikbil (Fortitude)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "When it is hit with an attack, the user can use its reaction to add 2 to its AC against that attack. It must be able to see the attacker to use this effect. Greater: The user gains resistance to nonmagical bludgeoning, piercing, and slashing damage." - ] - }, - { - "name": "Barrateth (Fortune)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "The user can add 1 to an attack roll, saving throw, or ability check. The addition is made after rolling the die but before the GM reveals whether it was a success or failure. Greater: After making an attack roll, saving throw, or ability check, the user can roll another d20 and choose which result to use. The second roll is made after the initial roll but before the GM reveals whether that roll was a success or failure.", - "This seal can't be used again until the user finishes a short or long rest." - ] - }, - { - "name": "Vrechiel (Glory)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "When the user reduces an enemy to 0 hit points, the user gains temporary hit points equal to your Intelligence modifier (minimum of 1). Greater: At the start of its turn once during the next minute, the user gains temporary hit points equal to your caster level." - ] - }, - { - "name": "Ophanim (Humility)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "The user adds half your Intelligence modifier (minimum of 1) to its Dexterity (Stealth) checks. It keeps this benefit until the start of its next turn when it takes a hostile action (any action that could inflict intentional damage on a creature). Greater: If it hasn't taken a hostile action this turn, the user can use its action to present an aura of humility. A creature that wants to attack the user must succeed on a Wisdom saving throw against your spell save DC or choose another target. If there are no other targets it can attack, the creature spends its action doing nothing." - ] - }, - { - "name": "Chamule (Judgment)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "When the user hits a creature with an opportunity attack, the user can move up to half its speed, provided it ends the move no farther away from the creature it hit. Greater: As a reaction when it is hit with an attack once during the next minute, the user can cause the attacker to take radiant damage equal to your Intelligence modifier (minimum of 1) if the attacker is within 60 feet of the user." - ] - }, - { - "name": "Jelaal (Recovery)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "The user automatically succeeds on its first death saving throw and then regains 1 hit point. Greater: When the user regains hit points, it regains an additional number of hit points equal to your Intelligence modifier (minimum of 1). Once it is used, this seal doesn't function again until the user finishes a short or long rest." - ] - }, - { - "name": "Iaothe (Temperance)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "When it makes a Wisdom saving throw, the user can use its reaction to add your Intelligence modifier (minimum of 1) to the roll. The bonus is added after the die is rolled but before the GM reveals whether the saving throw succeeds or fails. Greater: The user can't be charmed or frightened.", - "Once it is used, this seal doesn't function again until the user finishes a short or long rest." - ] - }, - { - "name": "Xapanie (Wrath)", - "source": "DM:BFS", - "featureType": [ - "OF" - ], - "entries": [ - "Once on the user's turn when it hits with a weapon attack, the attack gains a +1 bonus to damage. Greater: The user's attacks are magical, and once on the user's turn during the next minute when it hits with a weapon attack, the attack deals additional radiant damage equal to half your caster level (minimum of 1)." - ] - }, - { - "name": "Hieroglyphs", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "Invoking one of a hieroglyph's powers requires an Action and provokes Opportunity Attacks. Generally, you must either draw a physical representation of the glyph (in paint, in blood, in the dirt or snow, and so forth) or trace the shape of an existing carving of the glyph that was created to an exacting standard.", - "Each hieroglyph confers a benefit on someone who knows how to Scribe it. A hieroglyph's benefit is always in Effect for a character who knows that hieroglyph. In addition, that character can call upon one of the hieroglyph's powers when so desired. Unless otherwise noted, all hieroglyph powers can be used once, and that expended use is regained when you finish a Long Rest.", - "Some powers have a level requirement (given in parentheses); when a character attains that level, this power becomes an additional choice. Mastery powers are a separate category: only a character who has the Script Sage feat for a particular hieroglyph can use its mastery power. If a power or a mastery power has no level requirement, it becomes available to you as soon as you acquire the necessary feat.", - "If a hieroglyph power gives you the ability to Cast a Spell, you can do so without needing any Components (aside from materials needed for the drawing of the glyph), and the spell is always cast as if using the lowest-level spell slot possible. It typically has the same Duration as a normal casting of the spell, and uses your character level as the caster level.", - "When a hieroglyph power calls for a saving throw, the DC equals 8 + your ability bonus + your Proficiency bonus. The ability that applies to the DC calculation is the same as the ability used for the saving throw.", - { - "type": "list", - "items": [ - "{@optfeature As Does Every God, Every Bird, Every Fish, and Every Creeping Worm|DM:BFS}", - "{@optfeature Dress the Air with the Cloying and the Fair|DM:BFS}", - "{@optfeature Drink Deep of the River's Power|DM:BFS}", - "{@optfeature Flourish in Death As in Life|DM:BFS}", - "{@optfeature Fly as the Falcon, Howl as the Wolf|DM:BFS}", - "{@optfeature Gifts Taken from the Silver Coffer|DM:BFS}", - "{@optfeature Give Succor to Thy People|DM:BFS}", - "{@optfeature The Gods' Company Is Like Light|DM:BFS}", - "{@optfeature Grasping Arms of Balance|DM:BFS}", - "{@optfeature He Hath Repulsed the Fiends|DM:BFS}", - "{@optfeature Hold the Storm in an Urn of the Wind|DM:BFS}", - "{@optfeature The Jackal Moves On Tirelessly|DM:BFS}", - "{@optfeature On the Day of the Destruction of the Fiends|DM:BFS}", - "{@optfeature Open the Hidden Springs and Unbolt the Shrine|DM:BFS}", - "{@optfeature Savor the Divine Company of the Gods|DM:BFS}", - "{@optfeature Shine at the Monument of the Mighty|DM:BFS}", - "{@optfeature Stand Above All|DM:BFS}", - "{@optfeature Stars and Birds Perceive All|DM:BFS}", - "{@optfeature Watchful Eyes See What Is Hidden|DM:BFS}", - "{@optfeature With One Heart and Voice, the People Raise Cries of Joy|DM:BFS}", - "{@optfeature With the Sight and Talons of the Hawk|DM:BFS}" - ] - } - ] - }, - { - "name": "As Does Every God, Every Bird, Every Fish, and Every Creeping Worm", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This symbol represents the fertility and abundance of animal life and every being's place in the chain of life.", - "{@bold Benefit(s):} You gain advantage on ability checks or skill checks to identify creatures.", - "{@bold Power:} You can use an action to quickly trace this glyph in the air and stare down a beast or a monstrosity. The targeted creature must make a Wisdom saving throw. On a failed save, the creature is frightened of you for as long as you continue staring at it. While frightened in this way, the creature must move at its full speed away from you on each of its turns until you can't see it or until it makes a successful saving throw. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save. When a creature's saving throw is successful (regardless of whether it failed previously), it has disadvantage on attack rolls against you until the end of its next turn.", - "{@bold Mastery Power:} If you spend 1 minute tracing this glyph on the body of an animal, you can grant yourself a measure of the animal's ability. You gain one of the following: a climbing or swimming speed of 30 feet, or a flying or burrowing speed of 20 feet\u2014whichever is most appropriate to the type of animal the bone came from. The effect lasts for as long as you maintain concentration, up to 1 hour." - ] - }, - { - "name": "Dress the Air with the Cloying and the Fair", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents sweet scents, perfumes, Allure, and pleasant feelings. It can also be associated with influencing or changing the mind of another.", - "{@bold Benefit:} You gain a +1 bonus on Charisma (Persuasion) checks.", - "{@bold Power:} If you use an Action to trace this glyph on your body in cologne or Perfume, you have advantage on Charisma checks for the next hour.", - "{@bold Power (3rd Level)} If you use an Action to trace this hieroglyph on the ground with dust or ink made from the petals of flowers, every creature within 10 feet of you must make a successful Charisma saving throw or be Charmed by you for 1 minute.", - "{@bold Power (5th Level)} You use an Action to contemplate flower petals as they drift in the breeze, enabling you to cast a Gust of Wind spell.", - "{@bold Mastery Power:} When you use an Action to anoint yourself with Perfume, for the next 10 minutes you have advantage on Charisma checks to Influence people within 50 feet of you." - ] - }, - { - "name": "Drink Deep of the River's Power", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This hieroglyph represents the flow of magic through the land, as well as the physical flow of rivers.", - "{@bold Benefit:} You gain the ability to cast one cantrip of your choice from the Wizard spell list. Your Spellcasting ability is Intelligence when you cast this cantrip.", - "{@bold Power (2nd Level)} You trace this hieroglyph over a creature's eyes in a ritual that takes 10 minutes to perform. When the ritual is complete, it produces a Detect Magic Effect that works on the creature and on any items the creature is holding or carrying. The Effect lasts for 1 minute while you maintain Concentration.", - "{@bold Mastery Power:} You trace this hieroglyph in dirt over the course of 1 hour. At the end of the hour, you dispel a magical Effect of up to 4th Level that is within 120 feet of you. If the Effect is higher than 4th Level, you dispel it if you make a successful Intelligence (Arcana) check against a DC equal to 10 + the level of the Effect." - ] - }, - { - "name": "Flourish In Death As In Life", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents the transition from the realm of the living to the realm of the dead. It is often engraved on the tombs of Fallen heroes.", - "{@bold Benefit:} You gain a +1 bonus on Constitution Saving Throws.", - "{@bold Power:} When you drop to 0 Hit Points, you become stabilized immediately and automatically.", - "{@bold Mastery Power:} You can see a distance of 60 feet into the Ethereal Plane for 1 hour. You also can determine whether anyone within 60 feet of you is possessed by a spirit; you see such a figure as having a vague, dim outline around it." - ] - }, - { - "name": "Fly As The Falcon, Howl As The Wolf", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents hunting, Tracking, stalking, and bringing prey to the ground.", - "{@bold Benefit:} You gain a +1 bonus on Wisdom (Survival) checks.", - "{@bold Power (2nd Level)} When you use an Action to trace this Symbol on the body of a willing creature, the creature gains Darkvision out to a range of 20 feet, which lasts for 1 minute and works even in magical Darkness.", - "{@bold Power (4th Level)} You trace this hieroglyph on an item that belongs to a specific creature or clearly represents a creature you have encountered, then use an Action to consume it. For the next hour, the tracks of that creature glow in your sight. You can follow and track the creature automatically while moving at the speed of a forced march.", - "{@bold Mastery Power:} By using an Action to trace this glyph on your hand, you invoke the hunter's gift against a specific creature. The target must be a creature you have previously used one of this hieroglyph's powers against. The next time you hit the creature with an Attack, it must make a successful Constitution saving throw or take an additional 1d10 necrotic damage from the Attack." - ] - }, - { - "name": "Gifts Taken From The Silver Coffer", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents gifts, knowledge, Secrets, and things hidden.", - "{@bold Benefit:} You gain a +1 bonus on Intelligence (Investigation) checks.", - "{@bold Power:} By spending 1 minute in Concentration while holding a papyrus reed, you can cast the spell Speak With Inanimate Object.", - "{@bold Power (4th Level)} By taking an Action to break open an egg, you create an extradimensional space (a \"silver coffer\") that is 5 cubic feet in volume and can hold up to 50 pounds of material. This space looks like a simple, empty hole in the ground, but when you reach inside it, you always find whatever you placed inside. The extradimensional space remains visible as a hole in the ground for 24 hours, then disappears, along with its Contents. It can be reopened with another use of this hieroglyph power. The silver coffer's Location on The Material Plane depends on your Location when you trigger the hieroglyph. This power always opens the same extradimensional space no matter how much time passes or how far you Travel between uses, so it's not a good way to dispose of, for example, unwanted or dangerous magic items. If the person who created the extradimensional space dies, any items in the silver coffer eventually reappear on their plane of Origin at a random Location, anytime from a day to several centuries after the creator's death.", - "{@bold Mastery Power (10th Level):} By taking an Action to rub a Special brown paste over your eyes that costs 50 gp, you can cast True Seeing on yourself." - ] - }, - { - "name": "Give Succor To Thy People", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents charity, Healing, benevolent leadership, and Sanctuary given to Friends and kin as well as enemies.", - "{@bold Benefit:} You have advantage on Wisdom (Medicine) checks.", - "{@bold Power:} If you spend an hour in meditation while holding a mug of beer or a goblet of wine, your sincere wish to help someone transfers into the brew. When a creature drinks the brew, it gains all the benefits of finishing a Short Rest. This brew remains potent for 24 hours.", - "{@bold Mastery Power:} If you spend an hour in meditation while holding a full Waterskin, up to six Creatures that drink from the Waterskin recover from two levels of Exhaustion and don't need any food or water until after finishing a Long Rest. The Water remains potent for up to 24 hours, or until six Creatures have drunk it." - ] - }, - { - "name": "The Gods' Company Is Like Light", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents knowledge gained over an extended time through dedication and effort.", - "{@bold Benefit:} You gain the ability to speak and read one additional language of your choice.", - "{@bold Power:} After meditating on this hieroglyph for 10 minutes, you can cast comprehend Languages.", - "{@bold Power (2nd Level)} If you take an Action to trace this Symbol on your forehead or that of another creature, the recipient gains advantage on Intelligence checks for 1 minute.", - "{@bold Mastery Power:} By inhaling incense and powders over the course of an hour, you call upon your ancestors to reveal a bit of knowledge from the past. This knowledge enables you to gain your ancestors' assistance with a problem immediately before you. The implementation of this benefit is up to the GM; you might receive a specific clue that helps you to solve the problem, or you might gain Proficiency for 1 hour with a skill or a set of tools, or advantage on a single type of skill check for the same length of time." - ] - }, - { - "name": "Grasping Arms Of Balance", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents the judgment of the dead, ever watchful and weighing the Actions of the living in expectation of the moment when they eventually pass on from the world.", - "{@bold Benefit:} You gain a +1 bonus on Intelligence (Investigation) checks.", - "{@bold Power:} You trace this hieroglyph in ash on the body of a willing creature, which requires an Action. For the next hour, the creature has advantage on Wisdom Ability Checks.", - "{@bold Power (3rd Level)} If you use an Action to trace this hieroglyph in the air with your fingers, you force a creature you can see to make a Wisdom saving throw. On a failed save, you can immediately give the creature one Command, either verbally or in writing, that can be completed in the next minute. The creature must try to obey the Command to the best of its ability, provided that doing so won't directly harm it. If the task isn't completed within 1 minute, the glyph's power wears off and the creature is freed from the Compulsion.", - "{@bold Mastery Power (9th Level):} You spend 10 minutes decorating a piece of paper with this hieroglyph. If you then take an Action to burn the paper, you can cast a geas spell on one target. As with a normal casting of the spell, you and the target must have a language in Common for the Effect to work." - ] - }, - { - "name": "He Hath Repulsed The Fiends", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "", - "{@bold This Symbol} represents the prevention of harm, usually through the Protection of devoted soldiers or bodyguards.", - "{@bold Benefit:} When you wear no armor, your Armor Class is equal to 10 + your Wisdom modifier + your Dexterity modifier.", - "{@bold Power (3rd Level)} If you take an Action to trace this hieroglyph on a creature, you grant that creature Resistance to bludgeoning, piercing, or slashing damage (your choice) for 1 minute.", - "{@bold Power (5th Level)} By taking an Action to burn a bit of incense, you can conjure a squad of soldiers. These soldiers can appear different to different creatures; some might see a squad of orcs, others a group of the king's guards. The soldiers appear standing inside a 10-foot-square space within 10 feet of you, and they can't leave that space. Within that space, they behave like a swarm; other Creatures can enter the space and end their turn there. Whenever one of your enemies enters the soldiers' space or starts its turn in the space or within 5 feet of it, the soldiers Attack that creature. Their Attack bonus is equal to your Wisdom modifier + your Proficiency modifier, and a successful Attack deals 2d6 force damage. The soldiers remain for 1 minute, provided you maintain Concentration on them. They are immune to all forms of damage and can't be dispelled except by breaking your Concentration.", - "{@bold Mastery Power (8th Level):} If you take an Action to trace this hieroglyph on the ground and then throw a handful of sand into the air, you can cast Banishment." - ] - }, - { - "name": "Hold The Storm In An Urn Of The Wind", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents the power of storms and wind and the Effect these phenomena can have on the world.", - "{@bold Benefit:} You can resist any Effect or Attack that would move you, causing you to be moved 5 feet less than the effect's normal distance.", - "{@bold Power (3rd Level)} By drawing this hieroglyph in the air for three consecutive turns (each one requiring an action), you gain the ability to cast Wind Wall.", - "{@bold Power (5th Level)} After spending an hour in meditation with burning incense before tracing this hieroglyph in the air, you can cast a modified version of Control Weather. Unlike the spell, this power affects an area only a quarter-mile in radius, and the change lasts no longer than 20 minutes.", - "{@bold Mastery Power:} Immediately after performing a 10-minute ritual with Special incense, you can cast a modified version of Wind Walk. Unlike the spell, this power affects up to five Creatures, and the Effect lasts for up to 2 hours and requires your Concentration." - ] - }, - { - "name": "The Jackal Moves On Tirelessly", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "Benefit: You gain a +1 bonus on Saving Throws to resist Exhaustion.", - "{@bold Benefit:} You gain a +1 bonus on Saving Throws to resist Exhaustion.", - "{@bold Power (3rd Level)} If you take an Action to trace this Symbol on the body of a willing creature, you increase that creature's speed by 15 feet for 1 hour. This power affects all forms of Movement the creature can use.", - "{@bold Mastery Power:} By drawing this hieroglyph on the ground over the course of 10 minutes, you create a temporary portal to another place within 1 mile that you're familiar with. You can step through the portal once, after which it disappears. You can bring along a number of other Creatures equal to one-fourth your level (round up), provided all of them are your size or smaller and either willing or helpless." - ] - }, - { - "name": "On The Day Of The Destruction Of The Fiends", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This symbol represents triumph over your enemies, victory, and celebration of those victories.", - "{@bold Benefit(s):} You gain a +1 bonus on Charisma (Intimidation) checks.", - "{@bold Power (3rd Level):} To trigger this power, you must use an action to trace the symbol on yourself with a knife or other sharp object (pressing hard enough to leave a mark on the skin but not hard enough to draw blood) and emit a loud battle cry. Each creature you designate within 10 feet of you that hears the battle cry must make a successful Charisma saving throw or be frightened for 1 minute.", - "{@bold Mastery Power:} Once a week, you can host a feast for your companions and other allies. Each individual who partakes in the feast gains temporary hit points equal to your Charisma modifier (minimum of 2) and has advantage on the same number of its next attack rolls. The effect dissipates for each creature after 24 hours if the benefits have not been used by then." - ] - }, - { - "name": "Open The Hidden Springs And Unbolt The Shrine", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents casting off chains, putting down oppression, and opening pathways.", - "{@bold Benefit:} You gain a +1 bonus on Dexterity (Sleight of Hand) checks.", - "{@bold Power:} If you use an Action to trace this hieroglyph on a rope, chain, or other implement that's holding you in place, you gain advantage on Dexterity checks made to free yourself. This benefit doesn't apply to checks made to Escape a grapple, unless you're being Grappled by an inanimate object.", - "{@bold Mastery Power:} When you take an Action to trace this hieroglyph on the body of a willing creature, you can impart to that creature the Effect of a blink spell." - ] - }, - { - "name": "Savor The Divine Company Of The Gods", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents robust and vigorous health and the favor of the gods.", - "{@bold Benefit:} Your hit point maximum increases by 1 for each Hit Die you have.", - "{@bold Power:} When you take an Action to trace this hieroglyph on a creature's skin with blood, that creature gains a number of temporary Hit Points equal to your Hit Dice.", - "{@bold Mastery Power:} If you spend 1 minute repeatedly tracing this hieroglyph on the body of an afflicted creature, you can cast Lesser Restoration on that creature." - ] - }, - { - "name": "Shine At The Monument Of The Mighty", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents physical and mental Strength, overcoming weakness, and surpassing limits.", - "{@bold Benefit:} You count as one size larger for the Purpose of determining your carrying Capacity and the weight you can push, drag, or lift.", - "{@bold Power:} By using an Action to trace this hieroglyph on a creature, you double that creature's Strength bonus for the Purpose of determining the damage from its next successful Attack.", - "{@bold Power (3rd Level)} If you take an Action to crush a previously prepared clay semblance of this hieroglyph, you gain advantage on Strength checks for 1 minute. You can also give the clay hieroglyph to another creature, so that creature can gain the benefit from crushing it.", - "{@bold Mastery Power:} If you use an Action to trace this hieroglyph on a creature, it is freed from the need for sleep and immune to the Effects of Exhaustion for 24 hours." - ] - }, - { - "name": "Stand Above All", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents moral rightness, dominance, rulership, and ego.", - "{@bold Benefit:} You have advantage on Charisma Saving Throws.", - "{@bold Power (3rd Level)} By tracing this hieroglyph on your clothing, you rally your allies and improve their Morale. For the next minute, each of your allies gains a +1 bonus on Attack rolls, Saving Throws against fear Effects, and skill checks while within 10 feet of you.", - "{@bold Mastery Power:} If you use an Action to trace this hieroglyph on a willing creature, it gains the ability to overawe the mind of one other creature within 60 feet. The targeted creature must make a successful Charisma saving throw or prostrate itself before the creature that bears the hieroglyph. An awed creature repeats the saving throw at the end of each of its turns, Ending the Effect on itself with a success. The Effect lasts for 1 minute or until the awed creature is attacked." - ] - }, - { - "name": "Stars And Birds Perceive All", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents vision, sight, and perceiving from great distances.", - "{@bold Benefit:} You gain a +1 bonus on Wisdom (Perception) checks.", - "{@bold Power:} If you use an Action to trace this glyph on a creature, you can cast Enhance Ability on the target, which gains the benefit of the Owl's Wisdom Effect.", - "{@bold Mastery Power:} By tracing this glyph over and over in a 10-minute ritual, you can cast Clairvoyance." - ] - }, - { - "name": "Watchful Eyes See What Is Hidden", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents looking beneath the surface to see the world differently or to question the way things are done.", - "{@bold Benefit:} You gain a +1 bonus on Wisdom (Insight) checks.", - "{@bold Power (3rd Level)} By spending 5 minutes tracing the hieroglyph on a creature, you imbue that creature with the ability to cast Detect Evil and Good once in the next 24 hours. The hieroglyph can also be created on a small object instead of directly on a creature; in that case, Detect Evil and Good can be cast once by a creature holding the object.", - "{@bold Power (6th Level)} After spending 10 minutes inking this hieroglyph in the Middle of your forehead, you gain the benefits of casting Detect Thoughts for as long as you concentrate, up to 1 minute.", - "{@bold Mastery Power:} By taking an Action to draw this hieroglyph, you can cast Arcane Eye." - ] - }, - { - "name": "With One Heart And Voice, The People Raise Cries Of Joy", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol represents unity, community, Common Purpose and goals, and protecting one another.", - "{@bold Benefit:} You have advantage on any saving throw that is also being made by at least one of your allies.", - "{@bold Power (3rd Level)} By using an Action to draw this hieroglyph on a rope that you use to bind your wrist to another creature, you can absorb the damage and other Effects from the next Attack that hits the other creature. The Attack must hit the other creature, but it affects you instead; the other creature is unaffected. The rope can be no more than 30 feet long.", - "{@bold Mastery Power:} By invoking this hieroglyph during a 10-minute ritual, you can grant Telepathy to up to ten Creatures that are within 60 feet of you. The Telepathy lasts for 1 hour, and it works only among the affected Creatures (including you); it can't be used to communicate with Creatures outside the group." - ] - }, - { - "name": "With The Sight And Talons Of The Hawk", - "source": "DM:BFS", - "featureType": [ - "HRG" - ], - "entries": [ - "This Symbol is associated with Strength, speed, honor, and Heroism.", - "{@bold Benefit:} You gain a +1 bonus on Initiative rolls.", - "{@bold Power (4th Level)} As an Action, you can trace this hieroglyph on a creature to grant it advantage on Strength checks and Constitution checks for as long as you maintain Concentration, up to 1 hour.", - "{@bold Power (6th Level)} By spending 1 round in Concentration to summon power from The Sky, you can target one creature that has this hieroglyph emblazoned on its forehead. The creature gains the Effects of the enlarge spell, and its head takes on the Appearance of a hawk for the Duration of the Effect.", - "{@bold Mastery Power (8th Level):} When you use an Action to trace this Symbol in the air, you grant the speed of the air to an ally within 60 feet. The affected ally gains the Effect of a haste spell for 1 minute." - ] - } - ] -} diff --git a/collection/Kobold Press; Deep Magic for 5th Edition.json b/collection/Kobold Press; Deep Magic.json similarity index 53% rename from collection/Kobold Press; Deep Magic for 5th Edition.json rename to collection/Kobold Press; Deep Magic.json index 93c054b80d..a3c2139ac1 100644 --- a/collection/Kobold Press; Deep Magic for 5th Edition.json +++ b/collection/Kobold Press; Deep Magic.json @@ -2,28 +2,20155 @@ "_meta": { "sources": [ { - "json": "DMS", - "abbreviation": "DMS", - "full": "Deep Magic - Spells", + "json": "KPDM", + "abbreviation": "DM", + "full": "Deep Magic", "url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition/", "authors": [ - "Kobold Press" + "Kobold Press", + "Dan Dillon", + "Chris Harris", + "Jeff Lee", + "Wolfgang Baur", + "Scott Carter", + "Matthew Corley", + "Jesse Jordan", + "Phillip Larwood", + "Chris Lockey", + "Michael Ohl", + "Carlos Ovalle", + "Greg Marks", + "Shawn Merwin", + "Mike Welham", + "Steve Winter" ], "convertedBy": [ - "JLtheking#0799" + "JLtheking#0799", + "TryHardSatan", + "Spappz" ], - "version": "1.0", - "color": "760f0b" + "version": "2022-01-31", + "color": "8f271f", + "dateReleased": "2020-08-04" } ], + "dependencies": { + "monsterFluff": [ + "MPMM" + ] + }, + "internalCopies": [ + "monsterFluff" + ], + "optionalFeatureTypes": { + "AG": "Angelic Seal", + "Hieroglyph": "Hieroglyph", + "Mastery": "Mastery", + "Rune": "Rune" + }, + "status": "ready", "dateAdded": 1614875938, - "dateLastModified": 1707000424, - "_dateLastModifiedHash": "790826f150" + "dateLastModified": 1706594219 }, - "monster": [ + "monsterFluff": [ + { + "name": "Shadow Mastiff", + "source": "KPDM", + "_copy": { + "name": "Shadow Mastiff", + "source": "MPMM" + } + } + ], + "book": [ + { + "name": "Deep Magic", + "id": "KPDM", + "source": "KPDM", + "published": "2020-08-04", + "author": "Kobold Press", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/cover.webp" + }, + "contents": [ + { + "name": "Covers & Credits" + }, + { + "name": "Introduction" + }, + { + "name": "Spell Lists" + }, + { + "name": "Spell Descriptions" + }, + { + "name": "Class Options", + "headers": [ + "Bard College", + "Divine Domains", + "Druid Circles", + "Martial Archetype", + "Sacred Oaths", + "Ranger Archetypes", + "Sorcerous Origins", + "Otherworldly Patrons", + "Arcane Tradition", + "Arcane Backgrounds" + ] + }, + { + "name": "Alkemancy Magic", + "headers": [ + "Magic in All Things", + "Alkemancy Magic Spell Lists", + "Spell Descriptions", + "Alkemancer", + "The Six Elixirs", + "Alkemancy Magic Items", + "Mundane Alkemical Items" + ] + }, + { + "name": "Angelic Magic", + "headers": [ + "Angelic Spells", + "Angelic Magic Spell Lists", + "Spell Descriptions", + "Angelic Scribe" + ] + }, + { + "name": "Chaos Magic", + "headers": [ + "Chaos Magic Spell List", + "Spell Descriptions", + "Entropist", + "College of Entropy", + "Chaos Magic Surges" + ] + }, + { + "name": "Dragon Magic", + "headers": [ + "Dragon Magic Spell Lists", + "Spell Descriptions", + "Dragon Mage" + ] + }, + { + "name": "Elven Ritual Magic", + "headers": [ + "Elven Ritual Spell Lists", + "Spell Descriptions" + ] + }, + { + "name": "Hieroglyph Magic", + "headers": [ + "Invoking Hieroglyph Powers", + "Hieroglyph Descriptions" + ] + }, + { + "name": "Illumination Magic", + "headers": [ + "Illumination Magic Spell Lists", + "Spell Descriptions", + "Illuminator" + ] + }, + { + "name": "Ring Magic", + "headers": [ + "Ring Magic Spell Lists", + "Spell Descriptions", + "Ring Magic Feats", + "Ring Warden" + ] + }, + { + "name": "Rune Magic", + "headers": [ + "Rune Powers", + "Invoking Rune Powers", + "Rune Descriptions" + ] + }, + { + "name": "Shadow Magic", + "headers": [ + "Shadow Magic Spell Lists", + "Spell Descriptions", + "Shadow Bloodline" + ] + }, + { + "name": "Temporal Magic", + "headers": [ + "Temporal Magic Spell Lists", + "Spell Descriptions", + "Timekeeper" + ] + }, + { + "name": "Winter Magic", + "headers": [ + "Winter Magic Spell Lists", + "Spell Descriptions", + "The Frozen One", + "Boreal Bloodline" + ] + }, + { + "name": "Wizard's Entourage", + "headers": [ + "Apprentices", + { + "header": "Lereilel Cloudwood", + "depth": 1 + }, + { + "header": "Terindor Grayveil", + "depth": 1 + }, + { + "header": "Erolimar", + "depth": 1 + }, + { + "header": "Arn of Rowan", + "depth": 1 + }, + { + "header": "Xelasora", + "depth": 1 + }, + "Magic Constructs", + "Oddities for Every Occasion", + "Familiar Territory", + { + "header": "Standard Familiars", + "depth": 1 + }, + { + "header": "Variant Familiars", + "depth": 1 + } + ] + }, + { + "name": "Clockwork Magic", + "ordinal": { + "type": "appendix", + "identifier": "A" + }, + "headers": [ + "Clockwork Familiars", + "Clockwork Magic Spell Lists" + ] + }, + { + "name": "Labyrinth Magic", + "ordinal": { + "type": "appendix", + "identifier": "B" + }, + "headers": [ + "Labyrinth Magic Spell Lists" + ] + }, + { + "name": "Dark Magic", + "ordinal": { + "type": "appendix", + "identifier": "C" + }, + "headers": [ + "Apocalypse Magic", + { + "header": "Apocalypse Magic Spell Lists", + "depth": 1 + }, + { + "header": "Spell Descriptions", + "depth": 1 + }, + { + "header": "Apocalypse Domain", + "depth": 1 + }, + { + "header": "Oath of the Annihilator", + "depth": 1 + }, + { + "header": "Doomsayer", + "depth": 1 + }, + "Blood Magic", + { + "header": "Blood Magic Spell Lists", + "depth": 1 + }, + { + "header": "Spell Descriptions", + "depth": 1 + }, + { + "header": "Serophage", + "depth": 1 + }, + { + "header": "Blood Mage", + "depth": 1 + }, + "Fiendish Magic", + { + "header": "Fiendish Magic Spell Lists", + "depth": 1 + }, + { + "header": "Spell Descriptions", + "depth": 1 + }, + { + "header": "Master of Fiends", + "depth": 1 + }, + "Void Magic", + { + "header": "Void Magic Spell Lists", + "depth": 1 + }, + { + "header": "Spell Descriptions", + "depth": 1 + }, + { + "header": "Touch of the Void", + "depth": 1 + }, + { + "header": "Void Domain", + "depth": 1 + }, + { + "header": "Void Caster", + "depth": 1 + }, + "Mythos Magic", + { + "header": "Essence of the Void", + "depth": 1 + }, + { + "header": "Mythos Magic Spell Lists", + "depth": 1 + }, + { + "header": "Spell Descriptions", + "depth": 1 + }, + { + "header": "Grimoires of the Cthulhu Mythos", + "depth": 1 + }, + "Unsavory Characters", + { + "header": "Lust Domain", + "depth": 1 + }, + { + "header": "Necrophage", + "depth": 1 + } + ] + }, + { + "name": "Arcane Traps", + "ordinal": { + "type": "appendix", + "identifier": "D" + } + }, + { + "name": "Spell Variations", + "ordinal": { + "type": "appendix", + "identifier": "E" + }, + "headers": [ + "Variant Spell Lists", + "Charm Person Variants", + "Raise Dead Variants", + "Fireball Variants" + ] + } + ] + } + ], + "bookData": [ + { + "id": "KPDM", + "source": "KPDM", + "data": [ + { + "type": "section", + "name": "Covers & Credits", + "page": 0, + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/cover_full.webp" + }, + "title": "Front cover", + "width": 833, + "height": 1078 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0000.webp" + }, + "title": "Front-cover art", + "width": 1280, + "height": 1655 + } + ] + }, + { + "type": "section", + "page": 1, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0002.webp" + }, + "width": 1113, + "height": 248 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0001.webp" + }, + "width": 838, + "height": 1173 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/logo.webp" + }, + "width": 281, + "height": 100 + } + ] + }, + { + "type": "section", + "name": "Credits", + "page": 2, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "items": [ + { + "type": "item", + "name": "Lead Designers:", + "entry": "Lead Designers: Dan Dillon, Chris Harris, and Jeff Lee" + }, + { + "type": "item", + "name": "Designers:", + "entry": "Wolfgang Baur, Scott Carter, Matthew Corley, Jesse Jordan, Phillip Larwood, Chris Lockey, Michael Ohl, Carlos Ovalle, Greg Marks, Shawn Merwin, Mike Welham, and Steve Winter" + }, + { + "type": "item", + "name": "Developer:", + "entry": "Steve Winter" + }, + { + "type": "item", + "name": "Editor:", + "entry": "Kim Mohan" + }, + { + "type": "item", + "name": "Additional Editing:", + "entry": "Meagan Maricle, Steve Winter, Marcie Wood" + }, + { + "type": "item", + "name": "Fantasy Grounds Digital Edition:", + "entry": "Linda Buth" + }, + { + "type": "item", + "name": "Roll20 Digital Edition:", + "entry": "Nic Bradley" + }, + { + "type": "item", + "name": "Art Director:", + "entry": "Marc Radle" + }, + { + "type": "item", + "name": "Cover Art:", + "entry": "Marcel Mercado" + }, + { + "type": "item", + "name": "Interior Artists:", + "entry": "Emile Denis, Rita Fei, Marcel Mercado, Julia Metzger, David Auden Nash, William O'Brien, Corwin Paradinha, Florian Stitz, Bryan Syme, Addison Rankin, Egil Thompson, Mateusz Wilma" + }, + { + "type": "item", + "name": "Graphic Designer:", + "entry": "Marc Radle" + }, + { + "type": "item", + "name": "Publisher:", + "entry": "Wolfgang Baur" + }, + { + "type": "item", + "name": "Additional Design:", + "entry": "Dan Abrahmsen, John-Michael Albrecht, Steven Andrews, Anonymous (2), Brice Barnett, Mary Beaton, Tor Bittamnn, John H. Bookwalter Jr., Carl Brost, Joshua K. Brown, Nick Brown, Peter Bruhn, Steve Collin, Trevor Lee Cooper, Andrew Croft, Kameron Crump, Wally D., Jordan Day, Stephen Diamond, Scott Dornian, Melissa Doucette, Brandon Elms, William Fischer, Alex Fosth, Casey Geyer, Seth Grimes, Kim Hanley, Chris D. Hansen, Randall Hartman, Claire Hogan, Matthew House, Kristopher R. Hunter, Jacob Johnson, John Landis, Frank Licato, Michael Liebhart, James McManus, Andre Montague, Fabrizio Nava, Patrick Martin Frosz Nielsen, Xavier Noé, Conlan Parkman, Kelly Pawlik, Tim Prior, Brian Oppermann, Craig C. Robertson, Abbey Ross, George Sager, Ricardo L. Santiago, Francisco Santos, John Seidler, Skagasaurus, Kenneth Smith, Brian Suskind, Dennis Sustare, Michael Swords, David Truman, Cody Tunison, Nsima Uwah, Andrew Vince, Adam Weiler, Joseph Williams, and John Windsor" + } + ] + }, + { + "type": "inset", + "entries": [ + "{@b A special thanks to the 4,456 backers who made this volume possible!} Thanks also to the playtesters who kept us sharp, the fans who wrote in with questions for clarification, and the of some of these spells in prior editions of the game going back to the dawn of Zobeck and the ticking pendulum." + ] + }, + { + "type": "entries", + "style": "text-center", + "entries": [ + "{@b Product Identity:} The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)", + "{@b Open Game Content:} The Open Game Content includes the spells previously published and the backer spells. All other material is Product Identity, especially place names, character names, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission.", + "©2020 Open Design LLC. All rights reserved.", + "Printed in China", + "{@link www.koboldpress.com}", + "ISBN: 978-1-936781-31-7", + "2 4 6 8 10 9 7 5 3 1", + "ABRACADABRA", + "ABRACADABR", + "ABRACADAB", + "ABRACADA", + "ABRACAD", + "ABRACA", + "ABRAC", + "ABRA", + "ABR", + "AB", + "A" + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0000.webp" + }, + "width": 313, + "height": 305 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/logo.webp" + }, + "title": "PO Box 2811, Kirkland, WA 98083", + "width": 281, + "height": 100 + } + ] + } + ] + }, + { + "type": "hr" + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0838.webp" + }, + "title": "Back-cover art (background)" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0049.webp" + }, + "title": "Back-cover art (foreground)" + } + ] + } + ] + }, + { + "type": "section", + "name": "Introduction", + "page": 3, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0018.webp" + }, + "width": 1279, + "height": 887 + }, + "My first spell-slinger was a cleric of Thor who was more about crushing the enemy than healing the wounded. Choosing which spells he would be able to cast was a thrill from the very beginning. Plus, announcing each spell with a shout of praise for thunder and lightning felt, well, extremely metal. I was 12, and casting spells was the best part of playing D&D.", + "Not that much has changed. This {@i Deep Magic} collection offers more than 700 new spells for your character or", + "your campaign's NPCs to enhance the richness of your adventures. That's 700 new ways to explore, explode, manipulate, disintegrate, and master the fantasy campaign of your choice. When you add in the subclasses, domains, and appendices, you'll see that this collection broadens the scope of what spells can accomplish. If you enjoy magic in its endless variety, this book is a treasure trove of possibilities.", + "The {@i Deep Magic} series for 5th Edition started in 2016 and has expanded to twenty-some installments since then; these are updated, revised, and collected here together with almost 200 all-new spells, plus material collected from the Warlock Patreon booklets, Tales of the Old Margreve, Empire of the Ghouls, and other sources. Topped off by the best spells submitted by Kickstarter backers, this volume offers you a rich collection of particular styles of magic as well as everyday, highly useful spells for any caster. In its wide-ranging approach, it also includes spells designed expressly for villains and variations on three traditional spells dating from the earliest days of the game.", + "This book will inspire you, spark encounters and nefarious plots, and give your hero new tools to outsmart and outfight the monstrous foes that await in any dungeon. This volume enables all that and more.", + "Go forth and make magic!", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Wolfgang Baur, Kirkland WA", + "April 2020" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0028.webp" + }, + "width": 1278, + "height": 876 + } + ] + }, + { + "type": "section", + "name": "Spell Lists", + "page": 6, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0031.webp" + }, + "width": 1278, + "height": 883 + }, + "The spells in {@i Deep Magic for 5th Edition} are all listed here, and the great majority of the spells listed are found in the spell descriptions detailed in the section after this one. A spell whose entry in the lists ends with a term in brackets (such as [chaos] or [dragon] or [Void]) is found in a separate section devoted to that category and its traditions and quirks.", + "A spell whose entry ends with \"[clockwork]\" is an example of clockwork magic, which is an integral part of the Midgard Campaign Setting. The {@book appendix|KPDM|18} of this book presents clockwork magic spell lists for each class capable of using such magic.", + "Similarly, a spell whose entry ends with \"[labyrinth]\" belongs to a small group of rare spells collectively known as labyrinth magic. The {@book appendix|KPDM|19} presents labyrinth magic spell lists for each class capable of using such magic.", + "{@note See the {@filter spells page|spells|source=KPDM} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard spells|spells|source=KPDM|class=bard}", + "{@filter Cleric spells|spells|source=KPDM|class=cleric}", + "{@filter Druid spells|spells|source=KPDM|class=druid}", + "{@filter Paladin spells|spells|source=KPDM|class=paladin}", + "{@filter Ranger spells|spells|source=KPDM|class=ranger}", + "{@filter Sorcerer spells|spells|source=KPDM|class=sorcerer}", + "{@filter Warlock spells|spells|source=KPDM|class=warlock}", + "{@filter Wizard spells|spells|source=KPDM|class=wizard}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0003.webp" + }, + "width": 582, + "height": 459 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0055.webp" + }, + "width": 1274, + "height": 900 + } + ] + }, + { + "type": "section", + "name": "Spell Descriptions", + "page": 33, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0097.webp" + }, + "width": 1277, + "height": 839 + }, + "This section contains more than four hundred spells designed for use by player characters and NPCs. The spell descriptions are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0006.webp" + }, + "width": 354, + "height": 295 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0014.webp" + }, + "width": 355, + "height": 306 + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0129.webp" + }, + "width": 1275, + "height": 801 + } + ] + }, + { + "type": "section", + "name": "Class Options", + "page": 123, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0322.webp" + }, + "width": 1278, + "height": 810 + }, + "No two spellcasters are alike, and making each one stand out is part of the fun of playing such a character. This section includes nearly three dozen new options for spellcasting types, including the expected {@class wizard||wizards}, {@class sorcerer||sorcerers}, and {@class warlock||warlocks}, as well as fifteen new divine domains, four {@class druid} circles, two {@class bard} colleges, a pair of options for {@class paladin||paladins} and {@class ranger||rangers}, and even an arcane {@class fighter}. Browse the possibilities and see what inspires your next magic-slinging character!", + { + "type": "entries", + "name": "Bard College", + "page": 123, + "entries": [ + "At 3rd level, a {@class bard} gains the {@classFeature Bard College|Bard||3} feature. The following options are available to a {@class bard}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class bard||College of Wyrdsingers|Wyrdsingers|KPDM}", + "{@class bard||Greenleaf College|Greenleaf|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0019.webp" + }, + "width": 680, + "height": 1035 + } + ] + }, + { + "type": "entries", + "name": "Divine Domains", + "page": 125, + "entries": [ + "At 1st level, a {@class cleric} gains the {@classFeature Divine Domain|Cleric||1} feature. The following domain options are available to a {@class cleric}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class cleric||Beer Domain|Beer|KPDM}", + "{@class cleric||Cat Domain|Cat|KPDM}", + "{@class cleric||Darkness Domain|Darkness|KPDM}", + "{@class cleric||Dragon Domain|Dragon|KPDM}", + "{@class cleric||Hunger Domain|Hunger|KPDM}", + "{@class cleric||Hunting Domain|Hunting|KPDM}", + "{@class cleric||Justice Domain|Justice|KPDM}", + "{@class cleric||Labyrinth Domain|Labyrinth|KPDM}", + "{@class cleric||Moon Domain|Moon|KPDM}", + "{@class cleric||Mountain Domain|Mountain|KPDM}", + "{@class cleric||Ocean Domain|Ocean|KPDM}", + "{@class cleric||Prophecy Domain|Prophecy|KPDM}", + "{@class cleric||Speed Domain|Speed|KPDM}", + "{@class cleric||Time Domain|Time|KPDM}", + "{@class cleric||Travel Domain|Travel|KPDM}", + "{@class cleric||Winter Domain|Winter|KPDM}" + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0020.webp" + }, + "title": "{@class cleric||Beer Domain|Beer|KPDM}", + "width": 685, + "height": 817 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0021.webp" + }, + "title": "{@class cleric||Labyrinth Domain|Labyrinth|KPDM}", + "width": 540, + "height": 994 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0022.webp" + }, + "title": "{@class cleric||Time Domain|Time|KPDM}", + "width": 646, + "height": 852 + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0344.webp" + }, + "title": "{@class cleric||Hunting Domain|Hunting|KPDM}", + "width": 1278, + "height": 822 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0365.webp" + }, + "title": "{@class cleric||Winter Domain|Winter|KPDM}", + "width": 1280, + "height": 864 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Druid Circles", + "page": 136, + "entries": [ + "At 2nd level, a {@class druid} gains the {@classFeature Druid Circle|Druid||2} feature. The following options are available to a {@class druid}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class druid||Circle of Oaks|Oaks|KPDM}", + "{@class druid||Circle of Owls|Owls|KPDM}", + "{@class druid||Circle of Roses|Roses|KPDM}", + "{@class druid||Circle of the Spirits|Spirits|KPDM}" + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0023.webp" + }, + "title": "{@class druid||Circle of Owls|Owls|KPDM}", + "width": 1088, + "height": 795 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0024.webp" + }, + "title": "{@class druid||Circle of Roses|Roses|KPDM}", + "width": 740, + "height": 1026 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Martial Archetype", + "page": 139, + "entries": [ + "At 3rd level, a {@class fighter} gains the {@classFeature Martial Archetype|Fighter||3} feature. The following option is available to a {@class fighter}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class fighter||Prescient Knight|Prescient Knight|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "name": "Sacred Oaths", + "page": 141, + "entries": [ + "At 3rd level, a {@class paladin} gains the {@classFeature Sacred Oath|paladin||3} feature. The following option is available to a {@class paladin}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class paladin||Oath of Radiance|Radiance|KPDM}", + "{@class paladin||Oath of Thunder|Thunder|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0025.webp" + }, + "width": 579, + "height": 543 + } + ] + }, + { + "type": "entries", + "name": "Ranger Archetypes", + "page": 143, + "entries": [ + "At 3rd level, a {@class ranger} gains the {@classFeature Ranger Archetype|ranger||3} feature. The following option is available to a {@class ranger}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class ranger||Griffon Scout|Griffon Scout|KPDM}", + "{@class ranger||Vampire Slayer|Vampire Slayer|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0026.webp" + }, + "title": "{@class ranger||Griffon Scout|Griffon Scout|KPDM}", + "width": 685, + "height": 1045 + } + ] + }, + { + "type": "entries", + "name": "Sorcerous Origins", + "page": 145, + "entries": [ + "At 1st level, a {@class sorcerer} gains the {@classFeature Sorcerous Origin|sorcerer||1} feature. The following option is available to a {@class sorcerer}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class sorcerer||Aristocratic|Aristocratic|KPDM}", + "{@class sorcerer||Elemental Essence|Elemental|KPDM}", + "{@class sorcerer||Farseer|Farseer|KPDM}" + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0027.webp" + }, + "title": "{@class sorcerer||Aristocratic|Aristocratic|KPDM}", + "width": 589, + "height": 1125 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0028.webp" + }, + "width": 265, + "height": 265 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Otherworldly Patrons", + "page": 148, + "entries": [ + "At 1st level, a {@class warlock} gains the {@classFeature Otherworldly Patron|warlock||1} feature. The following option is available to a {@class warlock}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class warlock||The Genie Lord|Genie Lord|KPDM}", + "{@class warlock||The Sibyl|Sibyl|KPDM}" + ] + }, + "{@note The Otherworldly Patrons presented here include modified or augmented {@classFeature Pact Boon|warlock||3||Pact Boons}, which can be viewed {@filter here|optionalfeatures|source=KPDM|feature type=PB}.}", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0029.webp" + }, + "title": "{@class warlock||The Genie Lord|Genie Lord|KPDM}", + "width": 785, + "height": 902 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0030.webp" + }, + "title": "{@class warlock||The Sibyl|Sibyl|KPDM}", + "width": 725, + "height": 1100 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Arcane Tradition", + "page": 151, + "entries": [ + "At 2nd level, a {@class wizard} gains the {@classFeature Arcane Tradition|wizard||2} feature. The following option is available to a {@class wizard}, in addition to those in the standard rules.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class wizard||Elementalist|Elementalist|KPDM}", + "{@class wizard||White Necromancer|White Necromancer|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0031.webp" + }, + "title": "{@class wizard||White Necromancer|White Necromancer|KPDM}", + "width": 807, + "height": 1211 + } + ] + }, + { + "type": "entries", + "name": "Arcane Backgrounds", + "page": 154, + "entries": [ + "Many people come of age after being exposed to some form of arcane magic, or after being attracted to the study of supernatural forces. The arcane backgrounds presented below are examples of how to expand the concept, all designed to give players a wider range of choices when fleshing out their characters if the GM allows this material into the campaign. Optionally, the GM can use these backgrounds to add depth and complexity to NPCs that the player characters will come up against.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Archivist|KPDM}", + "{@background Fey Hostage|KPDM}", + "{@background Soul Channeler|KPDM}", + "{@background Transformed Familiar|KPDM}" + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0032.webp" + }, + "title": "{@background Archivist|KPDM}", + "width": 747, + "height": 1372 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0034.webp" + }, + "title": "{@background Fey Hostage|KPDM}", + "width": 765, + "height": 1084 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0035.webp" + }, + "title": "{@background Soul Channeler|KPDM}", + "width": 789, + "height": 1047 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0036.webp" + }, + "title": "{@background Transformed Familiar|KPDM}", + "width": 572, + "height": 801 + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0033.webp" + }, + "width": 413, + "height": 413 + } + ] + } + ] + }, + { + "type": "section", + "name": "Alkemancy Magic", + "page": 161, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0447.webp" + }, + "width": 1277, + "height": 883 + }, + "Too many arcane spellcasters and scholars view alchemy as magic's poor second cousin\u2014an academic pursuit with practical applications, but still nothing that wizards with real talent would devote serious time or effort to. While alchemy can achieve astounding, even nearly miraculous feats, it's always been overshadowed by the power and versatility of arcane magic. Because alchemy requires extensive preparation and forethought, adventurers tend to prefer the flexibility and immediacy of spellcasting.", + "In some areas, a branch of alchemy is practiced that surpasses the simple alchemy familiar to the rest of the world. Known as magical chemistry, or simply alkemancy, this discipline delves into the properties of common alchemical substances, such as brimstone and salt, and the means by which they can be used to achieve physical and metaphysical transformation in objects and creatures on levels unseen in most lands. Alkemancy practitioners combine their understanding of alchemical reagents and elixirs with their knowledge of spellcraft to create new and formidable magical effects.", + "Even more than this, though, alkemancy embodies a unique philosophy of life and nature. Alkemancers don't concoct useful potions and philters as an end in itself. Ultimately, they seek to expand their minds past mortal limits, or even to achieve true immortality, and alkemancy is simply the path they follow in pursuit of that goal.", + "Transmuters and alkemancers belong to similar schools of thought. But where transmuters have little use for alchemy and its secrets, preferring to rely on brute magical force to achieve their aims\u2014at least, that's the opinion held by traditional alchemists\u2014alkemancers combine extensive knowledge of alchemy with the many ways that the six fundamental essences can be applied to arcane magic.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0037.webp" + }, + "width": 919, + "height": 787 + }, + { + "type": "entries", + "name": "Magic in All Things", + "page": 162, + "entries": [ + "The power of alkemancy resides within the six fundamental essences: brimstone, lead, quicksilver, quintessence, salt, and void salt. These essences parallel the four standard elements, as well as the two more esoteric elements of metal and void, but are unique to alchemy.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Brimstone", + "entries": [ + "The yellow of brimstone (otherwise known as sulfur) represents activity, energy, and masculinity, and it's related to the sun, volcanoes, and elemental fire. Brimstone is a destructive essence present in small amounts in explosives, various acids, and in substances such as {@item alchemist's fire (flask)|phb|alchemist's fire}." + ] + }, + { + "type": "entries", + "name": "Lead", + "entries": [ + "Also erroneously referred to as antimony (a different metal that lead is sometimes combined with), lead represents coldness and heaviness, transformation, and the removal of impurities in objects and creatures. It is associated with broader elemental metals and is often called the oldest or first metal. Lead is reactive and can be toxic in various forms over long periods of exposure\u2014useful qualities in lingering poisons and slow-acting corrosives. It's used as a component in many alchemical creations and supplies." + ] + }, + { + "type": "entries", + "name": "Quicksilver", + "entries": [ + "Also known as mercury, this silvery metal represents passivity, femininity, and malleability. It's associated with elemental water and the moon. Quicksilver is seen as a creative essence despite its passive nature. It's also a lethal poison, much faster-acting than lead, for example. A fluid dram of refined quicksilver is occasionally used in vials of both alchemical poisons and antitoxins." + ] + }, + { + "type": "entries", + "name": "Quintessence", + "entries": [ + "One of the rarest and most mysterious of the six fundamental essences, quintessence represents thought, life, and spirit. It is distantly related to elemental air; in its commonest form, it appears as a vaporous, silvery liquid. Quintessence is never used in common alchemical items, largely because it's one of the most difficult of the essences to obtain and it dissipates as soon as it's exposed to air. Alkemancers are always keen to find viable substitutes for quintessence in their concoctions." + ] + }, + { + "type": "entries", + "name": "Salt", + "entries": [ + "The most common of the six fundamental essences is salt, which represents matter, physicality, and the human body. It is closely related to elemental earth. Purified salt is used in many common alchemical items, and solutions of salt are used widely in mundane and supernatural formulas and rituals." + ] + }, + { + "type": "entries", + "name": "Void Salt", + "entries": [ + "Dull black crystals distilled from the blood of slain creatures of the Void, the substance known as Void salt takes its name from its granular appearance. Void salt is associated with dissolution, entropy, and madness. It is a dangerous substance to work with, because merely touching it with bare skin deals 1 necrotic damage. Anyone intending to work with Void salt should wear gloves of metal or thick leather, and even those substances corrode soon after coming in contact with Void salt unless they're protected with an anti-necrotic energy coating. The use of Void salt is reserved for rare alchemical concoctions, mainly acids, poisons, and explosives." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Alkemancy Magic Spell Lists", + "page": 162, + "entries": [ + "Most alkemancy spells reside on the {@class wizard} spell list. The {@class sorcerer} and the {@class warlock} also have access to a smattering of alkemancy magic.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=alkemancy} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Sorcerer alkemancy spells|spells|source=KPDM|class=sorcerer|subschool=alkemancy}", + "{@filter Warlock alkemancy spells|spells|source=KPDM|class=warlock|subschool=alkemancy}", + "{@filter Wizard alkemancy spells|spells|source=KPDM|class=wizard|subschool=alkemancy}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 163, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=alkemancy} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Acid Gate|KPDM}", + "{@spell Acid Rain|KPDM}", + "{@spell Alchemical Form|KPDM}", + "{@spell Blood to Acid|KPDM}", + "{@spell Boiling Oil|KPDM}", + "{@spell Bottled Arcana|KPDM}", + "{@spell Bottomless Stomach|KPDM}", + "{@spell Brimstone Infusion|KPDM}", + "{@spell Caustic Torrent|KPDM}", + "{@spell Delay Potion|KPDM}", + "{@spell Gluey Globule|KPDM}", + "{@spell Life Hack|KPDM}", + "{@spell Mephitic Croak|KPDM}", + "{@spell Quicksilver Mantle|KPDM}", + "{@spell Ray of Alchemical Negation|KPDM}", + "{@spell Salt Lash|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "name": "Alkemancer", + "page": 167, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Alkemancer", + "displayName": "Alkemancer", + "className": "Wizard", + "classSource": "PHB" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0472.webp" + }, + "width": 1278, + "height": 867 + } + ] + }, + { + "type": "entries", + "name": "The Six Elixirs", + "page": 169, + "entries": [ + { + "type": "statblock", + "tag": "item", + "source": "KPDM", + "name": "The Six Elixirs" + } + ] + }, + { + "type": "entries", + "name": "Alkemancy Magic Items", + "page": 170, + "entries": [ + "Alkemancers have devised countless magic items over the centuries. Their creations range from fairly standard items such as the {@item bubbling retort|KPDM} and {@item scalehide cream|KPDM} to uniquely alkemantic items such as {@item Anuraag's crucible|KPDM}.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Alembic of Unmaking|KPDM}", + "{@item Anuraag's Crucible|KPDM}", + "{@item Brain Juice|KPDM}", + "{@item Bubbling Retort|KPDM}", + "{@item Girdle of Traveling Alchemy|KPDM}", + "{@item Oil of Defoliation|KPDM}", + "{@item Potion, Pill Form|KPDM}", + "{@item Scalehide Cream|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "name": "Mundane Alkemical Items", + "page": 172, + "entries": [ + "In addition to the many spells and magic items alkemancers have created, they are also responsible for scores of nonmagical items that are tremendously useful. A few of these are described here.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Alchemist's Ice|KPDM}", + "{@item Hypodermic Arrow|KPDM}", + "{@item Swarm Repellent|KPDM}", + "{@item Tooth Capsule|KPDM}" + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 173, + "name": "Angelic Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0492.webp" + }, + "width": 1275, + "height": 870 + }, + "The heavenly planes shine with light and power, as deities both benevolent and stern look down from their thrones. Without question, the most powerful of those gods' servants are the angels. Angels carry the word of their creators to mortal ears and bring down their righteous blades against creatures of darkness. These entities are mighty beyond mortal ken, and their very names seethe with the essence of creation. The secrets of harnessing the power of the angels are hidden within those names, and a select few mortals have learned how to realize that potential.", + "The first angelic seals and wards were passed to worthy mortals as rewards for their sacrifice and valor in the service of light, and as weapons to be used in the struggle against the fiendish hordes. An angelic seal is the written form of the true name of an angel, inscribed on an object or a surface in a particular way to draw on the essence of that angel's power. That power flows through the written representation and into the individual who carries it, or into a location that bears a ward. The angel isn't harmed or hindered when a fraction of its power is siphoned this way, but it does notice, and woe befalls any wicked soul who steals the secret of a seal and misuses its power.", + { + "type": "statblock", + "tag": "variantrule", + "source": "KPDM", + "name": "Virtuous Casters", + "style": "inset", + "displayName": "Variant Rule: Virtuous Casters" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0040.webp" + }, + "width": 1038, + "height": 1050 + }, + { + "type": "entries", + "name": "Angelic Spells", + "page": 174, + "entries": [ + "Seals and wards aren't the only expressions of angelic power available to mortals. In the ages since the first angelic names were carved into earthly forms, the battles between light and darkness have tested the limits of the heavenly host. In the wake of these struggles, mortal practitioners experimented with variations on the seals and found ways to isolate the power of the angels and shape it into spells.", + "Knowledge of angelic spells is rare, and it's not possible for a spellcaster to develop or learn these esoteric spells without being trained in these specialized practices. Occasionally, the powers of light make a gift of a particular spell to a favored champion. Also, tomes containing the notes and experiments of the first angelic scribes still exist in hidden libraries and forgotten shrines.", + "A spellcaster fortunate enough to discover an angelic spell in written form can gain access to it through study. The usual method of gaining this access is through the pursuit of the angelic scribe wizard specialty. Angelic scribes preserve the knowledge embodied in the angels' names and pass those secrets to their apprentices so the forces of good will always be able to wield their mightiest weapons in times of need." + ] + }, + { + "type": "entries", + "name": "Angelic Magic Spell List", + "page": 174, + "entries": [ + "{@class cleric||Clerics}, {@class paladin||paladins}, and {@class wizard||wizards} can gain the ability to use angelic spells. The list of angelic spells includes one cantrip and one spell of each level from 1st through 9th. All of the spells can be learned and used by {@class cleric||clerics} and {@class wizard||wizards}, while {@class paladin||paladins} can acquire the spells of 1st through 5th level.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=angelic} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Cleric angelic spells|spells|source=KPDM|class=Cleric|subschool=angelic}", + "{@filter Paladin angelic spells|spells|source=KPDM|class=Paladin|subschool=angelic}", + "{@filter Wizard angelic spells|spells|source=KPDM|class=wizard|subschool=angelic}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0041.webp" + }, + "width": 769, + "height": 933 + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 175, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=angelic} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Angelic Guardian|KPDM}", + "{@spell Benediction|KPDM}", + "{@spell Blade of Wrath|KPDM}", + "{@spell Blazing Chariot|KPDM}", + "{@spell Blessed Halo|KPDM}", + "{@spell Celestial Fanfare|KPDM}", + "{@spell Deva's Wings|KPDM}", + "{@spell Greater Seal of Sanctuary|KPDM}", + "{@spell Quintessence|KPDM}", + "{@spell Seal of Sanctuary|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0042.webp" + }, + "width": 431, + "height": 431 + } + ] + }, + { + "type": "entries", + "name": "Angelic Scribe", + "page": 177, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Angelic Scribe", + "displayName": "Wizard or Cleric Speciality", + "className": "Wizard", + "classSource": "PHB" + }, + { + "type": "entries", + "name": "Angelic Seals", + "page": 178, + "entries": [ + "Each angelic seal consists of the name of an angel, written in {@language Celestial} on a suitable surface, that resonates with a given seal's effect.", + { + "type": "list", + "columns": 3, + "items": [ + "{@optfeature Amnayeth (Benevolence)|KPDM}", + "{@optfeature Simil (Clarity)|KPDM}", + "{@optfeature Rikbil (Fortitude)|KPDM}", + "{@optfeature Barrateth (Fortune)|KPDM}", + "{@optfeature Vrechiel (Glory)|KPDM}", + "{@optfeature Ophanim (Humility)|KPDM}", + "{@optfeature Chamule (Judgment)|KPDM}", + "{@optfeature Jelaal (Recovery)|KPDM}", + "{@optfeature Iaothe (Temperance)|KPDM}", + "{@optfeature Xapanie (Wrath)|KPDM}" + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0043.webp" + }, + "width": 808, + "height": 868 + } + ] + } + ] + }, + { + "type": "section", + "page": 180, + "name": "Chaos Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0522.webp" + }, + "width": 1279, + "height": 909 + }, + "There exists a form of raw arcane power with no rules or structure\u2014only an unthinking addiction to changing the reality with which it comes into contact. This force is known as chaos magic. Those who learn to channel this energy eventually expand and aid this magic in its chaos; to master it, though, chaos demands an emotional price of extreme highs and lows. An eccentric lifestyle or even full-on madness is common among chaos magic specialists, who are collectively known as chaos mages.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0044.webp" + }, + "width": 1050, + "height": 1050 + }, + { + "type": "entries", + "name": "Chaos Magic Spell Lists", + "page": 180, + "entries": [ + "Bards, sorcerers, and wizards can gain the ability to use chaos spells. Many but not all of the spells appear on each class's spell list, as given below.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=chaos} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard chaos spells|spells|source=KPDM|class=Bard|subschool=chaos}", + "{@filter Sorcerer chaos spells|spells|source=KPDM|class=Sorcerer|subschool=chaos}", + "{@filter Wizard chaos spells|spells|source=KPDM|class=wizard|subschool=chaos}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 182, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=chaos} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Babble|KPDM}", + "{@spell Bad Timing|KPDM}", + "{@spell Calm of the Storm|KPDM}", + "{@spell Chaotic Form|KPDM}", + "{@spell Chaotic Vitality|KPDM}", + "{@spell Chaotic World|KPDM}", + "{@spell Elemental Twist|KPDM}", + "{@spell Entropic Damage Field|KPDM}", + "{@spell Fluctuating Alignment|KPDM}", + "{@spell Frenzied Bolt|KPDM}", + "{@spell Ill-fated Word|KPDM}", + "{@spell Mass Surge Dampener|KPDM}", + "{@spell Misfortune|KPDM}", + "{@spell Mist of Wonders|KPDM}", + "{@spell Paragon of Chaos|KPDM}", + "{@spell Roaming Pain|KPDM}", + "{@spell Roaring Winds of Limbo|KPDM}", + "{@spell Shifting the Odds|KPDM}", + "{@spell Surge Dampener|KPDM}", + "{@spell Timely Distraction|KPDM}", + "{@spell Uncontrollable Transformation|KPDM}", + "{@spell Undermine Armor|KPDM}", + "{@spell Unruly Item|KPDM}", + "{@spell Unshackled Magic|KPDM}", + "{@spell Wild Shield|KPDM}", + "{@spell Wild Trajectory|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0045.webp" + }, + "width": 398, + "height": 331 + } + ] + }, + { + "type": "entries", + "name": "Entropist", + "page": 190, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Entropist", + "className": "Wizard", + "classSource": "PHB" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0049.webp" + }, + "width": 828, + "height": 1159 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0561.webp" + }, + "width": 1279, + "height": 896 + } + ] + }, + { + "type": "entries", + "name": "College of Entropy", + "page": 192, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "displayName": "College of Entropy", + "name": "Entropy", + "className": "Bard", + "classSource": "PHB" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0050.webp" + }, + "width": 828, + "height": 1159 + } + ] + }, + { + "type": "entries", + "name": "Chaos Magic Surges", + "page": 192, + "entries": [ + "The use of chaos magic sometimes causes a chaos magic surge. This phenomenon is similar to the {@table wild magic surge|PHB} caused by some {@class sorcerer||sorcerers|wild}. When a chaos magic surge has a chance of occurring, the caster rolls a {@dice d20}. On a 1, roll {@dice 1d100||percentile dice} and consult the {@table Chaos Magic Surge|KPDM} table to determine the result.", + { + "type": "statblock", + "tag": "table", + "source": "KPDM", + "name": "Chaos Magic Surge" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0051.webp" + }, + "width": 493, + "height": 404 + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0052.webp" + }, + "width": 295, + "height": 295 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0053.webp" + }, + "width": 348, + "height": 348 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0054.webp" + }, + "width": 321, + "height": 321 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 195, + "name": "Dragon Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0588.webp" + }, + "width": 1279, + "height": 894 + }, + "Some scholars believe that true magic springs only from deep inside an individual creature, such as a dragon or a demon, and those possessing bloodlines from such terrible creatures can tap their personal magical stores. Others speculate that magic comes only from other planes of existence or from the gods themselves.", + "The truth is that magic comes from several sources, and powerful beings can utilize any wellspring of magic to craft spells and fuel seemingly miraculous effects. One of the first creatures to master all types of magic were the majestic and terrible dragons. Although they were capable of controlling the elements and inducing terrible fear, they also mastered more subtle magic. They wove a tapestry of magic into their homes, giving their lairs innate defenses. They taught their servants, from humans to kobolds to elves, how to make use of the magic that permeated the atmosphere. And they also passed on to their kin\u2014both true dragons and lesser creatures\u2014the kind of magic that roiled in blood and bone.", + "Dragon magic is a distinct branch of arcane study, founded in the {@language Draconic} language and in an elemental understanding of arcane forces.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0055.webp" + }, + "width": 869, + "height": 1031 + }, + { + "type": "entries", + "name": "Dragon Magic Spell Lists", + "page": 196, + "entries": [ + "All spellcasters have access to at least one dragon magic spell. As might be expected, {@class sorcerer||sorcerers}, {@class warlock||warlocks}, and {@class wizard||wizards} have the largest repertoires.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=dragon} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard dragon magic spells|spells|source=KPDM|class=Bard|subschool=dragon}", + "{@filter Cleric dragon magic spells|spells|source=KPDM|class=Cleric|subschool=dragon}", + "{@filter Druid dragon magic spells|spells|source=KPDM|class=Druid|subschool=dragon}", + "{@filter Paladin dragon magic spells|spells|source=KPDM|class=Paladin|subschool=dragon}", + "{@filter Ranger dragon magic spells|spells|source=KPDM|class=Ranger|subschool=dragon}", + "{@filter Sorcerer dragon magic spells|spells|source=KPDM|class=Sorcerer|subschool=dragon}", + "{@filter Warlock dragon magic spells|spells|source=KPDM|class=Warlock|subschool=dragon}", + "{@filter Wizard dragon magic spells|spells|source=KPDM|class=wizard|subschool=dragon}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 198, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=dragon} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Aspect of the Dragon|KPDM}", + "{@spell Catch the Breath|KPDM}", + "{@spell Cave Dragon's Dominance|KPDM}", + "{@spell Claim Lair|KPDM}", + "{@spell Claws of the Earth Dragon|KPDM}", + "{@spell Converse with Dragon|KPDM}", + "{@spell Deadly Sting|KPDM}", + "{@spell Detect Dragons|KPDM}", + "{@spell Draconic Majesty|KPDM}", + "{@spell Draconic Senses|KPDM}", + "{@spell Draconic Smite|KPDM}", + "{@spell Dragon Breath|KPDM}", + "{@spell Dragon Roar|KPDM}", + "{@spell Dragon's Pride|KPDM}", + "{@spell Enhance Greed|KPDM}", + "{@spell Fire Dragon's Fury|KPDM}", + "{@spell Kobold's Fury|KPDM}", + "{@spell Lair Sense|KPDM}", + "{@spell Legend Killer|KPDM}", + "{@spell Mithral Dragon's Might|KPDM}", + "{@spell Overwhelming Greed|KPDM}", + "{@spell Phantom Dragon|KPDM}", + "{@spell Puff of Smoke|KPDM}", + "{@spell Raid the Lair|KPDM}", + "{@spell Scale Rot|KPDM}", + "{@spell Scaly Hide|KPDM}", + "{@spell Shade|KPDM}", + "{@spell Thunder Bolt|KPDM}", + "{@spell Thunderstorm|KPDM}", + "{@spell Torrent of Fire|KPDM}", + "{@spell Treasure Chasm|KPDM}", + "{@spell Waft|KPDM}" + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0056.webp" + }, + "width": 519, + "height": 492 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0057.webp" + }, + "width": 824, + "height": 1110 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0059.webp" + }, + "width": 321, + "height": 321 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Dragon Mage", + "page": 205, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Dragon", + "displayName": "Dragon Mage", + "className": "Wizard", + "classSource": "PHB" + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0060.webp" + }, + "width": 1281, + "height": 1220 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0061.webp" + }, + "width": 844, + "height": 897 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 208, + "name": "Elven Ritual Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0641.webp" + }, + "width": 1279, + "height": 909 + }, + "When the elves first developed their magic long ago, the spells they learned to use were all cast as rituals. Over time, researchers who came later discovered how to cast most spells more quickly and with greater potency\u2014at the expense of sapping their energy and leaving them in need of recuperation.", + "Some of the original elven rituals are still being taught and used today\u2014and just as in the distant past, they can be cast only as rituals. That aspect of their nature sets them apart from all other spells, because it means that anyone who can cast one of these spells can do so repeatedly, without needing to draw on enough of their inner power to deplete their magical ability.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "Another quality unique to elven ritual magic is the ability of the caster to call upon inner reserves and expend extra effort to improve or enhance the effect of an elven ritual spell. This extra effort is represented by the caster's ritual focus. Each of the spell descriptions ends with a paragraph that explains the effect of expending the ritual focus on the casting of that spell.", + "Unlike a normal spellcasting focus, a ritual focus is not an object; it's a state of mind. And once this mental energy has been expended, a caster's ritual focus can't be used again until he or she finishes a short or long rest." + ] + } + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0062.webp" + }, + "width": 994, + "height": 841 + }, + { + "type": "inset", + "name": "Ritual Caster or Not", + "page": 208, + "entries": [ + "Elven ritual magic can be incorporated into the game in one of two ways, depending mainly on whether the GM uses the rules for feats. If so, then it might be necessary for a character to have the {@feat Ritual Caster} feat before any of these spells can be employed. If not, then\u2014unless the GM decides otherwise\u2014a character can cast any of these spells as normal, provided that they appear on his or her spell list." + ] + }, + { + "type": "entries", + "name": "Elven Ritual Magic Spell Lists", + "page": 209, + "entries": [ + "Most elven ritual spells are usable by more than one class. All of them, not surprisingly, are {@class wizard} spells, but a relative few can also be cast by {@class sorcerer||sorcerers} or {@class warlock||warlocks}.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=elven} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard elven ritual spells|spells|source=KPDM|class=Bard|subschool=elven}", + "{@filter Cleric elven ritual spells|spells|source=KPDM|class=Cleric|subschool=elven}", + "{@filter Druid elven ritual spells|spells|source=KPDM|class=Druid|subschool=elven}", + "{@filter Paladin elven ritual spells|spells|source=KPDM|class=Paladin|subschool=elven}", + "{@filter Ranger elven ritual spells|spells|source=KPDM|class=Ranger|subschool=elven}", + "{@filter Sorcerer elven ritual spells|spells|source=KPDM|class=Sorcerer|subschool=elven}", + "{@filter Warlock elven ritual spells|spells|source=KPDM|class=Warlock|subschool=elven}", + "{@filter Wizard elven ritual spells|spells|source=KPDM|class=wizard|subschool=elven}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 210, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=elven} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Afflict Line|KPDM}", + "{@spell Bloom|KPDM}", + "{@spell Celebration|KPDM}", + "{@spell Clearing the Field|KPDM}", + "{@spell Desolation|KPDM}", + "{@spell Encroaching Shadows|KPDM}", + "{@spell Extract Essence|KPDM}", + "{@spell Guest of Honor|KPDM}", + "{@spell Shadows Brought to Light|KPDM}", + "{@spell Shadowy Retribution|KPDM}", + "{@spell Song of the Forest|KPDM}", + "{@spell Vine Trestle|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0063.webp" + }, + "width": 745, + "height": 1139 + } + ] + } + ] + }, + { + "type": "section", + "page": 214, + "name": "Heiroglyph Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0667.webp" + }, + "width": 1282, + "height": 900 + }, + "For countless ages the heat of the deserts and shifting sands of these lands have held many secrets that fascinate, delight, and terrify. Ancient knowledge can be found here by those who know how and where to look, unlocking a new world of power and possibility. But beware\u2014this knowledge is difficult to learn and dangerous to the unschooled! Few of its masters are willing to teach their secrets to anyone outside their own sect. But perhaps as an astute linguist, a talented artist, or even a clever mason, you can tap into the secret script of magic from ancient times and unlock the power of hieroglyphs.", + "Accessing the magic of hieroglyphs requires the {@feat Script Carver|KPDM} and {@feat Script Sage|KPDM} feats. If the option to gain feats isn't used in your campaign, then {@feat Script Carver|KPDM} and {@feat Script Sage|KPDM} can be gained in place of level-based ability score improvement, if your GM approves. Alternatively, characters might need to accomplish other, story-related tasks determined by the GM to gain the abilities bestowed by the {@feat Script Carver|KPDM} and {@feat Script Sage|KPDM} feats. Once any obstacles are cleared, all characters who meet the prerequisites can gain these feats.", + { + "type": "statblock", + "tag": "feat", + "name": "Script Carver", + "source": "KPDM" + }, + { + "type": "statblock", + "tag": "feat", + "name": "Script Sage", + "source": "KPDM" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0065.webp" + }, + "width": 1050, + "height": 1037 + }, + { + "type": "entries", + "name": "Invoking Heiroglyph Powers", + "page": 215, + "entries": [ + "Invoking one of a hieroglyph's powers requires an action and provokes {@action opportunity attack||opportunity attacks}. Generally, you must either draw a physical representation of the glyph (in paint, in blood, in the dirt or snow, and so forth) or trace the shape of an existing carving of the glyph that was created to an exacting standard.", + "Each hieroglyph confers a benefit on someone who knows how to scribe it. A hieroglyph's benefit is always in effect for a character who knows that hieroglyph. In addition, that character can call upon one of the hieroglyph's powers when so desired. Unless otherwise noted, all hieroglyph powers can be used once, and that expended use is regained when you finish a long rest.", + "Some powers have a level requirement (given in parentheses); when a character attains that level, this power becomes an additional choice. Mastery powers are a separate category: only a character who has the {@feat Script Sage|KPDM} feat for a particular hieroglyph can use its mastery power. If a power or a mastery power has no level requirement, it becomes available to you as soon as you acquire the necessary feat.", + "If a hieroglyph power gives you the ability to cast a spell, you can do so without needing any components (aside from materials needed for the drawing of the glyph), and the spell is always cast as if using the lowest-level spell slot possible. It typically has the same duration as a normal casting of the spell, and uses your character level as the caster level.", + "When a hieroglyph power calls for a saving throw, the DC equals 8 + your ability bonus + your proficiency bonus. The ability that applies to the DC calculation is the same as the ability used for the saving throw.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0066.webp" + }, + "width": 1047, + "height": 304 + } + ] + }, + { + "type": "entries", + "name": "Hieroglyph Descriptions", + "page": 215, + "entries": [ + "The heiroglyphs are presented below in alphabetical order.", + "{@note See the {@filter optional features page|optionalfeatures|source=KPDM|feature type=hieroglyph} to browse and sort hieroglyphs.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@optfeature As Does Every God, Every Bird, Every Fish, and Every Creeping Worm|KPDM}", + "{@optfeature Dress the Air with the Cloying and the Fair|KPDM}", + "{@optfeature Drink Deep of the River's Power|KPDM}", + "{@optfeature Flourish in Death as in Life|KPDM}", + "{@optfeature Fly as the Falcon, Howl as the Wolf|KPDM}", + "{@optfeature Gifts Taken From the Silver Coffer|KPDM}", + "{@optfeature Give Succor to Thy People|KPDM}", + "{@optfeature Grasping Arms of Balance|KPDM}", + "{@optfeature He Hath Repulsed the Fiends|KPDM}", + "{@optfeature Hieroglyphs|KPDM}", + "{@optfeature Hold the Storm in An Urn of the Wind|KPDM}", + "{@optfeature On the Day of the Destruction of the Fiends|KPDM}", + "{@optfeature Open the Hidden Springs and Unbolt the Shrine|KPDM}", + "{@optfeature Savor the Divine Company of the Gods|KPDM}", + "{@optfeature Shine at the Monument of the Mighty|KPDM}", + "{@optfeature Stand Above All|KPDM}", + "{@optfeature Stars and Birds Perceive All|KPDM}", + "{@optfeature The Gods' Company is Like Light|KPDM}", + "{@optfeature The Jackal Moves on Tirelessly|KPDM}", + "{@optfeature Watchful Eyes See What Is Hidden|KPDM}", + "{@optfeature With One Heart and Voice, The People Raise Cries of Joy|KPDM}", + "{@optfeature With the Sight and Talons of the Hawk|KPDM}" + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0680.webp" + }, + "width": 1279, + "height": 880 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0687.webp" + }, + "width": 619, + "height": 870 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0067.webp" + }, + "width": 429, + "height": 287 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 221, + "name": "Illumination Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0695.webp" + }, + "width": 1275, + "height": 905 + }, + "Illumination magic concerns both the manipulation of light and observations of the heavens. Its practitioners have been likened to elemental specialists who have an affinity for light instead of fire, earth, air, or water. Naturally, these individuals are anathema to creatures and spellcasters that lurk in places where darkness and shadow hold sway.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0068.webp" + }, + "width": 1050, + "height": 1050 + }, + { + "type": "entries", + "name": "Illumination Magic Spell Lists", + "entries": [ + "Mastery of illumination magic comes from long and dedicated study, and thus {@class wizard||wizards} have access to more of these spells than other spellcasting classes do.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=illumination} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard illumination spells|spells|source=KPDM|class=Bard|subschool=illumination}", + "{@filter Cleric illumination spells|spells|source=KPDM|class=Cleric|subschool=illumination}", + "{@filter Druid illumination spells|spells|source=KPDM|class=Druid|subschool=illumination}", + "{@filter Ranger illumination spells|spells|source=KPDM|class=Ranger|subschool=illumination}", + "{@filter Sorcerer illumination spells|spells|source=KPDM|class=Sorcerer|subschool=illumination}", + "{@filter Warlock illumination spells|spells|source=KPDM|class=Warlock|subschool=illumination}", + "{@filter Wizard illumination spells|spells|source=KPDM|class=wizard|subschool=illumination}" + ] + }, + { + "type": "inset", + "name": "Spreading the Light", + "page": 223, + "entries": [ + "Sharp-eyed readers will note that some of the spells described in the standard rules are given out to classes that were not originally included in those classes' spell lists. Granting access to those spells to a wider range of classes is a deliberate change, meant to showcase the expanded power and utility of illumination magic. If the GM decides that this approach is too generous, some or all of these adjustments might be disallowed.", + "{@note Due to limitations in 5eTools, these expanded illumination spells are not shown on the {@5etools spells page|spells.html}. A summary is available {@variantrule expanded illumination spells|KPDM|here}.}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0069.webp" + }, + "width": 506, + "height": 356 + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 224, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=illumination} to browse and sort spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Amplify Light|KPDM}", + "{@spell Burning Radiance|KPDM}", + "{@spell Greater Protective Nimbus|KPDM}", + "{@spell Guiding Star|KPDM}", + "{@spell Last Rays of the Dying Sun|KPDM}", + "{@spell Orb of Light|KPDM}", + "{@spell Phantom Light|KPDM}", + "{@spell Protective Nimbus|KPDM}", + "{@spell Searing Sun|KPDM}", + "{@spell Shield of Starlight|KPDM}", + "{@spell Soothing Incandescence|KPDM}", + "{@spell Starburst|KPDM}", + "{@spell Starfall|KPDM}", + "{@spell Star's Heart|KPDM}", + "{@spell Summon Star|KPDM}", + "{@spell Tracking Beacon|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0070.webp" + }, + "width": 768, + "height": 1153 + } + ] + }, + { + "type": "entries", + "name": "Illuminator", + "page": 227, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Illuminator", + "className": "Wizard", + "classSource": "PHB" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0071.webp" + }, + "width": 824, + "height": 1236 + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0072.webp" + }, + "width": 404, + "height": 404 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0073.webp" + }, + "width": 399, + "height": 399 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 229, + "name": "Ring Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0734.webp" + }, + "width": 1278, + "height": 918 + }, + "Dwarves are renowned as shapers of the physical world. Earth, stone, and metal bend to the will of dwarven hammers. It's easy to assume that because dwarves have such great skill at shaping material, they must lack the time and energy to become masters of the arcane, too\u2014but that assumption is wrong. Taking unformed matter and shaping it to conform to one's will is an effective way of blending the physical and arcane arts. The dwarves' greatest magic has come from this effort, as evidenced by the legendary weapons, armor, and implements of war that emerge from their mountain strongholds. Few dwarves pursue the study of magic aside from devotion to their deities, but one discipline bridges the gap between creation and spellcasting: ring magic.", + "Ring magic is the dwarven art of forging metal into rings, often with runes inscribed on their surface, and using those rings to produce or bring about magical effects. Dedicated practitioners known as {@class wizard||ring wardens|Ring Warden|KPDM} channel their magic through specially prepared rings, increasing the devastation wreaked upon their foes, and they can even imbue spells into rings that they or someone else can unleash later.", + "Rings created for the purpose of invoking ring magic are more than decorative hand jewelry. They often take the form of circlets of precious metal large enough to adorn a weapon, a staff, or a suit of armor. Wizards who devote themselves to ring magic are rare outside the dwarves' lands, but they're instantly recognizable by the ring-adorned stafffs they carry.", + "Although ring magic spells often require a ring of some form as a material component, the effects they produce are quite distinct and variable, from illusions to transmutations and evocations. What they have in common is that dwarves have uncovered a way to bind the effects into rings; the deeper arcane connection between the rings and the spells is sometimes elusive.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0074.webp" + }, + "width": 693, + "height": 1023 + }, + { + "type": "entries", + "name": "Ring Magic Spell List", + "page": 230, + "entries": [ + "The following spells are available to {@class wizard||ring wardens|Ring Warden|KPDM} in addition to those on the {@class wizard} spell list, and also to {@class sorcerer||sorcerers} and {@class warlock||warlocks} who have a ring magic feat ({@feat Circle Spellcaster|KPDM} or {@feat Ring-bound|KPDM}).", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=ring} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Sorcerer ring spells|spells|source=KPDM|class=Sorcerer|subschool=ring}", + "{@filter Warlock ring spells|spells|source=KPDM|class=Warlock|subschool=ring}", + "{@filter Wizard ring spells|spells|source=KPDM|class=wizard|subschool=ring}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0075.webp" + }, + "width": 639, + "height": 529 + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 231, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=ring} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Bitter Chains|KPDM}", + "{@spell Circle of Devastation|KPDM}", + "{@spell Circle of Wind|KPDM}", + "{@spell Create Ring Servant|KPDM}", + "{@spell Curse Ring|KPDM}", + "{@spell Enchant Ring|KPDM}", + "{@spell Hoarfrost|KPDM}", + "{@spell Innocuous Aspect|KPDM}", + "{@spell Reverberate|KPDM}", + "{@spell Ring Strike|KPDM}", + "{@spell Ring Ward|KPDM}", + "{@spell Spinning Axes|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0077.webp" + }, + "width": 403, + "height": 403 + } + ] + }, + { + "type": "entries", + "name": "Ring Magic Feats", + "page": 234, + "entries": [ + "The ring is a powerful shape, with no beginning or end, and potent ties to life. These feats allow any character to experience the distinctive power of ring magic.", + { + "type": "statblock", + "tag": "feat", + "name": "Circle Spellcaster", + "source": "KPDM" + }, + { + "type": "statblock", + "tag": "feat", + "name": "Ring-Bound", + "source": "KPDM" + } + ] + }, + { + "type": "entries", + "name": "Ring Warden", + "page": 234, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Ring Warden", + "className": "Wizard", + "classSource": "PHB" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0078.webp" + }, + "width": 899, + "height": 1328 + } + ] + } + ] + }, + { + "type": "section", + "page": 236, + "name": "Rune Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0765.webp" + }, + "width": 1282, + "height": 934 + }, + "Writing can be an expression of magic, and a way to trap and focus arcane energy. This precept is the foundation of rune magic, which requires carving, writing, or otherwise generating glyphs, sigils, signs, and runes of many kinds. This practice is quite common among many different people, from dwarves and druids to northlanders and even some goblin tribes. The rune magic presented here is somewhat northern-flavored, but it could easily serve for dwarven runes, druidic ogham, or goblin graffiti magic. The deeper understanding is that shapes bind power, and that magic can be made tangible. That tangible magic can be a stone rune, a silvery sigil, or even a bloody scrawl\u2014its power functions regardless of how it was made.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0079.webp" + }, + "width": 828, + "height": 869 + }, + { + "type": "entries", + "name": "Rune Powers", + "page": 236, + "entries": [ + "Accessing the magic inherent within runes requires the {@feat Rune Knowledge|KPDM} feat. If the option to gain feats isn't used in your campaign, then {@feat Rune Knowledge|KPDM} can be gained in place of level-based ability score improvement, if your GM approves. Alternatively, characters might need to accomplish other, story-related tasks determined by the GM to gain {@feat Rune Knowledge|KPDM}. Once those obstacles are cleared, all characters who meet the prerequisites can gain {@feat Rune Knowledge|KPDM} and {@feat Rune Mastery|KPDM}. A character who acquires the {@feat Rune Knowledge|KPDM} feat can begin making use of the runes described here.", + "When one of your rune powers calls for a saving throw, the DC is equal to 8 + your ability modifier + your proficiency bonus. Your applicable ability modifier is the same one being used for the saving throw unless a different ability is specified; for example, if a rune calls for a Charisma saving throw, your Charisma modifier is used to set the DC.", + { + "type": "statblock", + "tag": "feat", + "name": "Rune Knowledge", + "source": "KPDM" + }, + { + "type": "statblock", + "tag": "feat", + "name": "Rune Mastery", + "source": "KPDM" + } + ] + }, + { + "type": "entries", + "name": "Invoking Rune Powers", + "page": 237, + "entries": [ + "Invoking one of a rune's powers requires an action and provokes {@action opportunity attack||opportunity attacks}. Generally, you must either create a physical representation of the rune (in paint, in blood, drawn in the dirt or snow, and so forth) or trace the shape of an existing carving of the rune that was created to an exacting standard.", + "Each rune confers a benefit on someone who knows how to scribe it. A rune's benefit is always in effect for a character who knows that rune. In addition, that character can call upon one of the rune's powers when so desired. Unless otherwise noted, any rune power can be used once, and that expended use is regained when you finish a long rest.", + "Some powers have a level requirement (given in parentheses); when a character attains that level, this power becomes an additional choice. Mastery powers are a separate category: only a character who has the {@feat Rune Mastery|KPDM} feat for a particular rune can use its mastery power. If a power or a mastery power has no level requirement, it becomes available to you as soon as you acquire the necessary feat.", + "If a rune's power gives you the ability to cast a spell, you can do so without needing any components (aside from materials needed for the drawing of the rune), and the spell is always cast as if using the lowest-level spell slot possible. It typically has the same duration as a normal casting of the spell, and uses your character level as the caster level.", + "When a rune power calls for a saving throw, the DC equals 8 + your ability bonus + your proficiency bonus. Typically, the ability that applies to the DC calculation is the same as the ability used for the saving throw." + ] + }, + { + "type": "entries", + "name": "Rune Descriptions", + "page": 237, + "entries": [ + "The following runes are presented in alphabetical order.", + "{@note See the {@filter optional features page|optionalfeatures|source=KPDM|feature type=Rime} to browse and sort runes. Art from this section is attached to the respective runes.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@optfeature Algiz|KPDM}", + "{@optfeature Ansuz|KPDM}", + "{@optfeature Berkanan|KPDM}", + "{@optfeature Dagaz|KPDM}", + "{@optfeature Ehwaz|KPDM}", + "{@optfeature Eiwaz|KPDM}", + "{@optfeature Fehu|KPDM}", + "{@optfeature Gebu|KPDM}", + "{@optfeature Hagalaz|KPDM}", + "{@optfeature Ingwaz|KPDM}", + "{@optfeature Isaz|KPDM}", + "{@optfeature Jera|KPDM}", + "{@optfeature Kaunen|KPDM}", + "{@optfeature Laukaz|KPDM}", + "{@optfeature Mannaz|KPDM}", + "{@optfeature Naudiz|KPDM}", + "{@optfeature Nyköping|KPDM}", + "{@optfeature Otalan|KPDM}", + "{@optfeature Perto|KPDM}", + "{@optfeature Raido|KPDM}", + "{@optfeature Sowilo|KPDM}", + "{@optfeature Tewaz|KPDM}", + "{@optfeature Turisaz|KPDM}", + "{@optfeature Uruz|KPDM}", + "{@optfeature Wunjo|KPDM}" + ] + }, + "{@note One magic item, the {@item nithing pole|KPDM}, is also included in this section.}" + ] + } + ] + }, + { + "type": "section", + "page": 244, + "name": "Shadow Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0838.webp" + }, + "width": 1279, + "height": 916 + }, + "Darkness brings a tingle to the spine, reminding us of a time when we felt trapped without light and the darkness itself seemed a companion to fear.", + "When the light goes out, the hair on the back of your neck stands up. Was that the wind, or is something lurking in the dark, waiting to attack you? When nature's deadliest predators hunt in darkness, their ability to see when we can't makes us feel weak against their power.", + "Shadow magic can lend a sinister feel to an NPC, or cast a player character as a cursed hero who uses the power of darkness for good\u2014at the cost of his or her soul. Spellcasters who manipulate shadow draw this mysterious, unsettling energy from alien dimensions and turn it to their own uses.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0088.webp" + }, + "width": 991, + "height": 1050 + }, + { + "type": "entries", + "name": "Shadow Magic Spell Lists", + "page": 244, + "entries": [ + "The concept of shadow magic is closely associated with {@class sorcerer||sorcerers}, {@class warlock||warlocks}, and {@class wizard||wizards}. Unless the GM rules otherwise, none of these spells are available to other classes.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=shadow} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Sorcerer shadow spells|spells|source=KPDM|class=Sorcerer|subschool=shadow}", + "{@filter Warlock shadow spells|spells|source=KPDM|class=Warlock|subschool=shadow}", + "{@filter Wizard shadow spells|spells|source=KPDM|class=wizard|subschool=shadow}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 246, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=shadow} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Become Nightwing|KPDM}", + "{@spell Black Hand|KPDM}", + "{@spell Black Ribbons|KPDM}", + "{@spell Black Well|KPDM}", + "{@spell Call Shadow Mastiff|KPDM}", + "{@spell Claws of Darkness|KPDM}", + "{@spell Cloak of Shadow|KPDM}", + "{@spell Conjure Shadow Titan|KPDM}", + "{@spell Creeping Darkness|KPDM}", + "{@spell Dark Dementing|KPDM}", + "{@spell Dark Path|KPDM}", + "{@spell Darkbolt|KPDM}", + "{@spell Douse Light|KPDM}", + "{@spell Dying of the Light|KPDM}", + "{@spell Hide in One's Shadow|KPDM}", + "{@spell Legion|KPDM}", + "{@spell Negative Image|KPDM}", + "{@spell Shadow Armor|KPDM}", + "{@spell Shadow Bite|KPDM}", + "{@spell Shadow Blindness|KPDM}", + "{@spell Shadow Gateway|KPDM}", + "{@spell Shadow Hands|KPDM}", + "{@spell Shadow Metamorphosis|KPDM}", + "{@spell Shadow Monsters|KPDM}", + "{@spell Shadow Puppets|KPDM}", + "{@spell Shadow Step|KPDM}", + "{@spell Shadow Tendrils|KPDM}", + "{@spell Shadow Trove|KPDM}", + "{@spell Silhouette|KPDM}", + "{@spell Slither|KPDM}", + "{@spell Umbral Storm|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "name": "Shadow Bloodline", + "page": 253, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Shadow", + "displayName": "Shadow Bloodline", + "className": "Sorcerer", + "classSource": "PHB" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0868.webp" + }, + "width": 1167, + "height": 731 + } + ] + } + ] + }, + { + "type": "section", + "page": 254, + "name": "Temporal Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0874.webp" + }, + "width": 1280, + "height": 954 + }, + "The control and manipulation of time is an esoteric and mysterious branch of magic. Spellcasters who seek to alter time have the potential to perform incredible deeds. That potential is tempered by the great danger of intervening with time, which resists mortal interference. Many gods, too, look unfavorably on those who try to divert or dam the currents of time, and their disfavor should never be taken lightly.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0090.webp" + }, + "width": 531, + "height": 1050 + }, + { + "type": "entries", + "name": "Temporal Magic Spell Lists", + "page": 254, + "entries": [ + "Esoteric though it may be, the knowledge of how to manipulate time through magic is not the province of certain types of spellcasters. Anyone, even {@class paladin||paladins}, can amass a repertoire of these spells sufficient to attract the attention of a higher power.", + "Several temporal spells are also classified as clockwork magic. For ease of reference, those entries in the lists carry a \"[clockwork]\" identifier.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=temporal} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard temporal spells|spells|source=KPDM|class=Bard|subschool=temporal}", + "{@filter Cleric temporal spells|spells|source=KPDM|class=Cleric|subschool=temporal}", + "{@filter Druid temporal spells|spells|source=KPDM|class=Druid|subschool=temporal}", + "{@filter Paladin temporal spells|spells|source=KPDM|class=Paladin|subschool=temporal}", + "{@filter Ranger temporal spells|spells|source=KPDM|class=Ranger|subschool=temporal}", + "{@filter Sorcerer temporal spells|spells|source=KPDM|class=Sorcerer|subschool=temporal}", + "{@filter Warlock temporal spells|spells|source=KPDM|class=Warlock|subschool=temporal}", + "{@filter Wizard temporal spells|spells|source=KPDM|class=wizard|subschool=temporal}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 257, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=temporal} to browse and sort spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Accelerate|KPDM}", + "{@spell Alter Time Flow|KPDM}", + "{@spell Anticipate Arcana|KPDM}", + "{@spell Anticipate Attack|KPDM}", + "{@spell Anticipate Weakness|KPDM}", + "{@spell Auspicious Warning|KPDM}", + "{@spell Chronal Lance|KPDM}", + "{@spell Decelerate|KPDM}", + "{@spell Flickering Fate|KPDM}", + "{@spell Foretell Distraction|KPDM}", + "{@spell Quicken|KPDM}", + "{@spell Quick Time|KPDM}", + "{@spell Ravages of Time|KPDM}", + "{@spell Reset|KPDM}", + "{@spell Right the Stars|KPDM}", + "{@spell Scry Ambush|KPDM}", + "{@spell Seer's Reaction|KPDM}", + "{@spell Time in a Bottle|KPDM}", + "{@spell Time Jaunt|KPDM}", + "{@spell Time Jump|KPDM}", + "{@spell Time Loop|KPDM}", + "{@spell Time Slippage|KPDM}", + "{@spell Time Step|KPDM}", + "{@spell Time Vortex|KPDM}", + "{@spell Wall of Time|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0897.webp" + }, + "width": 1276, + "height": 828 + } + ] + }, + { + "type": "entries", + "name": "Timekeeper", + "page": 263, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Timekeeper", + "className": "Wizard", + "classSource": "PHB" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0091.webp" + }, + "width": 831, + "height": 1247 + } + ] + } + ] + }, + { + "type": "section", + "page": 265, + "name": "Winter Magic", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0910.webp" + }, + "width": 1272, + "height": 922 + }, + "Winter has considerable power, regardless of how it presents itself. In its most obvious manifestation, it is snow and ice driven by howling wind that reduces visibility to zero and covers everything in a frozen shell. Just as dangerous as this overt display of power is winter's deceptively beautiful form, when an ineffective sun shines brightly on a serene tableau of glistening trees and smooth, powder-coated landscapes. Those who travel unprepared through this misleading peacefulness are liable to end up blinded or frozen.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0092.webp" + }, + "width": 842, + "height": 954 + }, + { + "type": "entries", + "name": "Winter Magic Spell Lists", + "page": 265, + "entries": [ + "{@note See the {@filter spells page|spells|source=KPDM|subschool=winter} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Cleric winter spells|spells|source=KPDM|class=Cleric|subschool=winter}", + "{@filter Druid winter spells|spells|source=KPDM|class=Druid|subschool=winter}", + "{@filter Ranger winter spells|spells|source=KPDM|class=Ranger|subschool=winter}", + "{@filter Sorcerer winter spells|spells|source=KPDM|class=Sorcerer|subschool=winter}", + "{@filter Warlock winter spells|spells|source=KPDM|class=Warlock|subschool=temporal}", + "{@filter Wizard winter spells|spells|source=KPDM|class=wizard|subschool=winter}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 257, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=winter} to browse and sort spells. Art from this section is attached to the respective spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Biting Arrow|KPDM}", + "{@spell Blizzard|KPDM}", + "{@spell Boreas's Breath|KPDM}", + "{@spell Breathtaking Wind|KPDM}", + "{@spell Brittling|KPDM}", + "{@spell Clash of Glaciers|KPDM}", + "{@spell Control Ice|KPDM}", + "{@spell Creeping Ice|KPDM}", + "{@spell Curse of Boreas|KPDM}", + "{@spell Deep Freeze|KPDM}", + "{@spell Entomb in Ice|KPDM}", + "{@spell Evercold|KPDM}", + "{@spell Flurry|KPDM}", + "{@spell Freeze Blood|KPDM}", + "{@spell Freeze Potion|KPDM}", + "{@spell Frostbite|KPDM}", + "{@spell Frostbitten Fingers|KPDM}", + "{@spell Fusillade of Ice|KPDM}", + "{@spell Glacial Cascade|KPDM}", + "{@spell Glacial Fog|KPDM}", + "{@spell Ice Burn|KPDM}", + "{@spell Ice Fortress|KPDM}", + "{@spell Ice Hammer|KPDM}", + "{@spell Icicle Daggers|KPDM}", + "{@spell Protective Ice|KPDM}", + "{@spell Sculpt Snow|KPDM}", + "{@spell Sheen of Ice|KPDM}", + "{@spell Shiver|KPDM}", + "{@spell Snow Boulder|KPDM}", + "{@spell Snow Fort|KPDM}", + "{@spell Snowy Coat|KPDM}", + "{@spell Steal Warmth|KPDM}", + "{@spell Triumph of Ice|KPDM}", + "{@spell Winterdark|KPDM}", + "{@spell Winter's Radiance|KPDM}", + "{@spell Wintry Glide|KPDM}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0094.webp" + }, + "width": 480, + "height": 531 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0936.webp" + }, + "width": 1278, + "height": 851 + } + ] + }, + { + "type": "entries", + "name": "The Frozen One", + "page": 277, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Frozen One", + "displayName": "The Frozen One", + "className": "Warlock", + "classSource": "PHB" + }, + "{@note The Otherworldly Patron presented here includes modified or augmented {@classFeature Pact Boon|warlock||3||Pact Boons}, which can be viewed {@filter here|optionalfeatures|source=KPDM|feature type=PB|search=frozen one}.}", + { + "type": "entries", + "name": "Eldritch Invocations", + "page": 278, + "entries": [ + "The following invocations are available to {@class warlock||Frozen One|Frozen One|KPDM} {@class warlock||warlocks}.", + { + "type": "list", + "columns": 3, + "items": [ + "{@optfeature Boreal Aura|KPDM}", + "{@optfeature Horrific Wintry Visage|KPDM}" + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0095.webp" + }, + "width": 694, + "height": 1249 + } + ] + }, + { + "type": "entries", + "name": "Boreal Bloodline", + "page": 278, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Boreal", + "displayName": "Boreal Bloodline", + "className": "Sorcerer", + "classSource": "PHB" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0096.webp" + }, + "width": 829, + "height": 1093 + } + ] + } + ] + }, + { + "type": "section", + "page": 280, + "name": "Wizard's Entourage", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0955.webp" + }, + "width": 1280, + "height": 904 + }, + "The brooding archmage alone in his tower is a staple of fantasy literature. The more powerful the wizard becomes, the more distant he or she seems from the common folk, and the greatest wizards are often the most misunderstood or feared. Some wizards try to alleviate this loneliness by passing on their knowledge to those around them, taking on one or more apprentices. Others create magic constructs to guard their homes\u2014or simply to keep them company\u2014and wizards summon familiars for much the same reason.", + "This section describes various companions and accoutrements that a powerful spellcaster, particularly a wizard, might have. These creatures and features help to flesh out a wizard's home and are often encountered in the wizard's stead. Finally, they provide opportunities for adventure, either independent of the wizard or linked to the spellcaster.", + { + "type": "entries", + "name": "Apprentices", + "page": 280, + "entries": [ + "Every archmage needs someone to clean dishes, tend to meals, and wash bedpans. Although some wizards use spells or servants to perform these duties, others give these jobs to their apprentices, budding wizards they have taken under their wings to learn the esteemed art of magic. Many wizards also rely on their apprentices to deal with the riffraff who wander into their towers looking for help; for many player characters, the wizard's apprentice is their first point of contact.", + "Below are presented five apprentices that can be inserted into a new or ongoing campaign. These apprentices are more than just collections of numbers; each has his or her own history and motivations that can impact the lives of the characters who deal with them.", + { + "type": "entries", + "name": "Lereilel Cloudwood", + "page": 281, + "entries": [ + { + "type": "quote", + "entries": [ + "Magic never judges you based on your appearance. It doesn't care if you are fat or thin, if you are beautiful or ugly. Magic accepts you the way you are." + ] + }, + "Lereilel Cloudwood (NG female human 2nd-level wizard) is a young woman in her early twenties with dark reddish-brown hair, pale green eyes, and numerous freckles. Overweight and lacking confidence, Lereilel has always been anxious about her appearance and is frequently tongue-tied, particularly when dealing with members of the opposite sex. She has a real passion for magic, however, and was taken in as an apprentice by Ravin Wyrdstone (LN male human 16th-level wizard [transmuter]), who has great faith in Lereilel's abilities.", + { + "type": "entries", + "name": "Background", + "entries": [ + "Lereilel was born into an affluent family and displayed an affinity for magic when she came of age\u2014much to the chagrin of her socialite mother, who constantly expressed her disappointment that Lereilel had taken after her father's looks and whims. Although she was discouraged by her mother's disapproval and the mirthful stares of the men her mother brought to woo her, Lereilel eventually convinced her father to let her study magic under the tutelage of Ravin Wyrdstone. Since then, Lereilel has worked hard to prove herself but still thinks that her appearance holds her back. She has faith that the transmutation magic she is studying might hold the key to \"correcting\" her unsightly looks and finally make her mother proud of her.", + "Recently, Lereilel has been seeing Thaliydor Brightcrest, a handsome half-elf and a local carpenter who seems to think the world of her despite her homeliness. Unfortunately for her, Lereilel does not realize she is being duped and that Thaliydor is actually an assassin (CE male half-elf 5th-level rogue) who is using her to get closer to her master." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Loreilel is highly intelligent and well versed in arcane lore, but finds it difficult to speak with people and has been something of a wallflower throughout her life. As such, she can easily be taken advantage of by someone who gives her any attention, particularly if that person is both attractive and charming. If Lereilel realizes that Thaliydor's feelings are false, the last shreds of her confidence might finally break, leading her to do something potentially self-destructive unless someone steps in to save her." + ] + }, + { + "type": "entries", + "name": "Plot Hook", + "entries": [ + "One easy way for the characters to become involved with Lereilel is to have them hired by her master as guards. Ravin is concerned that he might be the target of an assassination attempt by an old enemy and wants the characters to protect him and his apprentice until he can track down the villain. Strangely, the archmage is more concerned about Lereilel than he is about himself and tells the characters to watch her carefully. Alternatively, they could be hired by Lereilel's father to check on his daughter and see how she is doing. Regardless of how the characters become involved, their arrival puts a major chink in Thaliydor's plans and forces the assassin's hand, as the half-elf hires a band of evil brigands to deal with the characters while he uses Lereilel as bait to make an attempt on the life of her master." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0097.webp" + }, + "width": 509, + "height": 986 + } + ] + }, + { + "type": "entries", + "page": 282, + "name": "Terindor Grayveil", + "entries": [ + { + "type": "quote", + "entries": [ + "Ever since my sister was forced to marry that horrible noble, I've been looking for a way to free her. You lot might be just the heroes I need." + ] + }, + "Terindor Grayveil (CG male human 1st-level wizard) is a wiry lad of fifteen with unruly orange hair and deep blue eyes. An earnest and helpful soul, Terindor is also far smarter than most of the adults around him and has taken to the study of magic with natural aplomb. His master is Elgretta Mathelzor (LG female human 14th-level wizard [evoker]), a famous war wizard who is often away on military campaigns, leaving Terindor to fend for himself.", + { + "type": "entries", + "name": "Background", + "entries": [ + "Terindor was born to hard-working but luckless mercantile parents who gave everything they had to make the lives of their children better, even teaching them letters and history to help them establish themselves in the world. The family became crippled by debt, and rather than seeing her parents cast out onto the streets, Terindor's sister, Ileena, agreed to marry a lecherous noble in order to save the family business. Shortly thereafter, Terindor sought out the war wizard and begged to become her apprentice\u2014a move that shocked his mother and father, even more so when Elgretta agreed. Since then, Terindor has worked hard at his training, moving forward in leaps and bounds even though his master is frequently absent." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Terindor is a determined lad who consistently pushes himself to become a better wizard. While maintaining this focus, he frequently pauses his studies to help out those in need, whether by fixing the roof of a spinster's cottage or driving out giant rats from the local brewery. Well-liked by those in his community, he is also the only one not awestruck by his mistress, who is renowned for her success in singlehandedly destroying a horde of goblins and felling a mighty white dragon with a barrage of spells.", + "Terindor's main reason for wanting to become stronger is to free Ileena from her forced marriage. Although he knows that Elgretta sympathizes with him, she has told him quite bluntly that seeking retribution against the noble is wrong and not something she can be part of." + ] + }, + { + "type": "entries", + "name": "Plot Hook", + "entries": [ + "While he is training, Terindor keeps his ear to the ground in the community for talk of passing adventurers, particularly those who don't care about breaking the rules but are still fundamentally good at heart. If he hears of the characters' deeds, he approaches them at his first opportunity and expresses his desire to help his sister out of her predicament. Terindor has nothing to give the characters in payment but promises to help them enchant their gear when he becomes a more powerful wizard. If the characters seem about to refuse his request, he offers them the services of Elgretta\u2014a promise that he knows might cause him a lot of trouble in the future." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0098.webp" + }, + "width": 401, + "height": 901 + } + ] + }, + { + "type": "entries", + "name": "Erolimar", + "page": 282, + "entries": [ + { + "type": "quote", + "entries": [ + "Master Taramind took me on as his apprentice even though there were more suitable candidates. I'll be forever grateful to him." + ] + }, + "Erolimar (LG male elf 1st-level wizard) is a young elf with sweeping silvery locks and amethyst eyes. Stout of limb, graceful and handsome, Erolimar seems almost like the perfect elf\u2014yet despite these qualities, he has been cursed with only middling intelligence and wisdom, making him a poor choice as a wizard's apprentice. Nevertheless, he has been taken on by Taramind the Scorched (NE elf male 15th-level wizard [conjurer]), a mysterious elf with hideously burned features who is known for his dealings with elementals and fiends.", + { + "type": "entries", + "name": "Background", + "entries": [ + "Erolimar comes from a long line of accomplished spellcasters. Indeed, it was expected that young Erolimar would enroll at an esteemed college of magic when he came of age so he could follow in his forebears' footsteps. This would have been the case, had he passed the entrance exam. Soon, it became clear that Erolimar was not the paragon of wizardry his father and mother thought he would be. Dejected, he turned his back on magic to pursue the meaningful but far less prestigious role of hunter for his village.", + "Just when it seemed that magic had left Erolimar behind, he was saved by Taramind, who approached the young elf to be his apprentice. At first fearful of the wizard's reputation, Erolimar finally accepted the offer and has taken to his new position with gusto, unaware that his master has taken him on to prepare Erolimar's soul for sacrifice to a fiend, whose life force he will then transfer into the young elf 's body." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Erolimar is a kind-hearted, generous, and naive individual who does not see a bad bone in anyone around him. Even Taramind, with his menacing demeanor and harsh teaching methods, does not set off Erolimar's alarm bells; he prefers to focus on his master's strengths, rather than than worry about his flaws. Erolimar is envied by many in his village for his good looks and natural agility, but they are also aware of his failings, and there are few who can hold a bad thought in their hearts for the elf for too long." + ] + }, + { + "type": "entries", + "name": "Plot Hook", + "entries": [ + "The characters are hired by the local elf population to investigate a spate of bizarre animal attacks in the vicinity of Taramind's mansion. The attacks have been violent and erratic, the animals in question extremely vicious and difficult to kill. During their investigation, the characters run into Erolimar, and the elf proves to be helpful on more than one occasion. Eventually (perhaps with Erolimar's help), they realize that the animals have become possessed by lesser fiends and that some sort of conjuration magic is responsible. It is at this point when Taramind begins to prepare the young elf for sacrifice, and it is up to the characters to save him. How this plays out is up to the GM, but Taramind is no pushover\u2014his mansion is home to magic traps, bound fiends, and terrible golems." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0100.webp" + }, + "width": 421, + "height": 1034 + } + ] + }, + { + "type": "entries", + "name": "Arn if Rowan", + "page": 283, + "entries": [ + { + "type": "quote", + "entries": [ + "I was a warrior before I became a wizard, a sword for hire who traveled the world looking for adventure. I made a name for myself as well. Perhaps you've heard of me? Arn's the name\u2014Arn of Rowan." + ] + }, + "Arn of Rowan (CN male human 12th-level fighter/2nd-level wizard) is a strapping man in his mid-thirties with long brown hair, a thick beard, and piercing black eyes. Tall and full of vigor, Arn seems like an odd choice for a wizard's apprentice, and his master, Jainara Meadowwands (LN female human 9th-level wizard [illusionist]), seems more like a harried wife than a teacher. Indeed, most people find their pairing to be odd, especially given that Arn is much more famous than his master.", + { + "type": "entries", + "name": "Background", + "entries": [ + "Arn began his career as a soldier in the army of a self-righteous duke who waged war against his neighbors under the pretense of dispensing justice. It was during this bloody time that Arn solidified his reputation as a vicious fighter with axe and shield, and once the duke had his fill of warfare, Arn forged his own career as a mercenary for hire, basing himself in the small town of Rowan, which he soon put on the map with his legendary exploits.", + "It was after one particularly harrowing mission that Arn drank too much ale at the local tavern and lost a bet to one of his companions, a bard who claimed that Arn could never master any trade but that of the blade. Haughtily, Arn took up the challenge and availed himself of the talents of Jainara Meadowwands, a mousy-haired woman and capable illusionist, agreeing to pay off her debts in exchange for becoming her pupil. Jainara accepted the deal, believing that Arn would quickly grow bored and leave\u2014but much to her amazement, he not only stayed but quickly excelled as her student." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Arn is a boisterous and carefree individual who has many scars and tales from his past. Naturally charismatic and with an unusually keen intellect, he would probably have been a lord by now if it were not for his chaotic nature. The fact that he is good at magecraft does not surprise Arn, since he is good at whatever he puts his mind to. What does surprise him, however, is that he actually enjoys the work. He has also grown quite fond of Jainara, and finds her presence strangely calming." + ] + }, + { + "type": "entries", + "name": "Plot Hook", + "entries": [ + "The characters are passing through the area when Rowan is attacked by a flight of wyvern-riding hobgoblins. Arn and Jainara are also present, and through their combined efforts they and the characters manage to turn back the attack. Jainara is injured during the fight, and it is at this stage that Arn decides to turn his back on the blade and try being a wizard full-time. Of course, being Arn of Rowan, he cannot let the culprits get away with hurting his master, so he offers the PCs his magic battleaxe if they track the hobgoblins back to their base and finish them off." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0099.webp" + }, + "width": 565, + "height": 1112 + } + ] + }, + { + "type": "entries", + "name": "Xelasora", + "page": 284, + "entries": [ + { + "type": "quote", + "entries": [ + "Master Dramothir will be with you shortly. Just be sure to mind your manners and don't put any dirt on the furniture." + ] + }, + "Xelasora (LN female dragonborn 1st-level sorcerer/1st-level wizard) is a graceful dragonborn in her late teens with mottled blue and green scales, four short horns that sweep back from her brow, and large amber eyes. She also has a large, reddish birthmark on her left shoulder that she normally keeps hidden under her robes. Xelasora is serious and humble and possesses a razor-sharp mind. Her master is Dramothir Galefnir (LG male dwarf 12th-level wizard [abjurer]), who in addition to being a learned mage is also a renowned artisan and jeweler.", + { + "type": "entries", + "name": "Background", + "entries": [ + "The youngest of seven siblings, Xelasora lived a happy childhood, until the disastrous day when a red dragon attacked her community and killed the rest of her family. Mentally and emotionally scarred by the experience, Xelasora withdrew into herself after she was placed in an orphanage. She was ostracized by the other children in the orphanage, who were mostly human and considered her little more than a monster. Eventually, her pent-up emotions boiled over and she unleashed some of her latent magic, setting fire to the clothing of one of her tormentors. This act led to her being expelled from the orphanage and forced to live on the streets, where she barely managed to stay alive by using her powers. Finally, when all hope seemed lost, Xelasora was taken in by the mage Dramothir, a dwarf who was intrigued by her intelligence and wit, and who was a natural sucker for a damsel in distress. Since then, Xelasora has done her best to be a dutiful apprentice and astutely handles Dramothir's busy schedule." + ] + }, + { + "type": "entries", + "name": "Personality", + "entries": [ + "Xelasora is the best student that any wizard could hope for. She pursues both her magical studies and her mundane duties with the same rigorous attention to detail and is faultless in her execution. Her poised exterior, however, conceals a tormented soul. She constantly doubts herself and is worried that she could lose control of her sorcerous abilities if she becomes flustered or upset. The deaths of her family and the trouble she faced at the orphanage also still weigh on her heavily, and lately she has been plagued with dreams of fire and shadowy flying shapes, causing her to suddenly awaken in terror." + ] + }, + { + "type": "entries", + "name": "Plot Hook", + "entries": [ + "Xelasora's magic comes from a bit of theft: in her younger days, she stole a set of scrolls from an ancient red dragon. The dragon still exists in the form of a terrible undead monstrosity, and it shares a strange link with the young dragonborn that allows the two of them to share dreams and images of their lives. By the time the characters enter the picture, the dragon is close to discovering Xelasora's location\u2014and when it does so, it plans to slay her and recover its scrolls. Before this event comes to pass, the characters have a chance to stop it, either by destroying the dragon or somehow trapping it. Of course, defeating an undead dragon is no easy feat; depending on the characters' level, the GM might want to lead them up to the event with battles against the dragon's servants in the form of ghouls, trolls, vampires, and lesser evil dragons." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0101.webp" + }, + "width": 516, + "height": 1030 + } + ] + } + ] + }, + { + "type": "entries", + "page": 285, + "name": "Magic Constructs", + "entries": [ + "Golems and similar constructs are common features in a wizard's home. The most powerful mages have access to even more dangerous and complex automatons. Although golems are the most common of these constructs, they seldom have any individuality or personality, making them little more than defensive window-dressing.", + "Described below are several unique magic constructs, each with its own history and personality. Some of them are presented along with ready-made adventure scenarios.", + { + "type": "list", + "columns": 3, + "items": [ + "{@creature Bzeldruin's Hundred|KPDM}", + "{@creature Leothar's Bust|KPDM}", + "{@creature Nisruel's Coachfly|KPDM}", + "{@creature Sivvar's Writing Desk|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "page": 289, + "name": "Oddities for Every Occasion", + "entries": [ + "From wands that shoot out darts of force and potions that allow you to breathe underwater to magic airships and iron barrels that turn into crabs, wizards are behind the creation of most of the magic items found in a standard fantasy setting. Yet not every magic item is as generally useful or powerful as those mentioned above. Some of the magic items found in a wizard's laboratory or workshop fill a niche role, are the results of failed experiments, function as normal magic items but have a different appearance, or are just plain bizarre.", + "While characters explore a wizard's tower or stronghold, an adventurer might come across a variety of strange magic items, some of which are more helpful than others. To determine what a character finds while searching, roll on the table below or choose one or more items at your discretion.", + { + "type": "statblock", + "tag": "table", + "name": "Oddities for Every Occasion", + "source": "KPDM" + } + ] + }, + { + "type": "entries", + "name": "Familiar Territory", + "page": 291, + "entries": [ + "Although the list of available familiars in the standard rules is sufficient for most campaigns, some players and GMs might enjoy using an unusual creature that has features not found in other familiars.", + "To determine what familiar an NPC spellcaster might have, the GM can roll on one of the tables in this section or select a creature. Players can also use these tables to choose familiars for their characters, with the GM's approval. (Of course, any creature that can be a familiar must also exist in the world on its own.)", + "The familiars presented here are of two basic kinds: standard familiars, which function the same as other beasts that serve the caster of the {@spell find familiar} spell, and variant familiars, each of which is an intelligent creature that offers a special benefit to its master.", + { + "type": "entries", + "name": "Common Traits", + "page": 291, + "entries": [ + "As stated in the {@spell find familiar} spell, each of these creatures gains the celestial, fey, or fiend type (spellcaster's choice) when it becomes a familiar. Also, as noted in the spell, a familiar can't attack (though it can deliver a touch spell on behalf of its master). The stat blocks in this section include information on attacks, because it might come into play if any of these creatures are encountered as monsters in their own right, or perhaps as allies of the player characters." + ] + }, + { + "type": "entries", + "name": "Standard Familiars", + "page": 291, + "entries": [ + "With the GM's consent, any of the beasts described in this section can be chosen by a character who casts the {@spell find familiar} spell. These creatures might also be encountered as the familiars of NPC spellcasters.", + { + "type": "statblock", + "tag": "table", + "name": "Standard Familiars", + "source": "KPDM" + } + ] + }, + { + "type": "entries", + "name": "Variant Familiars", + "page": 291, + "entries": [ + "This section expands the roster of potential amiliars to include several intelligent creatures with supernatural abilities. The relationship between the familiar and its master, and the benefits the master receives, resembles how the {@creature imp}, the {@creature quasit}, and the {@creature pseudodragon} are presented as variant familiars in the standard rules.", + "If the GM allows the use of any of these variant familiars by player characters, it might or might not be necessary for the would-be master to start the process by casting {@spell find familiar}. Either way, a variant familiar is an actual creature (not a spirit) that serves at its own discretion, obeying its master's commands only when doing so does not immediately bring it harm, and it will not hesitate to end the link with its master as a matter of self-preservation. Unlike standard familiars, a variant familiar does not disappear if it drops to 0 hit points; it simply dies or falls unconscious (GM's choice).", + { + "type": "statblock", + "tag": "table", + "name": "Variant Familiars", + "source": "KPDM" + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Clockwork Magic", + "page": 301, + "entries": [ + "Clockwork magic is a style of magic from the Midgard Campaign Setting, divinely granted to humans and dwarves by the goddess Rava, patron of industry and mistress of time.", + "If you play in Midgard, or if you want to add clockwork magic to your game, this category of magic includes several temporal magic spells and some of the spells described earlier in this book. For additional, specific spells to heal or control clockworks, see the {@i Midgard Heroes Handbook}.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0106.webp" + }, + "width": 1050, + "height": 1033 + }, + { + "type": "entries", + "name": "Clockwork Familiars", + "page": 301, + "entries": [ + "A wizard who embraces clockwork magic can use the {@spell find familiar} spell in a special way. A small clockwork device in the form of an animal (worth 10 gp) is substituted for the spell's usual material component. The device must resemble one of the allowable animals listed in the spell. When the casting is complete, the clockwork animates. It has the statistics of the chosen animal form, but is a construct, rather than a beast.", + "A clockwork familiar's form can be changed by rebuilding the clockwork device into a new form of animal and casting the spell again. If the familiar is destroyed, it can be rebuilt (in the same form or a new one) with the same components, if they are recovered; otherwise, 10 gp must be spent on replacement parts." + ] + }, + { + "type": "entries", + "name": "Clockwork Magic Spell Lists", + "page": 301, + "entries": [ + "All spellcasters can cast some number of clockwork spells, as borne out in the lists that follow. The spells in these lists that carry a \"[temporal]\" tag can be found in the {@book Temporal Magic|KPDM|15} section. Other spells appear either earlier in this book or in the standard rules.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=clockwork} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard clockwork spells|spells|source=KPDM|class=Bard|subschool=clockwork}", + "{@filter Cleric clockwork spells|spells|source=KPDM|class=Cleric|subschool=clockwork}", + "{@filter Druid clockwork spells|spells|source=KPDM|class=Druid|subschool=clockwork}", + "{@filter Paladin clockwork spells|spells|source=KPDM|class=Paladin|subschool=clockwork}", + "{@filter Ranger clockwork spells|spells|source=KPDM|class=Ranger|subschool=clockwork}", + "{@filter Sorcerer clockwork spells|spells|source=KPDM|class=Sorcerer|subschool=clockwork}", + "{@filter Warlock clockwork spells|spells|source=KPDM|class=Warlock|subschool=clockwork}", + "{@filter Wizard clockwork spells|spells|source=KPDM|class=wizard|subschool=clockwork}" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Labyrinth Magic", + "page": 304, + "entries": [ + "The minotaurs created what they call \"labyrinth magic\" long ago, a result of their fascination with and mastery of mazes. Spells of this sort tend to involve elements of confusion, dimensional manipulation, and the strengthening of the minotaur's natural weapons. They are rarely taught to outsiders.", + { + "type": "entries", + "name": "Labyrinth Magic Spell Lists", + "page": 304, + "entries": [ + "All spellcasting characters except {@class paladin||paladins} have access to a selection of labyrinth spells, as given below.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=labyrinth} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard labyrinth spells|spells|source=KPDM|class=Bard|subschool=labyrinth}", + "{@filter Cleric labyrinth spells|spells|source=KPDM|class=Cleric|subschool=labyrinth}", + "{@filter Druid labyrinth spells|spells|source=KPDM|class=Druid|subschool=labyrinth}", + "{@filter Ranger labyrinth spells|spells|source=KPDM|class=Ranger|subschool=labyrinth}", + "{@filter Sorcerer labyrinth spells|spells|source=KPDM|class=Sorcerer|subschool=labyrinth}", + "{@filter Warlock labyrinth spells|spells|source=KPDM|class=Warlock|subschool=labyrinth}", + "{@filter Wizard labyrinth spells|spells|source=KPDM|class=wizard|subschool=labyrinth}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-1034.webp" + } + } + ] + } + ] + }, + { + "type": "section", + "name": "Dark Magic", + "page": 306, + "entries": [ + "This appendix is intended primarily for the GM's use in equipping villains and other NPCs with particularly vile or dangerous sorts of magic. Although it is possible that some of these spells will find their way into the hands of spellcasting player characters, most good-aligned characters might (understandably) have doubts about using magic fueled by bloodletting, the forces of the Void, or the Elder Gods. How far the GM allows player characters to progress along this dark path is an individual decision, but it should be clear from the nature of the material that anyone who uses these purely maleficent forms of magic must be prepared to accept the unpleasant and sometimes debilitating consequences.", + { + "type": "entries", + "name": "Apocalypse Magic", + "page": 306, + "entries": [ + "The tradition of apocalypse magic is one road that evil wizards and other arcane casters can follow to power. It also leads clerics and prophets into the service of ambitious, destructive deities.", + "Entropy is sometimes seen as synonymous with death and the end of days. In truth, it's a facet of nature as inescapable as the four elements and the laws of alchemy. Doomsday cults relish the approaching apocalypse, espousing love while threatening damnation for unbelievers; kings and lords threaten to tear down all of civilization just to add a new province to their realms.", + "Apocalypse magic isn't widely practiced, because of its inherent destructiveness. At the same time, practitioners can be found in a vast variety of situations. Devotees of dark lords, emissaries of hostile interplanar beings, leaders of vicious cults, and a host of other villainous threats might be workers of apocalypse magic.", + "When and where this branch of magic originated is unknown. Some scholars see it as the ultimate expression of natural law, while others consider it a divine gift or the manifestation of a chaotic deity's will. Whatever its source, apocaplyse magic's potential to harm, weaken, terrify, and empower makes it one of the most dangerous magical arts.", + { + "type": "entries", + "name": "Apocalypse Magic Spell Lists", + "page": 304, + "entries": [ + "All spellcasting classes except for the {@class ranger} have access to certain kinds of apocalypse magic, as shown in the following lists.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=apocalypse} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard apocalypse spells|spells|source=KPDM|class=Bard|subschool=apocalypse}", + "{@filter Cleric apocalypse spells|spells|source=KPDM|class=Cleric|subschool=apocalypse}", + "{@filter Druid apocalypse spells|spells|source=KPDM|class=Druid|subschool=apocalypse}", + "{@filter Paladin apocalypse spells|spells|source=KPDM|class=Paladin|subschool=apocalypse}", + "{@filter Sorcerer apocalypse spells|spells|source=KPDM|class=Sorcerer|subschool=apocalypse}", + "{@filter Warlock apocalypse spells|spells|source=KPDM|class=Warlock|subschool=apocalypse}", + "{@filter Wizard apocalypse spells|spells|source=KPDM|class=wizard|subschool=apocalypse}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 309, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=apocalypse} to browse and sort spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Aura of Entropy|KPDM}", + "{@spell Black Hole|KPDM}", + "{@spell Brimstone|KPDM}", + "{@spell Caustic Waste|KPDM}", + "{@spell Detonate Corpses|KPDM}", + "{@spell Forceful Repurposing|KPDM}", + "{@spell Frailform|KPDM}", + "{@spell Glimpse the End|KPDM}", + "{@spell Grave Sense|KPDM}", + "{@spell Grim Siphon|KPDM}", + "{@spell Hand of Doom|KPDM}", + "{@spell Hellfire Blitz|KPDM}", + "{@spell Investiture of Blight|KPDM}", + "{@spell Jerilyn's Cadaverous Uprising|KPDM}", + "{@spell Magma Spray|KPDM}", + "{@spell Prayer of Resolve|KPDM}", + "{@spell Proselytize|KPDM}", + "{@spell Servant of Doom|KPDM}", + "{@spell Souleater|KPDM}", + "{@spell Transmogrification|KPDM}", + "{@spell Withering Smite|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "name": "Apocalypse Domain", + "page": 314, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Apocalypse", + "displayName": "Alkemancer Domain", + "className": "Cleric", + "classSource": "PHB" + } + ] + }, + { + "type": "entries", + "name": "Oath of the Annihilator", + "page": 314, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Annihilator", + "displayName": "Oath of the Annihilator", + "className": "Paladin", + "classSource": "PHB" + } + ] + }, + { + "type": "entries", + "name": "Doomsayer", + "page": 315, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Doomsayer", + "className": "Wizard", + "classSource": "PHB" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Blood Magic", + "page": 316, + "entries": [ + "Blood is life, and blood magic is closely tied to the dark gods, blood sacrifices, and malevolent casters. Typically, this style of magic is found among vengeful {@class druid||druids}, dark magical societies, cultists of forbidden gods, and lone arcane practitioners with a wanton disregard for others.", + { + "type": "entries", + "name": "Blood Magic Spell Lists", + "page": 316, + "entries": [ + "As might be expected, {@class sorcerer||sorcerers} and {@class wizard||wizards} have the largest repertoires of blood spells. At the other end of the spectrum are {@class druid||druids} and {@class ranger||rangers}, who have only a small amount of such magic.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=blood} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Cleric blood spells|spells|source=KPDM|class=Cleric|subschool=blood}", + "{@filter Druid blood spells|spells|source=KPDM|class=Druid|subschool=blood}", + "{@filter Ranger blood spells|spells|source=KPDM|class=Ranger|subschool=blood}", + "{@filter Sorcerer blood spells|spells|source=KPDM|class=Sorcerer|subschool=blood}", + "{@filter Warlock blood spells|spells|source=KPDM|class=Warlock|subschool=blood}", + "{@filter Wizard blood spells|spells|source=KPDM|class=wizard|subschool=blood}" + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0107.webp" + }, + "width": 1050, + "height": 1015 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0108.webp" + }, + "width": 366, + "height": 366 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 317, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=blood} to browse and sort spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Blood and Steel|KPDM}", + "{@spell Blood Armor|KPDM}", + "{@spell Blood Lure|KPDM}", + "{@spell Blood Puppet|KPDM}", + "{@spell Blood Scarab|KPDM}", + "{@spell Blood Spoor|KPDM}", + "{@spell Blood Tide|KPDM}", + "{@spell Bloodshot|KPDM}", + "{@spell Bloody Hands|KPDM}", + "{@spell Bloody Smite|KPDM}", + "{@spell Boiling Blood|KPDM}", + "{@spell Caustic Blood|KPDM}", + "{@spell Cruor of Visions|KPDM}", + "{@spell Exsanguinate|KPDM}", + "{@spell Exsanguinating Cloud|KPDM}", + "{@spell Sanguine Horror|KPDM}", + "{@spell Stanch|KPDM}", + "{@spell Vital Mark|KPDM}", + "{@spell Weapon of Blood|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "name": "Serophage", + "page": 321, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Serophage", + "className": "Sorcerer", + "classSource": "PHB" + } + ] + }, + { + "type": "entries", + "name": "Blood Mage", + "page": 322, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Blood", + "displayName": "Blood Mage", + "className": "Wizard", + "classSource": "PHB" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Fiendish Magic", + "page": 323, + "entries": [ + "Any mortal in the world can be evil by choice, or can be forced into performing evil acts. The same cannot be said for certain denizens of other planes, particularly demons and devils. These fiends are not only innately evil\u2014no choice about it for them, no forcing needed\u2014but also the very personification of evil.", + "Some spellcasters take up the practice of a certain kind of magic that enables them to emulate or interact with those fiends, or to protect themselves from being annihlated by the evil creatures they revere. The largest repertoire of fiendish magic belongs to evil {@class wizard||wizards}, but like-minded {@class cleric||clerics}, {@class sorcerer||sorcerers}, and {@class warlock||warlocks} can also traffic in these spells.", + { + "type": "entries", + "name": "Fiendish Magic Spell Lists", + "page": 323, + "entries": [ + "{@note See the {@filter spells page|spells|source=KPDM|subschool=fiendish} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Cleric fiendish spells|spells|source=KPDM|class=Cleric|subschool=fiendish}", + "{@filter Sorcerer fiendish spells|spells|source=KPDM|class=Sorcerer|subschool=fiendish}", + "{@filter Warlock fiendish spells|spells|source=KPDM|class=Warlock|subschool=fiendish}", + "{@filter Wizard fiendish spells|spells|source=KPDM|class=wizard|subschool=fiendish}" + ] + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 324, + "entries": [ + "The following spells are presented in alphabetical order.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=fiendish} to browse and sort spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Aura of Wrath|KPDM}", + "{@spell Chains of Perdition|KPDM}", + "{@spell Channel Fiendish Power|KPDM}", + "{@spell Cloak of Fiendish Menace|KPDM}", + "{@spell Conjure Fiends|KPDM}", + "{@spell Conjure Nightmare|KPDM}", + "{@spell Dark Lord's Mantle|KPDM}", + "{@spell Demon Within|KPDM}", + "{@spell Fiendish Brand|KPDM}", + "{@spell Mammon's Avarice|KPDM}", + "{@spell Nest of Infernal Vipers|KPDM}", + "{@spell Plaguebearer|KPDM}", + "{@spell Tome Curse|KPDM}", + "{@spell Wave of Corruption|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "name": "Master of Fiends", + "page": 328, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Fiends", + "displayName": "Master of Fiends", + "className": "Wizard", + "classSource": "PHB" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Void Magic", + "page": 329, + "entries": [ + "Void magic comprises a dangerous offshoot of wizardry that exists in the shadows of the more well-known practices. This form of magic is anathema to existence itself, making it difficult to master and dangerous even to study. Dabblers rarely produce effects more profound than minor injury, property damage, and psychological scars to themselves and those around them. More serious investigations into Void magic can spell disaster. Only alien creatures whose psychology and physiology defy human understanding seem capable of commanding Void magic with relative ease; even beings as anomalous as aboleths respect and fear the power of Void magic.", + "A Void spell can never be added to a {@class wizard||wizard's} spellbook as one of the two free spells obtained for gaining a level. To learn a Void magic spell, a {@class wizard} must find an NPC who is willing to impart the knowledge, or else discover the spell written on a scroll, in a captured spellbook, or carved on a temple wall, or find it in some other form of recorded lore. Alternatively, if the GM allows it, a character who sees and hears a Void magic spell being cast can add it to his or her spellbook, using the same rules as for transcribing a spell from a scroll.", + "Despite the unique origin of Void magic, it still functions similarly to other arcane magic on a fundamental level. Void magic follows all the normal rules for spellcasting and is susceptible to {@spell dispel magic||dispelling}, {@spell counterspell||counterspelling}, and {@spell antimagic field||antimagic} as normal.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Void Speech", + "entries": [ + "Every Void spell has a verbal component\u2014an utterance in the dark syllables of Void Speech\u2014and can't, under any circumstances, be cast by someone who cannot speak it. The written form of Void Speech is used to create Void glyphs, which are involved in the casting of some Void spells." + ] + } + ] + }, + { + "type": "entries", + "name": "Void Magic Spell Lists", + "page": 330, + "entries": [ + "Void magic as a practice and form is entirely the province of {@class wizard||wizards}. {@class Warlock||Warlocks}, {@class bard||bards}, and other casters seem unable to master the complex language and arcana associated with it, which demands intense focus and study.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=void} to browse and sort each class' spell list.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Wizard Void spells|spells|source=KPDM|class=wizard|subschool=void}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0109.webp" + }, + "width": 333, + "height": 333 + } + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 317, + "entries": [ + "The following spells are presented in alphabetical order. All Void spells have a verbal component, which must be uttered in Void Speech.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=void} to browse and sort spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Conjure Minor Voidborn|KPDM}", + "{@spell Conjure Voidborn|KPDM}", + "{@spell Crushing Curse|KPDM}", + "{@spell Destructive Resonance|KPDM}", + "{@spell Glimpse of the Void|KPDM}", + "{@spell Icy Grasp of the Void|KPDM}", + "{@spell Life Drain|KPDM}", + "{@spell Living Shadows|KPDM}", + "{@spell Maddening Whispers|KPDM}", + "{@spell Nether Weapon|KPDM}", + "{@spell Protection from the Void|KPDM}", + "{@spell Void Rift|KPDM}", + "{@spell Void Strike|KPDM}", + "{@spell Word of Misfortune|KPDM}" + ] + } + ] + }, + { + "type": "entries", + "page": 333, + "name": "Touch of the Void", + "entries": [ + "The Void exists outside the realm of sanity and form. Creatures spawned by unknown powers and processes exist there, constantly seeking entry into the living, physical world. More than that, the Void itself seems almost alive, or at least under some constant pressure to spread and expand\u2014to consume. Creatures who taste its power expose themselves to its touch, and that touch is corruptive. It bears a taint that seeps into physical, spiritual, and mental being.", + "Void magic is powerful and often destructive, its spells reinforced with the blasphemous intonations of Void Speech, and it is the most common way for mortals, particularly adventurers, to have their first brush with the Void's taint. Lore and knowledge gathered from tainted sources or the mindbending unreality of the Void itself seep into a creature's mind and soul. Even some places become spiritually polluted if the barrier to the existing world wears thin or breaks.", + { + "type": "entries", + "name": "{@condition Void Taint|KPDM}", + "entries": [ + "Void taint is a measure of how much the Void's influence has seeped into and corrupted a creature's essence. Accumulating too much Void taint causes madness and physical debilitation.", + "Whenever a creature is exposed to Void taint, it risks losing a small piece of itself to that influence. The Void attacks the very reality of the exposed creature, overwriting a fragment of its personal reality with a twisted version. An exposed creature must make a Charisma saving throw against a DC based on the severity of the exposure, as described on the Void Exposure table.", + "On a successful save, the creature might be shaken or upset by the experience, but suffers no ill effects. Once a creature has succeeded on a saving throw against a particular kind of Void exposure, it is unaffected by further exposures of the same type until it finishes a long rest.", + { + "type": "table", + "caption": "Void Exposure", + "colLabels": [ + "Creature...", + "Charisma Save DC" + ], + "colStyles": [ + "col-8", + "col-4" + ], + "rows": [ + [ + "finishes a rest within a Void-tainted area", + "10" + ], + [ + "learns Void-tainted lore", + "10" + ], + [ + "attunes to a Void-tainted magic item", + "15" + ], + [ + "learns a mythos magic or Void magic spell", + "10 + spell level" + ], + [ + "is subjected to a mythos magic or Void magic spell of 6th level or higher", + "Caster's spell save DC" + ], + [ + "encounters a creature of the Void for the first time", + "10 + creature's Charisma modifier" + ], + [ + "is exposed to the Void itself", + "20" + ] + ] + }, + "On a failed save, the creature gains 1 point of Void taint. A creature can accumulate an amount of Void taint equal to its proficiency bonus + its Charisma modifier (minimum of 2 points) without harm. When a creature's Void taint exceeds that number, it is afflicted with a form of indefinite madness and its Void taint total resets to 0. To determine which type of madness emerges, refer to the {@table Indefinite Madness|KPDM} table.", + "Instead of bearing this scar on its psyche, a creature can choose to channel the Void's influence into a physical change, known as a flesh warp. The Void can produce an infinite variety of these effects, ranging from subtle to terrifying; the {@table Flesh Warps|KPDM} table offers a number of possibilities. A creature that has any flesh warp has disadvantage on Charisma checks involving a creature not of the Void for any purpose other than intimidation.", + "On either the {@table Indefinite Madness|KPDM} table or the {@table Flesh Warps|KPDM} table, a die roll dictates the outcome unless the GM decides otherwise. Under no circumstances should a player be allowed to choose a desired result.", + { + "type": "entries", + "name": "Curing Flesh Warps and Void Taint", + "entries": [ + "A {@spell greater restoration} spell removes 1 point of Void taint from the target, in addition to curing the target's indefinite madness, if the creature succeeds on a DC 15 Charisma saving throw.", + "Flesh warps are permanent manifestations of the Void within the body of a tainted creature and are incredibly difficult to remove. A {@spell regenerate} spell or more powerful magic is required to rid a creature of a flesh warp." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Void Domain", + "page": 334, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Void", + "displayName": "Void Domain", + "className": "Cleric", + "classSource": "PHB" + } + ] + }, + { + "type": "entries", + "name": "Void Caster", + "page": 335, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Void", + "displayName": "Void Caster", + "className": "Wizard", + "classSource": "PHB" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Mythos Magic", + "page": 335, + "entries": [ + "The work of author H. P. Lovecraft\u2014the so-called \"Cthulhu mythos\"\u2014has been a cornerstone of RPG storytelling since E. Gary Gygax immortalized its influence in his \"Inspirational and Educational Reading\" list. Taking its name from Lovecraft's famous story, \"The Call of Cthulhu,\" the mythos has become the backdrop for a subgenre of fiction sometimes called cosmic horror. At the foundation of cosmic horror are two ideas: that the human mind is too tiny and weak to comprehend more than the barest glimmer of the vastness of the universe and the alien mysteries it contains; and that among those mysteries are entities so ancient, powerful, and malevolent that they could extinguish Earth's insignificant civilization without caring or even noticing.", + "With that in mind, this section explores those \"hidden and fathomless worlds of strange life which may pulsate in the gulfs beyond the stars\" that Lovecraft and his contemporaries pioneered in their strange fiction. Herein you will find a host of forbidden secrets and eldritch lore; a clandestine sort of magic that is full of both cosmic potential and horrific consequences, and knowledge of which erodes the sanity of all who pursue it.", + { + "type": "entries", + "name": "Essence of the Void", + "page": 337, + "entries": [ + "The spells in this category resemble Void magic in that they harness the power of the Void, but they are not beholden to it. Mythos magic uses the Great Old Ones as a conduit for its power, while Void magic originates from the Void itself (a place of negation and emptiness that devours the cosmos, not an entity).", + "Mythos spells can be learned by anyone with magical aptitude\u2014any character who has the ability to cast spells can add mythos spells to their spell list. All other characters can acquire a mythos spell only if they learn it from one of the forbidden and furtive tomes of the Cthulhu mythos or see the spell being cast.", + "But this power comes at great risk. Casters of mythos magic literally exchange their sanity for magical ability. Unless a character is protected by great Wisdom or a bulwark of arcane wards, using these spells will certainly lead to madness." + ] + }, + { + "type": "entries", + "name": "Mythos Magic Spell Lists", + "page": 337, + "entries": [ + "Mythos magic is typically the province of {@class wizard||wizards}, although any spellcaster can learn these spells under the right circumstances.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=mythos} to browse and sort spells.}" + ] + }, + { + "type": "entries", + "name": "Spell Descriptions", + "page": 337, + "entries": [ + "The following spells are presented in alphabetical order. When a mythos spell has a verbal component, the caster must utter it in Void Speech.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=mythos} to browse and sort spells.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Black Goat's Blessing|KPDM}", + "{@spell Curse of Yig|KPDM}", + "{@spell Ectoplasm|KPDM}", + "{@spell Eldritch Communion|KPDM}", + "{@spell Emanation of Yoth|KPDM}", + "{@spell Green Decay|KPDM}", + "{@spell Hunger of Leng|KPDM}", + "{@spell Mind Exchange|KPDM}", + "{@spell Seed of Destruction|KPDM}", + "{@spell Semblance of Dread|KPDM}", + "{@spell Sign of Koth|KPDM}", + "{@spell Sleep of the Deep|KPDM}", + "{@spell Summon Eldritch Servitor|KPDM}", + "{@spell Summon Avatar|KPDM}", + "{@spell Unseen Strangler|KPDM}", + "{@spell Voorish Sign|KPDM}", + "{@spell Warp Mind and Matter|KPDM}", + "{@spell Yellow Sign|KPDM}" + ] + }, + { + "type": "inset", + "name": "Great Old Ones", + "page": 340, + "entries": [ + { + "type": "quote", + "entries": [ + "When the stars were right, they could plunge from world to world through the sky..." + ], + "by": "From \"The Call of Cthulhu\" by H.P. Lovecraft" + }, + "Mythos magic seethes with the unnameable secrets of the Great Old Ones\u2014alien beings from beyond space and time whose warped, eldritch minds are immeasurably superior to our own and whose sinister, loathsome agendas challenge not only our sanity but our very existence.", + "Many of the spells in this section refer to and take inspiration from specific Great Old Ones and Elder Gods of the Cthulhu mythos. These names can serve as narrative waypoints as you chart the cosmic apocalypse of a mythos\u2011laden campaign. In the same spirit of collaboration that fueled Lovecraft's circle of writers, you should feel free to develop your own Mythic entities.", + "Some of the Great Old Ones and Elder Gods central to mythos magic include: Cthulhu, Yog\u2011Sothoth (the Beyond\u2011One), Shub\u2011Niggurath (the Black Goat of the Woods), Bokrug, Tsathoggua, Koth, Bran Mak Morn, Nodens, Nyarlathotep (the Crawling Chaos), Hastur, Hriggala (the Jaws of Vardesain), the Magnum Innominandum (the Not\u2011to\u2011Be\u2011Named One), Yig (the Father of Serpents), and the White Goddess." + ] + } + ] + }, + { + "type": "entries", + "name": "Grimoires of the Cthulhu Mythos", + "page": 343, + "entries": [ + "If antiquity looks upon the stories of Tolkien and dreams of fated rings, or reflects upon the multiverse of Moorcock's White Wolf and thinks of cursed swords, then surely the Cthulhu mythos will be remembered for its magical tomes. Described here are three of the most infamous installments in the mythos atheneum: the accursed {@i Necronomicon}, Robert E. Howard's {@i Nameless Cults}, and the ubiquitous {@i Book of Eibon}. Mythos spells can be learned only from a mythos grimoire like these or through direct contact with a mythos spellcaster\u2014and those grimoires and casters take many abhorrent forms.", + "With a multiverse-wide perspective in mind, these books are considered to be translations of the \"real world\" originals\u2014which is to say, they come from the alternate-history Earth of Lovecraft's Cthulhu mythos setting, including elements of Howard's Hyborian Age. How they made their way through time and space to wind up on alien worlds or your own setting is the stuff of splendidly macabre speculation (and ultimately is up to you, the GM). One thing's for sure: these tomes are beyond precious to all who hunger for the eldritch knowledge of the Great Old Ones, and such longings aren't restricted to humanity and near-humanity. There also exist multitudes of odious aberrations, monstrosities, fiends, and worse entities who will stop at nothing to possess these tomes.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Book of Eibon|KPDM}", + "{@item Nameless Cults|KPDM}", + "{@item Necronomicon|KPDM}" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Unsavory Characters", + "page": 344, + "entries": [ + "Every world has an abundance of villainous types that stand in the way of what the heroes want to accomplish. Two more examples of that sort are presented below: the {@class cleric} who seduces followers instead of saving them, and the grisly {@class wizard} known as the {@class wizard||necrophage|necrophage|KPDM}.", + { + "type": "entries", + "name": "Lust Domain", + "page": 344, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Lust", + "displayName": "Lust Domain", + "className": "Cleric", + "classSource": "PHB" + } + ] + }, + { + "type": "entries", + "name": "Necrophage", + "page": 345, + "entries": [ + { + "type": "statblock", + "prop": "subclass", + "source": "KPDM", + "name": "Necrophage", + "className": "Wizard", + "classSource": "PHB" + } + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 346, + "name": "Arcane Traps", + "entries": [ + "Wizards and other practitioners of magic create traps that use spells as much as they use physical objects; some of these hindrances have features in common with pits and spear traps, while others rely on a series of finely wrought glyphs or enchanted components that require arcane knowledge to identify, much less disarm. A small collection of these traps is provided here.", + { + "type": "list", + "columns": 3, + "items": [ + "{@trap Cthugha's Caress|KPDM}", + "{@trap Furies' Moat|KPDM}", + "{@trap Otherworldly Pipes|KPDM}", + "{@trap Infernal Convocation|KPDM}", + "{@trap Seven Flavors (of Doom)|KPDM}", + "{@trap Step Softly|KPDM}", + "{@trap Dreamless Slumber|KPDM}" + ] + } + ] + }, + { + "type": "section", + "page": 347, + "name": "Spell Variations", + "entries": [ + "This section contains riffs and twists for three classic spells: {@spell charm person}, {@spell fireball}, and {@spell raise dead}. These experimental variations are meant to entertain players and GMs who are more experienced with\u2014or even jaded by\u2014the standard versions. Changes affect both flavor and implementation, so the spells look different when cast, have different power levels, and even have radically different effects.", + "Each section covers one of the three standard spells, with variations on its theme. Some are similar in effect to the original but with altered story elements, and others have more pronounced tweaks to their effects on the game.", + { + "type": "entries", + "name": "Variant Spell Lists", + "page": 347, + "entries": [ + "All these variant spells are available in your campaign only with the GM's approval.", + "{@note See the {@filter spells page|spells|source=KPDM|subschool=variant} to browse and sort each class' spell list. Note that the 'variant' tag doesn't actually appear in the text, but has been added here as a convenience for filtering.}", + { + "type": "list", + "columns": 3, + "items": [ + "{@filter Bard spells|spells|source=KPDM|class=Bard|subschool=variant}", + "{@filter Cleric spells|spells|source=KPDM|class=Cleric|subschool=variant}", + "{@filter Druid spells|spells|source=KPDM|class=Druid|subschool=variant}", + "{@filter Paladin spells|spells|source=KPDM|class=Paladin|subschool=variant}", + "{@filter Sorcerer spells|spells|source=KPDM|class=Sorcerer|subschool=variant}", + "{@filter Warlock spells|spells|source=KPDM|class=Warlock|subschool=variant}", + "{@filter Wizard apocalypse spells|spells|source=KPDM|class=wizard|subschool=variant}" + ] + } + ] + }, + { + "type": "entries", + "name": "Charm Person Variants", + "page": 349, + "entries": [ + { + "type": "statblock", + "tag": "variantrule", + "name": "Charm Person Variants", + "source": "KPDM" + } + ] + }, + { + "type": "entries", + "name": "Raise Dead Variants", + "page": 350, + "entries": [ + { + "type": "statblock", + "tag": "variantrule", + "name": "Raise Dead Variants", + "source": "KPDM" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0110.webp" + }, + "width": 353, + "height": 353 + } + ] + }, + { + "type": "entries", + "name": "Fireball Variants", + "page": 352, + "entries": [ + { + "type": "statblock", + "tag": "variantrule", + "name": "Fireball Variants", + "source": "KPDM" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0111.webp" + }, + "width": 782, + "height": 570 + } + ] + } + ] + } + ] + } + ], + "background": [ + { + "name": "Archivist", + "source": "KPDM", + "skillProficiencies": [ + { + "arcana": true, + "investigation": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + "calligrapher's supplies|phb", + { + "special": "A leather-bound journal full of notes from past Research projects," + }, + { + "special": "a set of robes" + }, + { + "special": "5 sheets of loose paper" + }, + { + "special": "a pair of spectacles" + }, + { + "item": "pouch|phb", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Arcana}, {@skill Investigation}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Artisan's tools ({@item calligrapher's supplies|phb})" + }, + { + "type": "item", + "name": "Languages", + "entry": "Two of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A leather-bound journal full of notes from past research projects, a set of robes, calligrapher's supplies, 5 sheets of loose paper, a pair of spectacles, and a pouch containing 15 gp" + } + ] + }, + { + "name": "Feature: Expert Researcher", + "type": "entries", + "entries": [ + "Your familiarity with libraries and the tomes contained in them is unmatched. If you spend 1 hour studying the available books, grimoires, and codices in an archive, library, or similar collection while researching a specific subject, you can treat any Intelligence-based check result related to that subject of 9 or lower as a 10. Once you use this feature, you can't use it again to Research the same subject in the same library." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Arcane archivists are most at home in their libraries. Their personalities and motivations reflect their focus, sometimes obsessive, on recorded knowledge and the {@action Search} for it. Their motives for pursuing a life as an archivist are rarely so straightforward.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "There is nothing more important than knowledge. It is neither good nor bad. To suggest otherwise is to be closed in mind and thought." + ], + [ + "2", + "I would rather spend time with my nose in a book. I find interacting with people discomfiting." + ], + [ + "3", + "I am fascinated by a specific area of esoteric knowledge. If I find someone who shares that interest, we might become fast friends." + ], + [ + "4", + "My mind is my Sanctum. I neglect the needs of my body as secondary, often forgoing meals and bathing, when I'm lost in contemplation and study." + ], + [ + "5", + "I am an observer and chronicler of the journeys, experiences, Trials, and tribulations of my companions as viewed from the outside looking in." + ], + [ + "6", + "The path to knowledge is not solely traversed through books and study. To fully learn, you must experience!" + ], + [ + "7", + "I find the blind faith of religions, cults, and their ilk perturbing, and I ask endless questions of those who profess such beliefs." + ], + [ + "8", + "Because I believe that a sound body is essential for a clear intellect, I relish physical activity and exercise." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Purity.} The truth of a matter is subject to the whims of the historian. Facts are pure and incontrovertible. (Any)" + ], + [ + "2", + "{@b Focus.} Precision and concentration: These are the keys to successful completion of my objectives. (Lawful)" + ], + [ + "3", + "{@b Objectivity.} Action and inaction have consequences far beyond the immediate future. The Appearance of one morality does not preclude the emergence of another as time goes on. (Neutral)" + ], + [ + "4", + "{@b Objectification.} I use resources\u2014including companions, allies, and bystanders\u2014as I need them to further my ends. (Evil)" + ], + [ + "5", + "{@b Preservation.} Life is knowledge, and knowledge is life. Preserving life in all its forms is paramount to a civilized culture. (Good)" + ], + [ + "6", + "{@b Observation.} I will participate only as a last resort. Events, to be true and accurate, must unfold without interference. (Neutral)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always keep a journal. It grounds me to my past and organizes my thoughts. Without it, I would be lost." + ], + [ + "2", + "I carefully consider my options before making any decision of importance." + ], + [ + "3", + "I am a student\u2014in thoughts, actions, and words\u2014ahead of all other roles and responsibilities." + ], + [ + "4", + "A quill, given to me be my mentor during our first lessons, is precious to me above all other things." + ], + [ + "5", + "I am bound to fulfill a sacred duty to a university or a tutor that started me on my path." + ], + [ + "6", + "I stole a priceless grimoire from my patron, and they have learned of my theft." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am protective of all that I have learned. I have sacrificed much for it, and it is mine to do with as I please." + ], + [ + "2", + "I have found the one true way, the path to enlightenment. I share my teachings with all who can hear me, whether they want to follow the path or not." + ], + [ + "3", + "I place my safety ahead of the welfare of all others. How else will my knowledge be recorded and shared with future generations?" + ], + [ + "4", + "I was once confined in a prison of my own making. Never again will I limit myself to learning without experiencing." + ], + [ + "5", + "I will not destroy a book, tome, grimoire, or text of any kind. To lose knowledge is an abomination." + ], + [ + "6", + "I share the knowledge I have worked so hard to attain with all who seek it. A question asked is a question that deserves to be answered." + ] + ] + } + ] + } + ], + "fluff": { + "entries": [ + "Some of your earliest memories are of the library you called home while you learned to read and write under the tutelage of your mentor. The stacks comforted you, protected you, and took you to lands undreamed of. Now the time has come to turn that knowledge into practical experience, and to record your own journey for posterity." + ] + } + }, + { + "name": "Fey Hostage", + "source": "KPDM", + "skillProficiencies": [ + { + "deception": true, + "insight": true + } + ], + "toolProficiencies": [ + { + "musical Instrument": true, + "gaming set": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "elvish", + "sylvan" + ], + "count": 2 + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "Fine clothes|PHB" + }, + { + "special": "A flower with petals that will never wilt" + }, + { + "equipmentType": "instrumentMusical" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Deception}, {@skill Insight}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of {@filter gaming set|items|source=phb|miscellaneous=mundane|type=gaming set}, one type of {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument}" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Elvish}, {@language Sylvan}" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A flower with petals that will never wilt, a {@filter musical instrument|items|source=phb|miscellaneous=mundane|type=instrument} (one of your choice), a set of {@item fine clothes|PHB}, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Life-changing Event", + "type": "entries", + "entries": [ + "The fey have a multitude of reasons for abducting\u2014or rescuing\u2014folk like you, and it's also possible that you or others did something to bring about your situation. Choose or randomly determine the reason behind your sojourn in the realm of the fey.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Event" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My Childhood was tithed to the fey by my Family in return for prosperity for as long I remained in their care." + ], + [ + "2", + "I made a bargain with a fox to play with its cubs in their den. The fox turned out to be an emissary of the Summer Court, and I was not released until the cubs came of age." + ], + [ + "3", + "Centuries ago my ancestors were rulers and made a political alliance with the fey in exchange for tribute to be paid every third generation. We are no longer rulers, but the fey still demand their tithe." + ], + [ + "4", + "I have no memories of my past before I was taken by the fey." + ], + [ + "5", + "I wandered into an ancient, primeval wood shortly after learning to walk and was found by the fey, who took me in." + ], + [ + "6", + "A fey child befriended me and invited me to their home." + ], + [ + "7", + "I am the only Survivor of a fey raid. They killed my parents, but spared me for their own unknowable reasons." + ], + [ + "8", + "My parents could not care for me, and their choices were to abandon me in a Forest or a city. They chose the Forest." + ] + ] + } + ], + "data": { + "isFeature": true + } + }, + { + "name": "Feature: First Impressions", + "type": "entries", + "entries": [ + "You were raised in a situation in which failing to adhere to the nuances, niceties, and intrigues of the fey court could have catastrophic repercussions. The first impressions one makes set the tone for future endeavors. You have learned that lesson well, and continue to apply it. In your initial social interaction with an individual fey, you gain a +2 bonus to the first Charisma-based check you make." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "A fey hostage will never forget the events that led to their capture, the treatment they experienced, or the circumstances of their release. Their experiences with the unpredictable fey might range from whimsical to pathological.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I remain a child in thought, action, and deed." + ], + [ + "2", + "I defer decisions to elves and fey that I encounter, always looking to them for Guidance." + ], + [ + "3", + "I long for the accommodations and sustenance I became accustomed to as a hostage of the Fair Folk." + ], + [ + "4", + "I distrust any who display Traits of fey heritage." + ], + [ + "5", + "I tell others what I think they want to hear, whether I believe it not, to keep them happy." + ], + [ + "6", + "I see danger in every Shadow, enemies behind each door, and threats in the eyes of strangers." + ], + [ + "7", + "I never speak unless spoken to, and never look people in the eyes." + ], + [ + "8", + "I am fascinated, Frightened, and uncomfortable in an urban Environment." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I left a friend behind when I escaped, and I am gathering resources to return and free them." + ], + [ + "2", + "I did not Escape from my fey captors. They allowed me my freedom in exchange for my continued clandestine service." + ], + [ + "3", + "I earned my freedom by tricking another to take my place with the fey. My betrayal of that person's trust haunts me." + ], + [ + "4", + "I am free because of the actions of an unknown Benefactor. I wait for them to reveal why I was released." + ], + [ + "5", + "I feel a constant, ever-tugging connection to the lands of the fey." + ], + [ + "6", + "I was given my freedom after years of diligent, demeaning, and debauched servitude." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I cannot lie outright, only by omission, because of my years with the fey." + ], + [ + "2", + "I will never willingly make another promise to anyone or anything." + ], + [ + "3", + "The fey creature that abducted me haunts me in my dreams." + ], + [ + "4", + "I will never accept free food, drink, or gifts from strangers." + ], + [ + "5", + "I speak in sing-song voice and in rhymes. I never answer questions directly." + ], + [ + "6", + "I am certain that my freedom from the fey is only temporary and that any fey I meet want to recapture me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Art.} Works of art are meant to question, challenge, and disturb. (Any)" + ], + [ + "2", + "{@b Pleasure.} There are no long-term Rewards, only the enjoyments of the moment. (Chaotic)" + ], + [ + "3", + "{@b Independence.} Independence is the privilege of the few who are strong to assert it. (Any)" + ], + [ + "4", + "{@b Fellowship.} Lasting fellowship is born in shared suffering and Teamwork when overcoming adversity. (Any)" + ], + [ + "5", + "{@b Self-}confidence. There are no views, perspectives, or standards of any worth aside from my own. (Evil)" + ], + [ + "6", + "{@b Malice.} I feel nothing but spite, rancor, and envy for those that took me, and for those that let me be taken. (Evil)" + ] + ] + } + ] + } + ], + "fluff": { + "entries": [ + "Years, possibly centuries, ago you were captured by the fey. Each host, as the fey called themselves, treated their \"guest\" differently. The Relationship you forged with your captors defines you just as strongly as the circumstances of your abduction and of your Escape or release. You have been indelibly marked\u2014emotionally, psychically, and physically\u2014by the fey and their Special brand of hospitality." + ] + } + }, + { + "name": "Soul Channeler", + "source": "KPDM", + "skillProficiencies": [ + { + "arcana": true, + "choose": { + "from": [ + "persuasion", + "intimidation" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + { + "alchemist's supplies": true, + "poisoner's kit": true + } + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "infernal", + "abyssal" + ], + "count": 1 + } + } + ], + "startingEquipment": [ + { + "_": [ + { + "item": "alchemist's supplies|phb" + }, + { + "special": "a pocket knife" + }, + { + "special": "a piece of chalk connected to a string" + }, + { + "item": "common clothes|PHB", + "displayName": "a set of Common clothes" + }, + { + "special": "a chapbook of esoteric Symbols" + }, + { + "item": "pouch|phb", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Arcana} and either {@skill Persuasion} or {@skill Intimidation}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Artisan's tools ({@item alchemist's supplies|PHB}), {@item poisoner's kit|PHB}" + }, + { + "type": "item", + "name": "Languages", + "entry": "Infernal or Abyssal" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of {@item alchemist's supplies|PHB}, a pocket knife, a piece of chalk connected to a string, a chapbook of esoteric symbols, a set of common clothes, and a pouch containing 10 gp" + } + ] + }, + { + "name": "Feature: Channel Essence", + "type": "entries", + "entries": [ + "You can call upon your inner reserves to recover from debilitating, long-term Injuries. As part of a short rest, you can offset a reduction to one of your ability scores by expending a number of Hit Dice equal to twice the amount of the reduction that you want to negate. When used in this manner, the Hit Dice do not confer other benefits, such as additional hit points." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Soul channelers are drawn to the Dark Arts and the manipulation of available resources to achieve their goals. For some this might include using their own capabilities, but an easier (and more common) method employs summoned creatures, Undead servants, and duped allies. Not every soul channeler chooses to exploit such opportunities, but the Temptation is there for all.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I realize that gaining power comes at a cost, and I am prepared to pay that cost, whatever it is." + ], + [ + "2", + "My companions are useful for the abilities they contribute and the Protection they provide me." + ], + [ + "3", + "I am comfortable in places where the dead are gathered. I find solace and Strength in the Crypts, graveyards, and necropolises of the land." + ], + [ + "4", + "I loathe any who profess faith, duty, and devotion to an entity or a cause without ensuring they will be compensated for their service." + ], + [ + "5", + "I care nothing for the suffering, pain, and plight of others. Their concerns are not mine." + ], + [ + "6", + "I will sacrifice my possessions, my needs, and my well-being for my trusted companions." + ], + [ + "7", + "I detest myself for the depths of depravity I have plumbed to gain the power I now wield." + ], + [ + "8", + "I mistrust any who have power over me or others." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Will.} Embarking on the pursuit of greatness is not enough. I must have the will to do what others shy away from in order to accomplish my goals. (Any)" + ], + [ + "2", + "{@b Sacrifice.} I believe that sacrifice\u2014personal, emotional, or otherwise\u2014is necessary to achieve greatness. (Any)" + ], + [ + "3", + "{@b Abstinence.} I cleanse myself of Distractions to achieve purity of Purpose. (Lawful)" + ], + [ + "4", + "{@b Deception.} I never tell the whole truth, even if there is no apparent need to lie. The truth has been used against me too many times. (Evil)" + ], + [ + "5", + "{@b Lunacy.} I embrace the turmoil in my mind and soul that comes with manipulating eldritch energies. (Chaotic)" + ], + [ + "6", + "{@b Diabolic.} I inflict pain, suffering, and strife with zeal and gusto. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My spellcasting focus is a trinket I created. I cannot live without it." + ], + [ + "2", + "My Self-Sufficiency provides me with comfort and confidence." + ], + [ + "3", + "I am searching for an ancient text of esoteric, arcane knowledge. I try to make decisions and take actions that lead me to this goal." + ], + [ + "4", + "I take advantage of any opportunities that crop up, regardless of the possible consequences." + ], + [ + "5", + "I seek to harness living energies from plants, animals, and the magical world. I wish to see beyond flesh to the soul itself. All life is in my charge." + ], + [ + "6", + "My loyalty is hard-won, but once earned it is unwavering." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I consider my companions and all those I meet as resources to be used and advantages to be gained." + ], + [ + "2", + "I have no regard for my physical form. It is a tool and a source of energy, nothing more." + ], + [ + "3", + "I prefer the company of gregarious, ebullient, and vociferous folk. They lift my somber spirits." + ], + [ + "4", + "The easiest way is always the best way." + ], + [ + "5", + "I allow myself to be driven by impulses. My first inclination is the course of action I pursue." + ], + [ + "6", + "I distrust all who rely on fickle deities and unknowable patrons to acquire their spells, influence, and power." + ] + ] + } + ] + } + ], + "fluff": { + "entries": [ + "A quirk of fate, or a circumstance of birth, exposed you to the intoxicating power of Arcane Magic and changed you irrevocably. You spent your formative years learning about yourself, gauging your inner reserves and how much you are willing to sacrifice to achieve your goals." + ] + } + }, + { + "name": "Transformed Familiar", + "source": "KPDM", + "skillProficiencies": [ + { + "perception": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "alchemist's supplies": true + } + ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "A trinket worn or carried by your previous form" + }, + { + "item": "traveler's clothes|phb" + }, + { + "item": "alchemist's supplies|phb", + "displayName": "alchemist's kit" + }, + { + "item": "explorer's pack|phb" + }, + { + "item": "pouch|phb", + "containsValue": 500 + } + ] + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Perception}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Artisan's tools ({@item alchemist's supplies|phb|alchemist's kit})" + }, + { + "type": "item", + "name": "Languages", + "entry": "One of your choice" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A trinket worn or carried by your previous form, a set of traveler's clothes, an {@item alchemist's supplies|phb|alchemist's kit}, an {@item explorer's pack|phb}, and a pouch containing 5 gp" + } + ] + }, + { + "name": "Life-changing Event", + "type": "entries", + "entries": [ + "You were previously a different kind of creature. How you became what you are, and what you know of your former existence, can vary greatly depending on the circumstances. Choose or randomly determine the lifechanging event that brought about your transformation.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Event" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My bond was severed and my form irrevocably changed in a surge of wild, uncontrolled magic that claimed the life of the mage who called me their familiar." + ], + [ + "2", + "The Pact of the Chain between my warlock and myself was dissolved unexpectedly with their passing. Their patron, not wanting to lose two advocates, granted me my current form as a reward for services rendered, and expects me to continue their works." + ], + [ + "3", + "My service to, and partnership with, a mage of great power and cunning was rewarded with transmogrification into my new body." + ], + [ + "4", + "I awoke in an unfamiliar body, with only dream-like memories of my prior service to a being of great arcane ability." + ], + [ + "5", + "I broke my bond with my master, replacing it with a pledge of service to a higher power. Part of the bargain was providing me with a new form to more easily hide from my past." + ], + [ + "6", + "I stood by my master's side as aide, ally, and advisor until an unknown enemy severed our connection, robbed me of my true body, and captured my master." + ], + [ + "7", + "My master, infirm with age and senility, unintentionally released me and altered my body in an attempt to rejuvenate themselves." + ], + [ + "8", + "I betrayed my master in a time of crisis, and their last act was to transform me into my current form, robbing me of my natural body forever." + ] + ] + } + ], + "data": { + "isFeature": true + } + }, + { + "name": "Feature: Familiar Insight", + "type": "entries", + "entries": [ + "You are a transformed familiar, and although your physical form has changed, you will never forsake the instincts and insights you were born with. When interacting with creatures of your original type, you have a +2 bonus on Wisdom ({@skill Insight}) checks to detect their motives and the veracity of their claims." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Transformed familiars often display Personality Traits and Quirks that are holdovers from their prior lives. They might hold to these affectations consciously, or without realizing their behavior is unusual. Either way, every transformed familiar carries their past with them in some manner.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am fiercely independent, and do not form strong emotional connections to others." + ], + [ + "2", + "I seek the advice and Guidance of others before Acting." + ], + [ + "3", + "I continue to behave as if I'm in my original body." + ], + [ + "4", + "I am lost in social situations, and the behaviors expected of me confound me." + ], + [ + "5", + "I punctuate my exclamations with a subtle growl of emphasis." + ], + [ + "6", + "I keep my own counsel, sharing my thoughts reluctantly, if at all." + ], + [ + "7", + "I am fascinated by seeing familiar places through the eyes of my new body." + ], + [ + "8", + "I react instinctually to Stress, problems, and challenges. My gut reaction is the right one." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Loyalty.} Remaining Steadfast when there are no witnesses to see it or accolades to celebrate it is the measure of a person. (Any)" + ], + [ + "2", + "{@b Service.} The path to enlightenment lies in serving a greater cause. (Any)" + ], + [ + "3", + "{@b Freedom.} Better to die free than to live in chains. (Chaotic)" + ], + [ + "4", + "{@b Duty.} A pact, entered into freely, can never be taken back and must be fulfilled. (Lawful)." + ], + [ + "5", + "{@b Atonement.} It is my lot in my new life to make up for the failings in my first one. (Good)" + ], + [ + "6", + "{@b Family.} My Family is my port in the storm and my refuge from the world. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am still friendly and even loyal to arcane casters, especially wizards." + ], + [ + "2", + "I swear no oaths and make no promises to anyone else. I stand alone." + ], + [ + "3", + "I loathe slavery and enchantments, and work to free those trapped by chains or magic." + ], + [ + "4", + "I have not forgot my former Master, and I continue to honor my pledge to them." + ], + [ + "5", + "I prefer to serve, aid, and protect my allies and Friends." + ], + [ + "6", + "I dislike disguises or changing my form further; I want the world to see me as I now am." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I prefer to sleep in the same fashion that I rested when I was a familiar." + ], + [ + "2", + "Transmutation magic of all kinds frightens me to the core. I will not willingly use it or have it used on me." + ], + [ + "3", + "In my heart of hearts, I long for the life I left behind." + ], + [ + "4", + "I sometimes speak in the language of my old form, or forget the Speech of Humanoids." + ], + [ + "5", + "I still prefer the foods of my prior form, and sometimes refuse the foods commonly consumed by my new one." + ], + [ + "6", + "Life was easier as a familiar, and I am wistful about those bygone times." + ] + ] + } + ] + } + ], + "fluff": { + "entries": [ + "Your connection to magic began with a term of service, or servitude, to a magician of power. Your partnership continued as expected for years, until the bond was abruptly broken. In the aftermath, you found yourself with a new body. Despite your new appearance, your actions often betray your Origin. The struggle between what you have become and what you once were rages within you." + ] + } + } + ], + "feat": [ + { + "name": "Circle Spellcaster", + "page": 234, + "source": "KPDM", + "prerequisite": [ + { + "spellcasting": true + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You have learned to create a circular flow of magic between yourself and an allied spellcaster to bolster your spells. You gain the following benefits:", + { + "type": "list", + "items": [ + "You can spend 2 hours (which can be during a long rest) creating a mystical bond with another spellcaster. Both of you must spend this time in meditation, and you must remain within 10 feet of each other. The bond goes into effect when the meditation is over (or when you finish your long rest). Once the bond is formed, the two of you can bolster one another's magic. When one of you must make a Constitution saving throw to maintain concentration on a spell, the other can use his or her reaction to help maintain the effect. Both of you make the saving throw. If either save is successful, the caster maintains concentration. If both saves are failed, both of you lose concentration on any spells you are maintaining and each of you takes {@damage 2d6} psychic damage from the strain. You can maintain this bond with only one spellcaster at a time. If you create a new bond, the previous one breaks. Otherwise, the bond lasts until you finish your next long rest." + ] + } + ] + }, + { + "source": "KPDM", + "page": 234, + "name": "Ring-bound", + "prerequisite": [ + { + "spellcasting": true + } + ], + "entries": [ + "You have acquired a magic-imbued ring as a token of respect. You gain the following benefits from the ring:", + { + "type": "list", + "items": [ + "You have advantage on saving throws against transmutation spells.", + "You can physically bind your ring to a weapon with 1 hour of work that can be completed during a short rest. While the ring is attached to the weapon, you can use a bonus action to make the weapon magical until the start of your next turn. After activating this ability twice, you must finish a short or long rest before using it again.", + "{@class wizard||Ring wardens|Ring Warden|KPDM} and others who respect the traditions of ring magic are favorably disposed toward you. Their starting attitude toward you automatically improves by one step, and you have advantage on Charisma checks related to social interaction with such individuals." + ] + } + ] + }, + { + "name": "Script Carver", + "source": "KPDM", + "prerequisite": [ + { + "ability": [ + { + "int": 12 + } + ] + } + ], + "entries": [ + "You have learned how to expertly scribe two {@filter hieroglyphs|optionalfeatures|feature type=Hieroglyph} of your choice, and you gain the benefit associated with each one. In addition, you can invoke one power of each hieroglyph you have learned, provided you meet any other requirements, such as a minimum level.", + { + "type": "list", + "items": [ + "You can select this feat multiple times. Each time you do, you gain the benefit and powers of two additional Hieroglyphs of your choice." + ] + } + ] + }, + { + "name": "Script Sage", + "source": "KPDM", + "prerequisite": [ + { + "feat": [ + "Script Carver|KPDM" + ] + } + ], + "entries": [ + "Through dedicated study, you have mastered one hieroglyph of your choice. Choose one {@filter hieroglyph|optionalfeatures|feature type=Hieroglyph} that you have already learned through {@feat Script Carver|KPDM}. You can invoke one of its mastery powers, provided you meet any other requirements, such as a minimum level.", + "You can select this feat multiple times. Each time you do, you learn the mastery powers of a different hieroglyph from your repertoire." + ] + }, + { + "source": "KPDM", + "page": 237, + "name": "Rune Knowledge", + "prerequisite": [ + { + "ability": [ + { + "wis": 12 + } + ] + } + ], + "entries": [ + "You are wise in the lore of two {@filter runes|optionalfeatures|feature type=Rune} of your choice. You always have access to the benefit that a rune provides. In addition, you can invoke one rune power of each rune you have learned, provided you meet any other requirements such as a minimum level.", + "You can select this feat multiple times. Each time you do, you gain the benefit and powers of two additional {@filter runes|optionalfeatures|feature type=Rune} of your choice." + ] + }, + { + "source": "KPDM", + "page": 237, + "name": "Rune Mastery", + "prerequisite": [ + { + "feat": [ + "Rune Knowledge|KPDM" + ] + } + ], + "entries": [ + "You have mastered the special powers of one rune. Choose one {@filter rune|optionalfeatures|feature type=Rune} that you have already learned through {@feat Rune Knowledge|KPDM}. You can invoke one of its mastery powers, provided you meet any other requirements such as a minimum level.", + "You can select this feat multiple times. Each time you do, you learn the mastery powers of a different rune from your repertoire." + ] + } + ], + "itemGroup": [ + { + "name": "The Six Elixirs", + "source": "KPDM", + "page": 169, + "type": "P", + "rarity": "legendary", + "entries": [ + "Alkemancers are responsible for the creation of many astonishing alchemical items, but the pinnacle of their craftsmanship is known collectively as the Six Elixirs, magical liquids of such incredible power and rarity that they feature in many tales and legends. Vast resources and even many lives have been expended in the pursuit of these fabled elixirs. A single elixir could be the focus of an entire campaign arc for an alkemancer character or group of adventurers.", + "Brewing any one of the Six Elixirs takes one year of work with rare, mysterious, and sometimes dangerous ingredients. The ingredients needed to create each elixir are listed in the description. GMs can add or remove ingredients as they see fit to meet the demands of their campaigns." + ], + "items": [ + "Black Elixir|KPDM", + "Golden Elixir|KPDM", + "Iron Elixir|KPDM", + "Jade Elixir|KPDM", + "Pearl Elixir|KPDM", + "Ruby Elixir|KPDM" + ] + } + ], + "item": [ + { + "source": "KPDM", + "page": 238, + "name": "Nithing Pole", + "wondrous": true, + "rarity": "rare", + "entries": [ + "A nithing pole is crafted to exact retribution for an act ofcowardice or dishonor. It is a sturdy wooden staff, 6 to 10 feet long, carved with runes that name the dishonored target of the staff's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by; typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot, where the intended victim won't see it until it's too late.", + "A pole is created to punish a certain person for a specific crime. The target must be named on the pole; a description such as \"the person who blinded Lars Gustafson\" isn't precise enough. The moment the target approaches within 60 feet, the pole casts {@spell bestow curse} (with a range of 60 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. On a successful save, the pole recasts the spell every round until the target's saving throw is a failure, the target retreats out of range, or the nithing pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down a nithing pole is also targeted by a {@spell bestow curse} spell, but only once.", + "You determine the effect of the curse when the pole is created. The pole becomes nonmagical only after it has laid its curse on its intended target; an untriggered and forgotten nithing pole remains dangerous for centuries. The curse, once activated, lasts for 8 hours and doesn't require concentration." + ] + }, + { + "name": "Black Elixir", + "source": "KPDM", + "type": "P", + "page": 169, + "rarity": "legendary", + "entries": [ + "This greasy black liquid acts as a poison when drunk or rubbed on flesh. Its unfortunate or foolish user takes {@damage 12d6} poison damage, or half damage with a successful DC 20 Constitution saving throw.", + "Its true power is revealed, however, when black elixir is smeared on a doorway or other portal; the magical oil acts as a forbiddance spell with a duration of one year. Unlike the spell, black elixir doesn't incorporate a password and only affects celestials and fiends. Typically, the creator of the elixir determines when the elixir is created whether the {@spell forbiddance} effect deals radiant or necrotic damage.", + { + "type": "entries", + "name": "Ingredients", + "entries": [ + "The heart of a marut, the powdered horn of a ki-rin, and a vial of black mud taken from the bottom of a lake that at least one celestial or fiend has bathed in." + ] + } + ] + }, + { + "name": "Golden Elixir", + "source": "KPDM", + "page": 169, + "type": "P", + "rarity": "legendary", + "entries": [ + "The most famous of {@item the six elixirs|KPDM} is this thick, golden, syrupy liquid that grants its imbiber eternal life. The potion completely stops the aging process and renders the imbiber immune to all natural and magical diseases and poisons. The drinker can still be harmed or killed through other methods such as violence, but the march of time no longer holds any threat over him or her.", + { + "type": "entries", + "name": "Ingredients", + "entries": [ + "a thimble of distilled sunlight, the breath of a solar, and the hair of a venerable sage who is at least 100 years old." + ] + } + ] + }, + { + "name": "Iron Elixir", + "source": "KPDM", + "page": 169, + "type": "P", + "rarity": "legendary", + "entries": [ + "This dark, grainy liquid tastes positively awful. Anyone imbibing the elixir gains permanent resistance to bludgeoning, piercing, and slashing damage and gains a damage threshold of 5, but their speed is reduced by 10 feet and they always make Dexterity saving throws and Dexterity ability checks with disadvantage that can't be overcome or canceled out by any means.", + { + "type": "entries", + "name": "Ingredients", + "entries": [ + "The core of an iron golem, a shard of purest adamantine, and the powdered teeth of a mountain giant." + ] + } + ] + }, + { + "name": "Jade Elixir", + "source": "KPDM", + "page": 169, + "type": "P", + "rarity": "legendary", + "entries": [ + "This bright green, effervescent elixir grants its consumer incredible Charisma when dealing with celestials, elementals, fey, and fiends. The drinker always has advantage on Charisma checks when dealing with extraplanar creatures, and when calling or conjuring one of the selected creatures, it arrives with maximum hit points.", + { + "type": "entries", + "name": "Ingredients", + "entries": [ + "The tears of an invisible stalker, the claw of a pit fiend, and the tongue of a bard of at least 10th level." + ] + } + ] + }, + { + "name": "Pearl Elixir", + "source": "KPDM", + "page": 170, + "type": "P", + "rarity": "legendary", + "entries": [ + "This silvery-white elixir has a variety of effects depending on whether it is drunk, rubbed on a creature's feet, or smeared on the hull of a boat. If drunk, the elixir confers the ability to breathe both air and water with equal ease. If rubbed on the feet, the elixir provides a creature with the ability to walk on water as if wearing a ring of water walking. If placed on the hull of a boat or similar vessel, the vessel gains a damage threshold of 20 against all environmental effects, and anyone piloting the vessel has advantage on ability checks associated with it. All of these effects are permanent.", + { + "type": "entries", + "name": "Ingredients", + "entries": [ + "The scale of a merfolk princess, a vial of pure elemental water, and the eye of a kraken." + ] + } + ] + }, + { + "name": "Ruby Elixir", + "source": "KPDM", + "page": 170, + "type": "P", + "rarity": "legendary", + "entries": [ + "This vermilion-hued elixir neutralizes all magical and nonmagical diseases and poisons, all curses of 8th level or lower, all exhaustion effects, and restores hit points as a superior healing potion. If this elixir is poured over a corpse that's been dead for no more than a year, it restores the creature to life as per the resurrection spell even if the corpse could normally not be resurrected.", + { + "type": "entries", + "name": "Ingredients", + "entries": [ + "A mixture of purest cinnabar, the blood of a slain dragon of at least adult age, and the hearts of six celestial tigers willingly donated to the alkemancer." + ] + } + ] + }, + { + "name": "Alembic of Unmaking", + "source": "KPDM", + "page": 170, + "wondrous": true, + "rarity": "very rare", + "entries": [ + "This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks.", + "If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a {@item shortsword|phb} or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical.", + "If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm.", + "An alembic of unmaking can distill or disenchant one item per 24 hours." + ] + }, + { + "source": "KPDM", + "page": 170, + "name": "Anuraag's Crucible", + "rarity": "artifact", + "entries": [ + "Thousands of years ago, a powerful alkemancer named Anuraag constructed an enormous crucible in his quest to create the perfect organism. He hoped it would bring forth an immortal being that could surpass the limitations imposed by human flesh and surpass even the gods. Anuraag used the crucible to create so many monstrosities that eventually the local deities had to take action against him. The alkemancer was destroyed for his impertinence, and his crucible was sealed away at the bottom of a mighty chasm.", + "Anuraag's crucible is an enormous object fashioned from white clay and engraved with mystical symbols chased with burnished copper and electrum. The crucible is large enough to hold a single Huge creature, two Large creatures, four Medium creatures, or eight Small ones.", + "If one or more creatures are placed in the crucible and the crucible is heated over an intense, magical flame, each creature must make a DC 20 Constitution saving throw against the crucible's powerful transmutation magic. If this saving throw fails, the creature's body liquefies and the creature is {@condition blinded}, {@condition deafened}, and {@condition paralyzed} until the transformation is complete. The creature's equipment doesn't dissolve; as a result, most creatures are stripped naked before being placed in the crucible. Over the course of 10 minutes, the liquefied creature transforms into another creature.", + "If this transformation is interrupted, the transforming creature is slain. It can be brought back to life in its original form by a resurrection spell or comparable magic.", + "If the process reaches completion, the creature transforms into another creature as if affected by a {@spell shapechange} spell. The transformed creature must make a successful DC 20 Wisdom saving throw or lose its memory and all its previous abilities, traits, and features, which are replaced by the blank mind of a newly born version of the creature it transformed into. Whether or not a creature retains its mental faculties, the newly assumed form is permanent. At that point, the creature can regain its former form (and memories and abilities) only through a {@spell wish} spell or comparable magic.", + "Constructs and undead are immune to the crucible's power, as is any creature that can change its shape at will, such as a {@creature doppelganger}.", + "To determine what a creature transforms into, roll a {@dice d20}.", + { + "type": "table", + "colLabels": [ + "d20", + "Creature" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "01", + "{@creature Cat}" + ], + [ + "02", + "{@creature Ape}" + ], + [ + "03", + "{@creature Camel}" + ], + [ + "04", + "{@creature Dire wolf}" + ], + [ + "05", + "{@creature Giant fly|DMG}" + ], + [ + "06", + "{@creature Giant lizard}" + ], + [ + "07", + "{@creature Giant toad}" + ], + [ + "08", + "{@creature Mastiff}" + ], + [ + "09", + "{@creature Tiger}" + ], + [ + "10", + "{@creature Basilisk}" + ], + [ + "11", + "{@creature Chimera}" + ], + [ + "12", + "{@creature Griffon}" + ], + [ + "13", + "{@creature Harpy}" + ], + [ + "14", + "{@creature Lamia}" + ], + [ + "15", + "{@creature Manticore}" + ], + [ + "16", + "{@creature Spirit naga}" + ], + [ + "17", + "{@creature Aboleth}" + ], + [ + "18", + "{@creature Gibbering mouther}" + ], + [ + "19", + "{@creature Gargoyle}" + ], + [ + "20", + "New life form*" + ] + ], + "footnotes": [ + "* You can introduce a new creature into the campaign or choose something from {@loader Creature Codex|creature/Kobold Press; Creature Codex.json}, {@loader Tome of Beasts|creature/Kobold Press; Tome of Beasts.json}, or another book of monsters." + ] + }, + { + "type": "entries", + "name": "Destroying the Crucible", + "entries": [ + "Anuraag's crucible can be destroyed if a celestial and a fiend, both of at least challenge rating 15, willingly allow themselves to be transformed at the same time. If this happens, the crucible can't take the burden of transforming both creatures and shatters in a spectacular explosion that deals {@damage 20d6} piercing damage to all creatures in a 60-foot radius, or half as much damage with a successful DC 15 Dexterity saving throw." + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0039.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "page": 171, + "name": "Brain Juice", + "type": "P", + "rarity": "very rare", + "entries": [ + "This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures such as {@creature aboleth||aboleths}. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains {@dice 1d6 + 4} expended spell slots. On a failed save, the drinker is afflicted with a form of {@table short-term madness} lasting for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it gains a form of {@table long-term madness} permanently and automatically fails all further saving throws brought about by drinking brain juice." + ] + }, + { + "source": "KPDM", + "page": 171, + "name": "Bubbling Retort", + "wondrous": true, + "rarity": "uncommon", + "entries": [ + "This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper.", + "You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for {@dice 1d4 + 1} rounds. While they last, creatures within the radius are {@condition blinded} and the area is heavily obscured to all creatures except those with {@sense tremorsense}. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect." + ] + }, + { + "source": "KPDM", + "page": 171, + "name": "Girdle of Traveling Alchemy", + "wondrous": true, + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids:", + { + "type": "list", + "items": [ + "2 {@item alchemist fire (flask)|phb|flasks of alchemist's fire}", + "2 flasks of {@item alchemist's ice|KPDM}", + "2 {@item acid (vial)|phb|vials of acid}", + "2 jars of {@item swarm repellent|KPDM}", + "1 vial of {@item assassin's blood} poison", + "1 {@item potion of climbing}", + "1 {@item potion of healing}" + ] + }, + "Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they're transferred to another container before being used." + ] + }, + { + "source": "KPDM", + "page": 171, + "name": "Oil of Defoliation", + "wondrous": true, + "rarity": "uncommon", + "entries": [ + "Sometimes known as weedkiller oil, this greasy brown fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to five pieces of ammunition. Applying the oil takes 1 minute. Once applied, the coated weapon or ammunition deals an additional {@damage 1d6} necrotic damage to plants or plant creatures on every successful hit for the next hour.", + "The oil can also be applied directly to a willing, helpless, or immobile plant or plant creature. In this case, the substance deals {@damage 4d6} necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree." + ] + }, + { + "source": "KPDM", + "page": 172, + "name": "Potion, Pill Form", + "rarity": "unknown", + "entries": [ + "{@note Rarity varies by potion type}", + "Alkemancers have mastered the craft of condensing potions into pills. Potions in pill form have the same effect as regular potions and have the same color as the potions they're derived from, but an individual pill has effectively no weight and can be concealed very easily in a boot, pouch, hatband, or secret pocket. A pill can be swallowed as a bonus action. A potion in pill form costs five times as much as the regular version of the potion." + ] + }, + { + "source": "KPDM", + "page": 172, + "name": "Scalehide Cream", + "wondrous": true, + "rarity": "rare", + "entries": [ + "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC.", + "A {@i jar of scalehide cream} contains {@dice 1d6 + 1} doses." + ] + }, + { + "source": "KPDM", + "page": 172, + "name": "Alchemist's Ice", + "rarity": "none", + "value": 5000, + "entries": [ + "This blue-white flask is cool to the touch because it contains a volatile liquid that turns to ice when exposed to air. If the flask is poured over a surface, it creates a 5-foot patch of ice that functions as regular ice for movement purposes. The flask can be thrown at a creature like a flask of alchemist's fire; if it hits, it deals {@damage 1d8} cold damage and the creature must make a successful DC 10 Dexterity saving throw or its speed becomes 0 until the start of your next turn.", + "Alchemist's ice was invented by alkemancers in the tropics as a way of keeping their food and drinks cold, and many restaurants and taverns still use it for this purpose. A vial of alchemist's ice costs 50 gp." + ] + }, + { + "source": "KPDM", + "page": 172, + "name": "Hypodermic Arrow", + "rarity": "none", + "value": 2500, + "entries": [ + "The head of this arrow is fitted with a syringe that can be filled with liquid. When it strikes a creature, the arrow deals {@damage 1d4} piercing damage plus the effect of whatever liquid the syringe injects into the creature. Poisons are commonly employed, as are acid, drugs, and various eclectic potions.", + "A hypodermic arrow is extremely fragile; it always breaks on impact, whether it hits the target or not. One hypodermic arrow costs 25 gp. They're always sold empty, but those found in treasure hoards or among monsters' gear might be already filled. Filling the syringe takes an action, but it can be done hours or days before the arrow is used." + ] + }, + { + "source": "KPDM", + "page": 172, + "name": "Swarm Repellent", + "rarity": "none", + "value": 4000, + "entries": [ + "This slimy yellow paste can be smeared over exposed parts of the body to protect against attacks by insect swarms. A swarm of ants, beetles, biting flies, wasps, or similar insects that enters your space while you're protected by swarm repellent must make a successful DC 10 Constitution saving throw or be unable to attack you. A repelled swarm can repeat this saving throw at the start of its next turn; most swarms prefer to seek out an unprotected target.", + "A jar of swarm repellent costs 40 gp and holds enough paste to protect two Medium or four Small creatures. Applying the repellent takes 1 minute, so it's not a good option in the middle of combat, but it's effective for 1 hour or until you're immersed in water." + ] + }, + { + "source": "KPDM", + "page": 172, + "name": "Tooth Capsule", + "rarity": "none", + "value": 10000, + "entries": [ + "A tooth capsule is a false tooth, or a cap that fits over a tooth, that contains a dose of a {@item potion, pill form|KPDM|potion in pill form}. (The pill loaded into a tooth capsule can't be changed.) To activate the tooth capsule, you simply bite down on it as a bonus action and make a DC 10 Strength check. On a successful check, the capsule shatters and releases the pill, which you can then swallow, hold in your mouth, or spit out.", + "Determining whether a tooth in someone else's mouth is a tooth capsule takes a successful DC 15 Intelligence ({@skill Investigation}) or Wisdom ({@skill Medicine}) check. Obviously, the creature must be {@condition restrained}, {@condition unconscious}, {@condition paralyzed}, or cooperative in order for the tooth to be examined. Tooth capsules containing poison are often used by spies and operatives of fanatical organizations who are willing to die rather than allow their secrets to be captured by their enemies.", + "Tooth capsules are usually priced at 100 gp plus the cost of whatever potion they're loaded with. The use of poison or other harmful potions in a tooth capsule is illegal in some places, and the black market price for one in such a place might be much higher." + ] + }, + { + "name": "Book of Eibon", + "wondrous": true, + "rarity": "legendary", + "source": "KPDM", + "page": 343, + "reqAttune": true, + "entries": [ + "This fragmentary black book is reputed to descend from forgotten realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel.", + "The book contains the following spells: {@spell semblance of dread|KPDM}, {@spell ectoplasm|KPDM}, {@spell animate dead}, {@spell speak with dead}, {@spell emanation of Yoth|KPDM}, {@spell green decay|KPDM}, {@spell yellow sign|KPDM}, {@spell eldritch communion|KPDM}, {@spell create undead}, {@spell gate}, {@spell harm}, {@spell astral projection}, {@spell Void rift|KPDM}, and any additional spells of the GM's choosing.", + "If attuned to it, the book's owner can use it as a spellbook and as an arcane focus. In addition, while holding the book, an attuned owner can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn." + ], + "attachedSpells": [ + "semblance of dread|KPDM", + "ectoplasm|KPDM", + "animate dead", + "speak with dead", + "emanation of Yoth|KPDM", + "green decay|KPDM", + "yellow sign|KPDM", + "eldritch communion|KPDM", + "create undead", + "gate", + "harm", + "astral projection", + "Void rift|KPDM" + ] + }, + { + "name": "Nameless Cults", + "wondrous": true, + "rarity": "legendary", + "source": "KPDM", + "page": 343, + "reqAttune": true, + "entries": [ + "This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity.", + "The tome contains all {@filter mythos magic spells in this section|spells|source=KPDM|subschool=Mythos}, plus any additional spells of the GM's design or choosing.", + "The book's bearer can reference Nameless Cults whenever he or she makes an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, the proficiency bonus for that check is doubled." + ] + }, + { + "name": "Necronomicon", + "wondrous": true, + "rarity": "artifact", + "source": "KPDM", + "page": 343, + "reqAttune": true, + "entries": [ + "This monstrous-looking tome bound in humanoid skin has an almost palpable aura of dread. A grotesque and ghoulish face is stretched across its loathsome cover.", + "The Necronomicon is replete with fantastic legends of elder magic and abhorrent secrets from beyond. Its author, the mad poet-philosopher Alhazred, is said to have been seized by an invisible monster in broad daylight and devoured in front of a large number of horror-stricken witnesses. Throughout unknown centuries, the Necronomicon was rigidly suppressed by civil authorities and by all branches of organised ecclesiasticism. Reading this dreaded tome always leads to terrible consequences.", + "Among its hideous contents, the Necronomicon details abstract formulae on the properties of space and the linkage of dimensions both known and unknown. It describes the presence of forbidden cults among human beings who serve elder, primordial races and who worship unseen entities with alien-tongued names such as Yog-Sothoth and Cthulhu.", + "Despite centuries of repression, a handful of copies of this horrible artifact still exist. Each one is a closely guarded secret of its owner, and not all the owners are human or even humanoid.", + "To reap the \"benefits\" of the Necronomicon, a creature must become attuned to it and then spend another 19 hours reading and studying its blasphemous text. The creature can then add to and copy the book's contents, provided any additions advance the cause of chaos or evil and expand upon the lore already inside. (Because of this, no two copies of the Necronomicon are identical, and no one knows what has been added to or excised from Alhazred's original text.)", + "When a non-evil creature becomes attuned to the Necronomicon, it must make a successful DC 18 Charisma saving throw, or its alignment changes to neutral evil.", + "Unseen forces of evil will pursue any owner of the book, hoping to steal it for themselves or for a more powerful master. Once every three days while a creature is attuned to the book, it has a {@chance 19} chance to encounter or be attacked by a mythos entity or occult adversary of the GM's choosing. If a creature dies while attuned to the book, a Great Old One claims its soul, and it can't be restored to life by any means.", + { + "name": "Random Properties", + "type": "entries", + "entries": [ + "The Necronomicon has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial properties}", + "1 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial properties}", + "1 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental properties}", + "2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental properties}" + ] + } + ] + }, + { + "name": "Adjusted Ability Scores", + "type": "entries", + "entries": [ + "After a creature spends the requisite amount of time reading and studying the book, its Intelligence score increases by 2, to a maximum of 24, and its Wisdom score decreases by 2, to a minimum of 3. The book can't adjust the same creature's ability scores more than once." + ] + }, + { + "name": "Abstract Formulae", + "type": "entries", + "entries": [ + "The Necronomicon contains a multitude of mind-shattering evil magic, including all {@filter mythos spells and Void spells in this section|spells|subschool=void;mythos}, all {@filter standard necromancy spells|spells|components & miscellaneous=srd|school=n}, and any additional spells of the GM's design or choosing." + ] + }, + { + "name": "Eldritch Magic", + "type": "entries", + "entries": [ + "Once a creature has read and studied the book, any spell slot it expends to cast an arcane spell counts as a spell slot one level higher when determining the spell's effect." + ] + }, + { + "name": "Eldritch Lore", + "type": "entries", + "entries": [ + "The book's bearer can reference the Necronomicon whenever it makes an Intelligence check to recall information about any aspect of evil or secrets of the multidimensional universe, such as lore about Great Old Ones or the properties of disquieting technology. When doing so, the proficiency bonus for that check is doubled." + ] + }, + { + "name": "Eldritch Guise", + "type": "entries", + "entries": [ + "While a creature carries the Necronomicon and is attuned to it, the creature can speak, read, and write Void Speech, and it can cast {@spell semblance of dread|KPDM} as a bonus action." + ] + }, + { + "name": "Voidmarked", + "type": "entries", + "entries": [ + "After a creature spends the requisite amount of time reading and studying the book, it acquires mental and physical disfigurements as hideous signs of its devotion to the Great Old Ones. The creature gains one {@table flesh warps|KPDM|flesh warp} and one form of {@table indefinite madness|KPDM}. The voidmark grants you advantage on {@skill Persuasion} checks made to interact with aberrations and on {@skill Intimidation} checks made to interact with non-aberrations." + ] + }, + { + "name": "Thought Control", + "type": "entries", + "entries": [ + "A creature that is attuned to the book and holding it can use an action to cast {@spell dominate monster} on a creature within range (save DC 18). This property can't be used again for 19 hours." + ] + }, + { + "name": "Destroying the Book", + "type": "entries", + "entries": [ + "Pages can be torn from the Necronomicon, but any eldritch lore contained on those pages finds its way back into the book eventually, usually when a new author or translator adds pages to the tome. It is rumored that the Necronomicon can't be destroyed as long as a spawn of the Great Old One Azathoth exists in the multiverse. A short-term solution exists, however: casting the book into the fire of a dying star scorches all the writing and imagery from its pages and renders the book useless for {@dice 6d6 + 6} years." + ] + } + ] + } + ], + "optionalfeature": [ + { + "source": "KPDM", + "name": "Algiz", + "page": 237, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Elk and reindeer, evading danger; the god {@deity Heimdall|Norse}}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain a +1 bonus on initiative rolls." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "Living creatures that are within 10 feet of an algiz rune when you draw it on the ground or on a wall gain a +2 bonus on Wisdom ({@skill Perception}) checks and have advantage on saving throws against sleep spells and other magical effects that cause {@condition unconscious||unconsciousness}. Both effects last for 8 hours. Scribing the rune takes 15 minutes." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "Marking a willing creature with the algiz rune transforms the creature into an {@creature elk}, as if by a {@spell polymorph} spell. Drawing the rune on the creature takes an action, and the change lasts while you concentrate, for up to 1 hour." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0000.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Ansuz", + "page": 237, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Gods and outsiders}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain a +1 bonus on Intelligence ({@skill Arcana}) checks to identify the type, powers, or weaknesses of aberrations, celestials, fey, or fiends." + }, + { + "type": "item", + "name": "Power:", + "entry": "Once per day, the ansuz rune can be sketched on an object to ward off giants and fey hostile to the Aesir. The object must be presented boldly toward such creatures, each of which must make a Charisma saving throw. On a failed save, the creature must stay at least 5 feet away from the rune and cannot touch or make melee attacks against the creature presenting it, as long as the symbol is boldly and aggressively presented (which requires an action each round). Sketching the rune takes an action, and the marked object remains effective for 1 minute." + }, + { + "type": "item", + "name": "Power (7th level):", + "entry": "If you sketch ansuz on a floor or a wall, each of your allies within 10 feet of it can roll a {@dice d4} and add the result to each of its attack rolls, similar to the effect of a {@spell bless} spell. Sketching the rune takes two actions, and it remains effective thereafter for as long as you concentrate, for up to 1 minute." + }, + { + "type": "item", + "name": "Mastery Power (11th level):", + "entry": "When you trace ansuz on the forehead of a willing creature, the creature falls into a trance, during which it receives a message from the gods (identical in effect to a {@spell divination} spell). A creature can experience only one such trance per week. Tracing the rune takes 10 minutes, and the trance lasts for 1 round." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0001.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Berkanan", + "page": 238, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Birch tree, love, new beginnings; the Bear Maiden}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain a +1 bonus on Charisma ({@skill Persuasion}) checks." + }, + { + "type": "item", + "name": "Power:", + "entries": [ + "When you trace berkanan on a living creature, the rune grants the creature advantage on a single Charisma ({@skill Persuasion}) check of its choosing. Tracing the rune takes 10 minutes, and it remains effective for up to 1 hour.", + "When you trace this rune on a living plant, an effect identical to a {@spell spike growth} spell erupts in a 20-foot radius around the rune. Tracing the rune on a plant takes an action, and the effect lasts while you concentrate, for up to 10 minutes." + ] + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "You can create a {@item philter of love} once a week." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0002.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Dagaz", + "page": 238, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Day and laying the dead to rest}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You can always tell whether a creature you can see within 10 feet of you is alive or dead." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "If you use an action to trace dagaz on a creature that is {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition poisoned}, or diseased, the creature's affliction is cured as if by a {@spell lesser restoration} spell." + }, + { + "type": "item", + "name": "Power (6th level):", + "entry": "Tracing dagaz on an object makes it give off bright light in a 60-foot radius and dim light for 60 feet beyond that. Magical darkness of 3rd level or lower is dispelled in an area where this light overlaps it. The light is blocked as normal by opaque objects or structures. Tracing the rune for this purpose takes an action, and the light lasts while you concentrate, for up to 1 hour." + }, + { + "type": "item", + "name": "Mastery Power (13th level):", + "entry": "Once a week, you can sketch dagaz on the ground or a wall to create an instantaneous effect identical to a {@class cleric||cleric's} {@classFeature Channel Divinity: Turn Undead|Cleric||2||Turn Undead} class feature. Sketching the rune takes an action, and it affects undead within 30 feet that can see it at the moment of its completion." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0003.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Ehwaz", + "page": 238, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Horses, freedom, the {@item Nithing Pole|KPDM}}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain a +1 bonus to Wisdom ({@skill Animal Handling}) checks made to control a mount, and to Dexterity checks made to wriggle free of bonds." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "Using an action to trace ehwaz on a lock or a set of shackles has the same effect as casting a {@spell knock} spell, but makes no sound." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "When you sketch ehwaz on the ground, you can produce the effect of a {@spell phantom steed} spell. Sketching the rune takes 5 minutes, and the illusory steed remains for 1 hour or until it takes damage." + }, + { + "type": "item", + "name": "Mastery Power (13th level):", + "entry": "You can create a {@item nithing pole|KPDM} once per month. The process can be performed only during a new moon, takes 12 hours, and requires bloodletting that leaves a permanent scar in the shape of the ehwaz rune on the rune maker's left hand. Each new use of this power creates a new scar; those after the first don't need to be on the hand, but they must be on the hands or arms." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0004.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Eiwaz", + "page": 239, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Yew tree, Yggdrasil}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You have proficiency on Intelligence ({@skill Arcana}) checks." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "Spending an action to trace eiwaz onto a suitably sized piece of wood subjects it to the effect of a {@spell shillelagh} spell for 1 minute. This power is usable at will." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "If you take 1 minute to write out three questions on a piece of paper or parchment and trace eiwaz on the bottom of the sheet, you can later produce an effect similar to a {@spell contact other plane} spell (including the possible negative consequences). If you later sleep for at least 10 minutes while holding the sheet, your dreams yield answers to those questions that you can receive when you awaken if you make a successful Intelligence saving throw." + }, + { + "type": "item", + "name": "Mastery Power (11th level):", + "entry": "When carved on the bark of a living tree, eiwaz allows you to travel between that tree and another tree within 500 feet that you have previously marked with eiwaz, as if both were under the effect of a {@spell tree stride} spell. Each carving takes an action, and the effect lasts while you concentrate, for up to 1 minute after the second carving is finished." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0005.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Fehu", + "page": 239, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Cattle, livestock, and wealth}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You have advantage on Wisdom ({@skill Animal Handling}) checks concerning domesticated animals that aren't used as riding mounts." + }, + { + "type": "item", + "name": "Power:", + "entry": "Sketching fehu on an object makes that item easier to lift or drag, as if it were only half its actual weight. Sketching the rune takes 1 minute, and the effect lasts while you concentrate, for up to 1 hour. This power works equally well on a single object, such as a block of stone, or on a collection of objects that are bundled together, such as a large chest stuffed with coins." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "By spending 1 minute tracing fehu on your skin, you can cast {@spell dominate beast} as though from a 6th-level spell slot. The effect must be used within 10 minutes of completing the tracing, or the rune's power dissipates." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0006.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Gebu", + "page": 239, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Generosity and hospitality, gifts}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You have advantage on Intelligence checks to estimate an item's value." + }, + { + "type": "item", + "name": "Power:", + "entry": "When you spend 1 minute carefully examining an item while tracing gebu on it, you learn the item's name and magical properties, as if you had cast an {@spell identify} spell. Alternatively, if you use an action to trace gebu on a willing creature, that creature gains the effect of a {@spell sanctuary} spell. (You can't use this power on yourself.) The effect lasts while you concentrate, for up to 1 minute." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "To use this power, you take an action to scratch or sketch gebu on a wall, floor, or other surface of an enclosed space, in a place where it is clearly visible. For up to 1 minute thereafter, you can activate the rune with a command word, provided you are within 20 feet of it. When you do so, each creature within 20 feet of the rune and with a clear line of sight to it (regardless of whether the creature can actually see it) must make a Charisma saving throw. On a failed save, a creature is affected as if by a {@spell calm emotions} spell that lasts while you concentrate, for up to 1 minute." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0007.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Hagalaz", + "page": 239, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Hail, winter weather}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You have advantage on Wisdom ({@skill Survival}) checks to predict weather conditions for the next 24 hours in your vicinity." + }, + { + "type": "item", + "name": "Power:", + "entry": "If you take an action to trace hagalaz on a willing creature, it receives the benefit of a {@spell protection from energy} (cold) spell while you concentrate, for up to 1 hour." + }, + { + "type": "item", + "name": "Mastery Power (5th level):", + "entry": "When you sketch hagalaz on the ground under the open sky, you produce the effect of a {@spell sleet storm} centered on a point you choose within 150 feet. Sketching the rune takes 4 rounds, and the storm lasts while you concentrate, for up to 2 minutes." + }, + { + "type": "item", + "name": "Mastery Power (14th level):", + "entry": "When hagalaz is sketched on the ground inside the area of an effect caused by {@spell sleet storm}, {@spell ice storm}, {@spell control weather} (hail or blizzard only), or a similar spell, the rune brings about a {@spell dispel magic} effect as if that spell had been cast with a 7th-level slot. If the effect being dispelled is from 8th- or 9th-level magic, you use Charisma for the ability check to determine the rune's effectiveness. Sketching the rune takes 2 rounds." + }, + { + "type": "item", + "name": "Mastery Power (14th level):", + "entry": "When hagalaz is sketched on the ground inside the area of a natural (nonmagical) storm, the rune brings about the effect of a {@spell control weather} spell. Sketching the rune takes 1 hour, and the control lasts while you concentrate, for up to 8 hours." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0008.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Ingwaz", + "page": 240, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Ancestors, major deities}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You have proficiency on Intelligence ({@skill History}) checks." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "When you use an action to trace ingwaz on a {@item spear|PHB}, the first character who uses the {@item spear|PHB} against an enemy adds {@damage 1d4} radiant damage to attacks made with the {@item spear|PHB}. The first attack must be made within 8 hours after the rune is traced, and the benefit lasts for 1 minute after it is triggered." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "When you trace ingwaz on the face of a willing creature, the creature gains the benefit of the {@class barbarian||barbarian's} {@classFeature Rage|Barbarian||1} class feature, as though it were a {@class barbarian} of your character level. Tracing the rune takes two actions, and the effect lasts for 1 minute." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "When ingwaz is traced on the flesh of a corpse, the rune creates the effect of a {@spell speak with dead} spell on that corpse. Tracing the rune takes 1 minute, and the effect lasts while you concentrate, for up to 10 minutes." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0009.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Isaz", + "page": 240, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Ice, imprisonment, paralysis}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "Whenever you take cold damage, that damage is reduced by 1." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "When you take an action to sketch isaz on the ground, slick ice spreads out from that point to cover an area of 225 square feet. The iced area can have any shape you want, as long as every square of ice has at least one side in common with another square of ice; on a grid of 5-foot squares, the ice can cover as many as 9 squares. Ice-filled squares are difficult terrain, and the DC of Dexterity ({@skill Acrobatics}) checks made in the area increases by 5. The ice is nonmagical and melts normally." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "When isaz is traced on a weapon, the weapon sheds bright light in a 10-foot radius and dim light for 10 feet beyond that, and it deals an extra {@damage 1d4} cold damage on a hit. Tracing the rune takes an action, and the effect lasts while you concentrate, for up to 1 hour." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "A {@item shield|PHB} marked with this rune glitters like frost in the morning sun. As an action, a wielder of the {@item shield|PHB} who is in direct sunlight can use it to focus reflected light on a single creature within 30 feet. The target must make a successful Constitution saving throw or become {@condition blinded}. The DC for the saving throw equals 8 + your Dexterity bonus + your proficiency bonus. Marking the {@item shield|PHB} takes an action, and the rune remains effective while you concentrate, for up to 1 hour." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0010.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Jera", + "page": 240, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Abundant harvest; the gods {@deity Frey|Norse} and {@deity Freya|Norse}}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You have proficiency on Intelligence ({@skill Nature}) checks." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "When jera is traced on the belly of a living creature, the rune guarantees that any sexual union involving that creature in the next 24 hours proves fruitful. If the rune is traced on a pregnant creature at least once per month during its pregnancy, the act guarantees a successful birth and healthy offspring. Tracing the rune takes an action." + }, + { + "type": "item", + "name": "Power (6th level):", + "entry": "When jera is traced on a wooden table, plate, or platter, all food and drink that's spoiled, rotten, diseased, poisonous, or otherwise contaminated within 20 feet of that object becomes pure and safe for consumption. Tracing the rune takes an action." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "When jera is drawn in the earth among living plants, the effect of a {@spell plant growth} spell arises in a 100-foot radius around the rune. Sketching the rune takes an action." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0011.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Kaunen", + "page": 240, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Flaming torch, enlightenment, ulcers}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain {@sense darkvision} out to a range of 30 feet. If you already have {@sense darkvision}, you gain proficiency on Wisdom ({@skill Perception}) checks." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "When you spend 1 minute tracing kaunen on the ground, that spot burns like a campfire for up to 8 hours. The fire is 2 feet in diameter, and the flames deal {@damage 2d6} fire damage to any creature that ends its turn in the fire. It provides warmth as a campfire, but the flame cannot be transported or used to set other objects afire." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "Tracing kaunen onto a weapon causes that weapon to shed bright light in a 10-foot radius and dim light for 10 feet beyond that, and the weapon deals an extra {@damage 1d6} fire damage on a hit. Tracing the rune takes an action, and the effect lasts while you concentrate, for up to 1 hour." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "When you use an action to trace the rune on a living creature, kaunan produces the effect of a {@spell lesser restoration} spell on that creature." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0012.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Laukaz", + "page": 241, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Water, the sea, the god {@deity Njord|Norse}}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain {@language Primordial||Aquan} as a bonus language. If you already know this language, you have advantage on Charisma ({@skill Persuasion}) checks involving creatures from the Elemental Plane of Water." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "When you take an action to trace laukaz on an object, it becomes more buoyant for 24 hours. Anyone grasping the object has advantage on Strength ({@skill Athletics}) checks to swim or to stay afloat." + }, + { + "type": "item", + "name": "Power (7th level):", + "entry": "When you trace laukaz on a living creature's chest, the creature gains the benefit of a {@spell water breathing} spell. Tracing the rune takes an action, and the effect lasts for 24 hours." + }, + { + "type": "item", + "name": "Mastery Power (11th level):", + "entry": "When you draw the rune on the surface of a lakebed, a riverbed, or the sea bottom, you can manipulate a 100-foot cube of the nearby water as if by a {@spell control water} spell. Sketching the rune takes an action, and the effect lasts while you concentrate, for up to 10 minutes." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0013.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Mannaz", + "page": 241, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Humanoids, especially {@race human||humans} and {@race dwarf||dwarves}}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain a +1 bonus on saving throws against {@condition petrified||petrification} and against effects that alter your form, such as lycanthropy, {@spell polymorph}, or {@spell flesh to stone}." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "When mannaz is traced on the ground, a boulder, or a wall, it produces the effect of a {@spell calm emotions} spell on all living creatures within 20 feet of the rune. Tracing the rune takes an action, and the effect lasts while you concentrate, for up to 1 minute." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "When you use an action to trace mannaz on the flesh of a creature, the act returns a lycanthrope to its humanoid form or dispels (as if by {@spell dispel magic}) a polymorph effect the target is currently under. An unwilling creature can resist this change with a successful Charisma saving throw (using your Wisdom modifier to set the DC)." + }, + { + "type": "item", + "name": "Mastery Power (9th level):", + "entry": "Tracing mannaz on a plant or animal causes it to be affected as if by the {@spell awaken} spell. Drawing the rune in this way takes 8 hours, and the effect is permanent." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0014.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Naudiz", + "page": 241, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Necessity and filling needs}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "Once per day, you can cast {@spell spare the dying}." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "By spending an action to trace naudiz on an item, you grant a creature that touches the item the benefit of a {@spell guidance} or {@spell resistance} spell (creature's choice). A number of creatures equal to your proficiency bonus can benefit from this effect. Both the rune and the effect last while you concentrate, for up to 1 minute." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "You can trace naudiz in the air in such a way that five creatures within 10 feet of you have their hit point maximums increased by 5, and each gains 5 hit points. Tracing the rune takes an action, and the effect lasts for 8 hours." + }, + { + "type": "item", + "name": "Mastery Power (15th level):", + "entry": "When you use an action to trace naudiz on an object weighing no more than 20 pounds, you can call that item to you once during the next 24 hours if it is anywhere within 400 feet. The item teleports into your hand instantly when you use an action to call it. If another creature is holding the object, that creature prevents it from teleporting with a successful Charisma saving throw (using your Wisdom modifier to set the DC)." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0015.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Nyköping", + "page": 241, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Passage of time, the seasons, phases of the moon}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain proficiency on Wisdom ({@skill Survival}) checks." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "When nyköping is sketched on the ground, up to six creatures of your choice can each regain hit points equal to {@dice 2d8} + your Wisdom modifier. You must be able to see the creatures, and they must be within 30 feet of you. Sketching the rune in this way takes 10 minutes." + }, + { + "type": "item", + "name": "Power (6th level):", + "entry": "When you take an action to trace the rune on the ground under an open sky, nyköping creates the effect of a {@spell gust of wind} spell. The wind lasts while you concentrate, for up to 1 minute." + }, + { + "type": "item", + "name": "Mastery Power (9th level):", + "entry": "Tracing nyköping on a creature grants it the benefit of a {@spell haste} spell. Drawing the rune takes an action, and the effect lasts while you concentrate, for up to 1 minute." + }, + { + "type": "item", + "name": "Mastery Power (13th level):", + "entry": "When you sketch nyköping on the ground beneath the open sky, the weather in the area improves toward clear skies, as if you had cast {@spell control weather}. The rune can only improve the weather, not make it more severe. Sketching the rune takes 1 hour, and the effect lasts for 8 hours." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0016.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Otalan", + "page": 242, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Property, inheritance, family}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain proficiency on Charisma ({@skill Persuasion}) checks." + }, + { + "type": "item", + "name": "Power (7th level):", + "entry": "When this rune is traced on a reflective surface (for example, a mirror, a polished shield, or even still water), otalan lets you scry on an object that you have possessed for at least one week, or on any member of your immediate family within three generations of you, as if subjected to the {@spell scrying} spell. Tracing the rune takes 10 minutes, and the effect lasts while you concentrate, for up to 10 minutes." + }, + { + "type": "item", + "name": "Mastery Power (13th level):", + "entry": "When otalan is invoked on an object, the rune's power lingers harmlessly in the item until the death of the item's owner. The moment that creature dies, the object teleports into the hands of another individual whose identity is specified when the rune is created. This person can be described by name, by title, or by relationship (for example, \"the king of Noatun\" or \"my firstborn son\"). This power functions over any range as long as the object and the individual are on the same plane. If another creature is holding the object when its owner dies, that creature can prevent the object from teleporting by making a successful Charisma saving throw (using your Wisdom modifier to set the DC). The rune remains effective until it is triggered or until you use this power to invoke the rune on a different object. Preparing the object takes 10 minutes." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0017.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Perto", + "page": 242, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Things not as they seem, the god {@deity Loki|Norse}}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain a +1 bonus on Wisdom ability checks to solve riddles or puzzles, and on Wisdom saving throws against illusions." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "When you take an action to trace perto on a creature, you can change the creature's appearance as if by a {@spell disguise self} spell. If the creature has Intelligence 3 or higher, it decides how to change its appearance. The effect persists for 1 hour." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "Spending an action to trace perto on the ground causes all objects within 10 feet of the rune to be undetectable by divination magic or scrying sensors. The effect lasts for 8 hours." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0018.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Raido", + "page": 242, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Travel}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "Your speed is 5 feet faster than the norm for your race, and you always know which way is north." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "The possessor of an object that has had raido sketched on it has advantage on Dexterity ({@skill Acrobatics}) checks to ski, skate, or control a sled. Sketching the rune in this way takes 1 minute, and the effect lasts while you concentrate, up to 1 hour." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "By using an action to trace raido on your skin, you bestow the benefit of a {@spell water walk} spell on yourself and up to five other creatures of your choice that you can see." + }, + { + "type": "item", + "name": "Power (7th level):", + "entry": "If you take 1 minute to sketch raido on the sole of your foot or boot, you gain the ability to engage in a forced march for 12 hours instead of the usual 8 hours before risking {@condition exhaustion}. You can impart this ability on up to five other creatures of your choice that you can see, but all of you must travel together for the entire period. The effect ends 12 hours after your forced march begins, regardless of whether you are traveling at that time." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0019.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Sowilo", + "page": 242, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i The sun, the god {@deity Balder|Norse}}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain immunity to the {@condition blinded} condition." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "When traced on a creature, sowilo grants it magical confidence and magnetism, enabling it to use an {@spell enthrall} effect on an audience, as with the spell. Tracing the rune takes an action, and the effect lasts for 1 minute." + }, + { + "type": "item", + "name": "Power (7th level):", + "entry": "Spending an action tracing sowilo on an object makes it glow, as if by the {@spell daylight} spell, for 1 hour." + }, + { + "type": "item", + "name": "Mastery Power (13th level):", + "entry": "Spending an action drawing sowilo on the brow of a creature causes its eyes to emit a brilliant light, as a {@spell sunbeam} spell. The creature is immune to the {@condition blinded} condition for the duration of the effect, which lasts while you concentrate, for up to 1 minute." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0020.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Tewaz", + "page": 243, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Fearlessness, assemblies or councils, the god {@deity Tyr|Forgotten Realms}}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain advantage on saving throws against the {@condition frightened} condition." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "Tewaz can be sketched on an object to ward off {@creature wolf||wolves}, {@creature worg||worgs}, {@creature werewolf||werewolves}, and other lupine creatures. The object must be presented boldly toward such creatures, each of which makes a Charisma saving throw. On a failed save, the creature must stay at least 5 feet away from the rune and cannot touch or make melee attacks against the creature presenting it, as long as the symbol is boldly and aggressively presented (which requires an action each round). Sketching the rune takes an action, and the marked object remains effective for 1 hour." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "When tewaz is sketched somewhere clearly visible, it produces the effect of a {@spell calm emotions} spell on all creatures that can see it within a 20-foot radius. Sketching the rune takes an action, and the effect lasts while you concentrate, for up to 1 minute." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0021.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Turisaz", + "page": 243, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Giants, thunder and lightning}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain {@language Giant} as a bonus language. If you already know this language, you gain advantage on Wisdom ({@skill Insight}) checks involving giants." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "A weapon marked with turisaz deals an extra {@damage 1d4} lightning damage on each of the next five times it hits its target within the next hour. Marking the weapon takes an action." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "Armor marked with turisaz has resistance to lightning damage and grants a +2 bonus to the wearer's Strength score. Marking the armor takes an action, and the effect lasts while you concentrate, for up to 1 hour." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "When inscribed on a surface, the turisaz rune acts as a {@spell glyph of warding} that deals {@damage 6d8} lightning damage if triggered. Sketching the rune takes 1 hour, and the effect lasts for up to 24 hours, or until the glyph is triggered or dispelled." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0022.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Uruz", + "page": 243, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Wild oxen, sacrifice to the gods, strength}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "You gain a +2 bonus to your Strength score for the purpose of determining carrying capacity." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "The wielder of a shield that has been inscribed with uruz gains the benefits of the {@feat Charger} feat. Tracing the rune takes 1 minute, and the effect lasts for 1 hour." + }, + { + "type": "item", + "name": "Power (5th level):", + "entry": "When uruz is traced on the flesh of a living creature, the creature's carrying capacity doubles, and the creature has advantage on Strength checks. Tracing the rune takes an action, and the effect lasts while you concentrate, for up to 1 hour." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "When you trace this rune on an appropriate sacrifice (food, a symbolic weapon, an animal), any offenses the sacrifice giver has committed against the gods are forgiven (treat as a {@spell remove curse} effect). Tracing the rune in this way takes 1 hour, and the sacrifice must be offered no more than 1 hour later." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0023.webp" + } + } + ] + } + }, + { + "source": "KPDM", + "name": "Wunjo", + "page": 243, + "featureType": [ + "Rune" + ], + "entries": [ + "{@i Happiness and joy}", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Benefit:", + "entry": "After using inspiration or gifting it to another player, you have a {@chance 20} chance to retain it. If you use inspiration that was retained in this way, it can't be retained again." + }, + { + "type": "item", + "name": "Power (4th level):", + "entry": "Tracing the wunjo rune on the ground or on a boulder creates the effect of an {@spell animal friendship} spell on one beast within 30 feet. Tracing the rune takes an action, and the effect lasts for 24 hours." + }, + { + "type": "item", + "name": "Mastery Power (8th level):", + "entry": "If you use an action to sketch wunjo on an object that you then hold aloft, your allies that can see you have advantage on saving throws against {@condition frightened||fear}, {@condition charmed||charm}, and domination effects. The effect lasts while you concentrate, for up to 10 minutes." + } + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/runes/0024.webp" + } + } + ] + } + }, + { + "name": "Elemental Adaptation", + "featureType": [ + "Mastery" + ], + "source": "KPDM", + "prerequisite": [ + { + "level": { + "level": 14, + "class": { + "name": "Elementalist" + } + } + } + ], + "entries": [ + "You add {@spell plane shift} to your spellbook if you don't already have it, and you can cast it once with this mastery without expending a spell slot. You can travel only to the elemental plane associated with your focus element, or to the Material Plane. While you are on the elemental plane, you aren't harmed by the normal conditions of the plane, you can breathe normally, and you can use your speed to move in a manner appropriate to the plane (flying for air, burrowing for earth, and swimming for water). You regain the ability to cast {@spell plane shift} with this mastery when you finish a long rest." + ] + }, + { + "name": "Elemental Binding", + "featureType": [ + "Mastery" + ], + "source": "KPDM", + "prerequisite": [ + { + "level": { + "level": 10, + "class": { + "name": "Elementalist" + } + } + } + ], + "entries": [ + "You add {@spell planar binding} to your spellbook if you don't already have it, and you can cast it once with this mastery without expending a spell slot. When you cast the spell in this way, you must target an elemental creature associated with your elemental focus. If the elemental fails its saving throw, it gains temporary hit points equal to your wizard level. You regain the ability to cast planar binding with this mastery when you finish a long rest." + ] + }, + { + "name": "Elemental Bulwark", + "featureType": [ + "Mastery" + ], + "source": "KPDM", + "entries": [ + "You gain resistance to the damage type associated with your elemental focus, and you have advantage on Constitution saving throws made to maintain concentration on spells that resonate with your elemental focus." + ] + }, + { + "name": "Elemental Command", + "featureType": [ + "Mastery" + ], + "source": "KPDM", + "entries": [ + "As an action, you can target an elemental creature that you can see within 30 feet. The elemental must succeed on a Wisdom saving throw or be {@condition charmed} for up to one hour as long as you maintain concentration as if concentrating on a spell. If you or your companions damage the {@condition charmed} elemental or take harmful actions against it, the {@condition charmed} condition ends immediately. A creature that succeeds on its saving throw, or if this ability ends for it, is immune to being charmed by you for 24 hours." + ] + }, + { + "name": "Elemental Erosion", + "featureType": [ + "Mastery" + ], + "source": "KPDM", + "prerequisite": [ + { + "level": { + "level": 10, + "class": { + "name": "Elementalist" + } + } + } + ], + "entries": [ + "After you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, the target becomes vulnerable to that damage type until the end of your next turn. You can use this ability twice. You regain all expended uses when you finish a short or long rest." + ] + }, + { + "name": "Ignite", + "featureType": [ + "Mastery" + ], + "source": "KPDM", + "prerequisite": [ + { + "other": "Elemental focus (fire)" + } + ], + "entries": [ + "When you deal fire damage to a target with a spell of 1st level or higher, you can use a bonus action to cause the target to catch fire. Unless a creature takes an action to douse the flames, at the start of its next turn, the target takes half the damage it originally took from the spell and the flames go out. If you damage more than one target with the spell, choose a target to catch fire." + ] + }, + { + "name": "Overwhelming Onslaught", + "featureType": [ + "Mastery" + ], + "prerequisite": [ + { + "level": { + "level": 14, + "class": { + "name": "Elementalist" + } + } + } + ], + "source": "KPDM", + "entries": [ + "When you damage a target with a spell that deals the damage type associated with your elemental focus, you ignore any resistance the target has to that damage type." + ] + }, + { + "name": "Stony Refuge", + "featureType": [ + "Mastery" + ], + "source": "KPDM", + "prerequisite": [ + { + "other": "Elemental focus (earth)" + } + ], + "entries": [ + "When you cast a spell of 1st level or higher, you can use a bonus action to create a slab of stone that interposes itself between you and one creature of your choice. Until the end of your next turn, the slab provides half cover against the chosen creature." + ] + }, + { + "name": "Sweeping Swell", + "featureType": [ + "Intensified Element" + ], + "source": "KPDM", + "prerequisite": [ + { + "other": "Elemental focus (water)" + } + ], + "entries": [ + "When you cast a spell of 1st level or higher, you can use a bonus action to create a sweeping wave of water to push a target you can see within 20 feet. The creature must succeed on a Strength saving throw or be pushed 5 feet in the direction of your choice and knocked {@condition prone}." + ] + }, + { + "name": "Wind Blast", + "featureType": [ + "Intensified Element" + ], + "source": "KPDM", + "prerequisite": [ + { + "other": "Elemental focus (air)" + } + ], + "entries": [ + "When you cast a spell of 1st level or higher, you can use a bonus action to create a line of wind that is 20-foot long and 5-foot wide. Each creature in the line must make a Strength saving throw or take {@dice 1d6} slashing damage and be pushed 10 feet away from you in the direction of the line." + ] + }, + { + "name": "Boreal Aura", + "source": "KPDM", + "page": 278, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "level": 3, + "patron": "The Frozen One" + } + ], + "entries": [ + "Ice and snow cascade around you. As long as you maintain concentration, your melee attacks do an additional {@damage 1d6} cold damage. Attackers within 5 feet of you who hit you in melee take {@damage 1d6} cold damage." + ] + }, + { + "name": "Horrific Wintry Visage", + "source": "KPDM", + "page": 278, + "featureType": [ + "EI" + ], + "prerequisite": [ + { + "level": 5, + "patron": "The Frozen One" + } + ], + "entries": [ + "You can cast {@spell sculpt snow|KPDM} once using a warlock slot. Creatures that see your sculpture for the first time must make a successful Wisdom saving throw against your spell save DC or become {@condition frightened} of the sculpture for 1 round. You must finish a long rest before using this invocation again." + ] + }, + { + "name": "Pact of the Blade (The Frozen One)", + "source": "KPDM", + "prerequisite": [ + { + "patron": "The Frozen One" + } + ], + "featureType": [ + "PB" + ], + "entries": [ + "You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.", + "You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.", + { + "type": "entries", + "name": "The Frozen One's Pact Boons", + "entries": [ + "Your pact weapon has a patina of ice and small icicles dangle from it. When you create or summon your pact weapon, you can choose whether it does its standard damage type or cold damage." + ] + } + ] + }, + { + "name": "Pact of the Chain (The Frozen One)", + "source": "KPDM", + "featureType": [ + "PB" + ], + "prerequisite": [ + { + "patron": "The Frozen One" + } + ], + "entries": [ + "You learn the {@spell find familiar} spell and can cast it as a ritual. The spell doesn't count against your number of spells known.", + "When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: {@creature imp}, {@creature pseudodragon}, {@creature quasit}, or {@creature sprite}.", + "Additionally, when you take the {@action Attack} action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.", + { + "type": "entries", + "name": "The Frozen One's Pact Boons", + "entries": [ + "When you conjure your familiar or change its form, you can choose the form of an {@creature ice mephit} in addition to the usual options granted by the pact boon. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead." + ] + } + ] + }, + { + "name": "Pact of the Tome (The Frozen One)", + "source": "KPDM", + "featureType": [ + "PB" + ], + "prerequisite": [ + { + "patron": "The Frozen One" + } + ], + "entries": [ + "Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", + { + "type": "entries", + "name": "The Frozen One's Pact Boons", + "entries": [ + "Your book is formed from rune-etched sheets of ice that are cold to the touch to everyone but you. The book is immune to cold damage." + ] + } + ] + }, + { + "name": "Pact of the Blade (The Sibyl)", + "source": "KPDM", + "page": 151, + "featureType": [ + "PB" + ], + "prerequisite": [ + { + "patron": "The Sibyl" + } + ], + "entries": [ + "You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.", + "You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.", + { + "type": "entries", + "name": "The Sibyl's Pact Boons", + "entries": [ + "Your weapon is usually, but not always, the weapon favored by your patron. When you create or summon your pact weapon, you can choose whether it does its standard damage type or psychic damage." + ] + } + ] + }, + { + "name": "Pact of the Chain (The Sibyl)", + "source": "KPDM", + "page": 151, + "featureType": [ + "PB" + ], + "prerequisite": [ + { + "patron": "The Sibyl" + } + ], + "entries": [ + "You learn the {@spell find familiar} spell and can cast it as a ritual. The spell doesn't count against your number of spells known.", + "When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.", + "Additionally, when you take the {@action Attack} action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.", + { + "type": "entries", + "name": "The Sibyl's Pact Boons", + "entries": [ + "Your patron grants you a special familiar, a {@creature giant moth|CCodex}, to aid you." + ] + } + ] + }, + { + "name": "Pact of the Tome (The Sibyl)", + "source": "KPDM", + "page": 151, + "featureType": [ + "PB" + ], + "prerequisite": [ + { + "patron": "The Sibyl" + } + ], + "entries": [ + "Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", + { + "type": "entries", + "name": "The Sibyl's Pact Boons", + "entries": [ + "Your tome is an illuminated manuscript with depictions of ancestral prophets foretelling events to come. As your adventuring career progresses, new illuminations appear in the book's pages, displaying your notable actions in the service of your patron. While this book is on your person, your passive {@skill Perception} score is increased by 1 when being matched against enemy {@skill Stealth} check results." + ] + } + ] + }, + { + "name": "Pact of the Blade (The Genie Lord)", + "source": "KPDM", + "page": 149, + "featureType": [ + "PB" + ], + "prerequisite": [ + { + "patron": "The Genie Lord" + } + ], + "entries": [ + "You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.", + "You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.", + { + "type": "entries", + "name": "The Genie Lord's Pact Boons", + "entries": [ + "Your pact weapon takes on a sheen of elemental power. When you create or summon your pact weapon, you can decide to change its damage type to one of the following: acid, cold, fire, lightning, or thunder. You can change the damage type by repeating the ceremony." + ] + } + ] + }, + { + "name": "Pact of the Chain (The Genie Lord)", + "source": "KPDM", + "page": 149, + "featureType": [ + "PB" + ], + "prerequisite": [ + { + "patron": "The Genie Lord" + } + ], + "entries": [ + "You learn the {@spell find familiar} spell and can cast it as a ritual. The spell doesn't count against your number of spells known.", + "When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.", + "Additionally, when you take the {@action Attack} action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.", + { + "type": "entries", + "name": "The Genie Lord's Pact Boons", + "entries": [ + "When you conjure your familiar or change its form, you can choose the form of a mephit in addition to the usual form choices granted by the pact boon. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead." + ] + } + ] + }, + { + "name": "Pact of the Tome (The Genie Lord)", + "source": "KPDM", + "page": 149, + "featureType": [ + "PB" + ], + "prerequisite": [ + { + "patron": "The Genie Lord" + } + ], + "entries": [ + "Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", + { + "type": "entries", + "name": "The Genie Lord's Pact Boons", + "entries": [ + "Your Book of Shadows is immune to damage or wear caused by the elements. This immunity includes something as simple as being immersed in water, as well as acid, fire, cold, lighting, or thunder damage." + ] + } + ] + }, + { + "name": "Amnayeth (Benevolence)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "This seal allows the user to reroll a failed ability check to improve another creature's attitude. {@i Greater:} As an action once during the next minute, the user can cause a creature that can hear the user to make a successful Wisdom saving throw against your spell save DC or be {@condition charmed} for 10 minutes.", + "This seal can't be used again on a check involving the same creature until the user finishes a short or long rest." + ] + }, + { + "name": "Simil (Clarity)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "The user adds half your Intelligence modifier (minimum of 1) to its Wisdom ({@skill Insight}) and Wisdom ({@skill Perception}) checks for 1 minute. {@i Greater:} The user gains {@sense blindsight} out to a range of 10 feet." + ] + }, + { + "name": "Rikbil (Fortitude)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "When it is hit with an attack, the user can use its reaction to add 2 to its AC against that attack. It must be able to see the attacker to use this effect. {@i Greater:} The user gains resistance to nonmagical bludgeoning, piercing, and slashing damage." + ] + }, + { + "name": "Barrateth (Fortune)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "The user can add 1 to an attack roll, saving throw, or ability check. The addition is made after rolling the die but before the GM reveals whether it was a success or failure. {@i Greater:} After making an attack roll, saving throw, or ability check, the user can roll another d20 and choose which result to use. The second roll is made after the initial roll but before the GM reveals whether that roll was a success or failure.", + "This seal can't be used again until the user finishes a short or long rest." + ] + }, + { + "name": "Vrechiel (Glory)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "When the user reduces an enemy to 0 hit points, the user gains temporary hit points equal to your Intelligence modifier (minimum of 1). {@i Greater:} At the start of its turn once during the next minute, the user gains temporary hit points equal to your caster level." + ] + }, + { + "name": "Ophanim (Humility)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "The user adds half your Intelligence modifier (minimum of 1) to its Dexterity ({@skill Stealth}) checks. It keeps this benefit until the start of its next turn when it takes a hostile action (any action that could inflict intentional damage on a creature). {@i Greater:} If it hasn't taken a hostile action this turn, the user can use its action to present an aura of humility. A creature that wants to attack the user must succeed on a Wisdom saving throw against your spell save DC or choose another target. If there are no other targets it can attack, the creature spends its action doing nothing." + ] + }, + { + "name": "Chamule (Judgment)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "When the user hits a creature with an {@action opportunity attack}, the user can move up to half its speed, provided it ends the move no farther away from the creature it hit. {@i Greater:} As a reaction when it is hit with an attack once during the next minute, the user can cause the attacker to take radiant damage equal to your Intelligence modifier (minimum of 1) if the attacker is within 60 feet of the user." + ] + }, + { + "name": "Jelaal (Recovery)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "The user automatically succeeds on its first death saving throw and then regains 1 hit point. {@i Greater:} When the user regains hit points, it regains an additional number of hit points equal to your Intelligence modifier (minimum of 1). Once it is used, this seal doesn't function again until the user finishes a short or long rest." + ] + }, + { + "name": "Iaothe (Temperance)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "When it makes a Wisdom saving throw, the user can use its reaction to add your Intelligence modifier (minimum of 1) to the roll. The bonus is added after the die is rolled but before the GM reveals whether the saving throw succeeds or fails. {@i Greater:} The user can't be {@condition charmed} or {@condition frightened}.", + "Once it is used, this seal doesn't function again until the user finishes a short or long rest." + ] + }, + { + "name": "Xapanie (Wrath)", + "source": "KPDM", + "featureType": [ + "AG" + ], + "entries": [ + "Once on the user's turn when it hits with a weapon attack, the attack gains a +1 bonus to damage. {@i Greater:} The user's attacks are magical, and once on the user's turn during the next minute when it hits with a weapon attack, the attack deals additional radiant damage equal to half your caster level (minimum of 1)." + ] + }, + { + "name": "As Does Every God, Every Bird, Every Fish, and Every Creeping Worm", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents the fertility and abundance of animal life and every being's place in the chain of life.", + "{@b Benefit(s):} You gain advantage on ability checks or skill checks to identify creatures.", + "{@b Power:} You can use an action to quickly trace this glyph in the air and stare down a beast or a monstrosity. The targeted creature must make a Wisdom saving throw. On a failed save, the creature is {@condition frightened} of you for as long as you continue staring at it. While {@condition frightened} in this way, the creature must move at its full speed away from you on each of its turns until you can't see it or until it makes a successful saving throw. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save. When a creature's saving throw is successful (regardless of whether it failed previously), it has disadvantage on attack rolls against you until the end of its next turn.", + "{@b Mastery Power:} If you spend 1 minute tracing this glyph on the body of an animal, you can grant yourself a measure of the animal's ability. You gain one of the following: a climbing or swimming speed of 30 feet, or a flying or burrowing speed of 20 feet\u2014whichever is most appropriate to the type of animal the bone came from. The effect lasts for as long as you maintain concentration, up to 1 hour." + ] + }, + { + "name": "Dress the Air with the Cloying and the Fair", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents sweet scents, perfumes, Allure, and pleasant feelings. It can also be associated with influencing or changing the mind of another.", + "{@b Benefit:} You gain a +1 bonus on Charisma ({@skill Persuasion}) checks.", + "{@b Power:} If you use an action to trace this glyph on your body in cologne or Perfume, you have advantage on Charisma checks for the next hour.", + "{@b Power (3rd level)} If you use an action to trace this hieroglyph on the ground with dust or ink made from the petals of flowers, every creature within 10 feet of you must make a successful Charisma saving throw or be {@condition charmed} by you for 1 minute.", + "{@b Power (5th level)} You use an action to contemplate flower petals as they drift in the breeze, enabling you to cast a {@spell gust of wind} spell.", + "{@b Mastery Power:} When you use an action to anoint yourself with Perfume, for the next 10 minutes you have advantage on Charisma checks to Influence people within 50 feet of you." + ] + }, + { + "name": "Drink Deep of the River's Power", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This hieroglyph represents the flow of magic through the land, as well as the physical flow of rivers.", + "{@b Benefit:} You gain the ability to cast one cantrip of your choice from the wizard spell list. Your spellcasting ability is Intelligence when you cast this cantrip.", + "{@b Power (2nd level)} You trace this hieroglyph over a creature's eyes in a ritual that takes 10 minutes to perform. When the ritual is complete, it produces a {@spell detect magic} effect that works on the creature and on any items the creature is holding or carrying. The effect lasts for 1 minute while you maintain concentration.", + "{@b Mastery Power:} You trace this hieroglyph in dirt over the course of 1 hour. At the end of the hour, you dispel a magical effect of up to 4th level that is within 120 feet of you. If the effect is higher than 4th level, you dispel it if you make a successful Intelligence ({@skill Arcana}) check against a DC equal to 10 + the level of the effect." + ] + }, + { + "name": "Flourish in Death as in Life", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents the transition from the realm of the living to the realm of the dead. It is often engraved on the tombs of Fallen heroes.", + "{@b Benefit:} You gain a +1 bonus on Constitution saving throws.", + "{@b Power:} When you drop to 0 hit points, you become stabilized immediately and automatically.", + "{@b Mastery Power:} You can see a distance of 60 feet into the Ethereal Plane for 1 hour. You also can determine whether anyone within 60 feet of you is possessed by a spirit; you see such a figure as having a vague, dim outline around it." + ] + }, + { + "name": "Fly as the Falcon, Howl as the Wolf", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents hunting, Tracking, stalking, and bringing prey to the ground.", + "{@b Benefit:} You gain a +1 bonus on Wisdom ({@skill Survival}) checks.", + "{@b Power (2nd level)} When you use an action to trace this symbol on the body of a willing creature, the creature gains {@sense darkvision} out to a range of 20 feet, which lasts for 1 minute and works even in magical Darkness.", + "{@b Power (4th level)} You trace this hieroglyph on an item that belongs to a specific creature or clearly represents a creature you have encountered, then use an action to consume it. For the next hour, the tracks of that creature glow in your sight. You can follow and track the creature automatically while moving at the speed of a forced march.", + "{@b Mastery Power:} By using an action to trace this glyph on your hand, you invoke the hunter's gift against a specific creature. The target must be a creature you have previously used one of this hieroglyph's powers against. The next time you hit the creature with an attack, it must make a successful Constitution saving throw or take an additional {@damage 1d10} necrotic damage from the attack." + ] + }, + { + "name": "Gifts Taken From the Silver Coffer", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents gifts, knowledge, Secrets, and things hidden.", + "{@b Benefit:} You gain a +1 bonus on Intelligence ({@skill Investigation}) checks.", + "{@b Power:} By spending 1 minute in concentration while holding a papyrus reed, you can cast the spell {@spell speak with inanimate object|KPDM}.", + "{@b Power (4th level)} By taking an action to break open an egg, you create an extradimensional space (a \"silver coffer\") that is 5 cubic feet in volume and can hold up to 50 pounds of material. This space looks like a simple, empty hole in the ground, but when you reach inside it, you always find whatever you placed inside. The extradimensional space remains visible as a hole in the ground for 24 hours, then disappears, along with its Contents. It can be reopened with another use of this hieroglyph power. The silver coffer's Location on the Material Plane depends on your Location when you trigger the hieroglyph. This power always opens the same extradimensional space no matter how much time passes or how far you travel between uses, so it's not a good way to dispose of, for example, unwanted or dangerous magic items. If the person who created the extradimensional space dies, any items in the silver coffer eventually reappear on their plane of Origin at a random Location, anytime from a day to several centuries after the creator's death.", + "{@b Mastery Power (10th level):} By taking an action to rub a Special brown paste over your eyes that costs 50 gp, you can cast True Seeing on yourself." + ] + }, + { + "name": "Give Succor to Thy People", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents charity, Healing, benevolent leadership, and Sanctuary given to Friends and kin as well as enemies.", + "{@b Benefit:} You have advantage on Wisdom ({@skill Medicine}) checks.", + "{@b Power:} If you spend an hour in meditation while holding a mug of beer or a goblet of wine, your sincere wish to help someone transfers into the brew. When a creature drinks the brew, it gains all the benefits of finishing a short rest. This brew remains potent for 24 hours.", + "{@b Mastery Power:} If you spend an hour in meditation while holding a full Waterskin, up to six creatures that drink from the Waterskin recover from two levels of {@condition exhaustion} and don't need any food or water until after finishing a long rest. The water remains potent for up to 24 hours, or until six creatures have drunk it." + ] + }, + { + "name": "The Gods' Company is Like Light", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents knowledge gained over an extended time through dedication and effort.", + "{@b Benefit:} You gain the ability to speak and read one additional language of your choice.", + "{@b Power:} After meditating on this hieroglyph for 10 minutes, you can cast comprehend Languages.", + "{@b Power (2nd level)} If you take an action to trace this symbol on your forehead or that of another creature, the recipient gains advantage on Intelligence checks for 1 minute.", + "{@b Mastery Power:} By inhaling incense and powders over the course of an hour, you call upon your ancestors to reveal a bit of knowledge from the past. This knowledge enables you to gain your ancestors' assistance with a problem immediately before you. The implementation of this benefit is up to the GM; you might receive a specific clue that helps you to solve the problem, or you might gain proficiency for 1 hour with a skill or a set of tools, or advantage on a single type of skill check for the same length of time." + ] + }, + { + "name": "Grasping Arms of Balance", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents the judgment of the dead, ever watchful and weighing the actions of the living in expectation of the moment when they eventually pass on from the world.", + "{@b Benefit:} You gain a +1 bonus on Intelligence ({@skill Investigation}) checks.", + "{@b Power:} You trace this hieroglyph in ash on the body of a willing creature, which requires an action. For the next hour, the creature has advantage on Wisdom ability checks.", + "{@b Power (3rd level)} If you use an action to trace this hieroglyph in the air with your fingers, you force a creature you can see to make a Wisdom saving throw. On a failed save, you can immediately give the creature one Command, either verbally or in writing, that can be completed in the next minute. The creature must try to obey the Command to the best of its ability, provided that doing so won't directly harm it. If the task isn't completed within 1 minute, the glyph's power wears off and the creature is freed from the Compulsion.", + "{@b Mastery Power (9th level):} You spend 10 minutes decorating a piece of paper with this hieroglyph. If you then take an action to burn the paper, you can cast a {@spell geas} spell on one target. As with a normal casting of the spell, you and the target must have a language in {@language Common} for the effect to work." + ] + }, + { + "name": "He Hath Repulsed the Fiends", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "{@b This Symbol} represents the prevention of harm, usually through the Protection of devoted soldiers or bodyguards.", + "{@b Benefit:} When you wear no armor, your Armor Class is equal to 10 + your Wisdom modifier + your Dexterity modifier.", + "{@b Power (3rd level)} If you take an action to trace this hieroglyph on a creature, you grant that creature resistance to bludgeoning, piercing, or slashing damage (your choice) for 1 minute.", + "{@b Power (5th level)} By taking an action to burn a bit of incense, you can conjure a squad of soldiers. These soldiers can appear different to different creatures; some might see a squad of orcs, others a group of the king's guards. The soldiers appear standing inside a 10-foot-square space within 10 feet of you, and they can't leave that space. Within that space, they behave like a swarm; other creatures can enter the space and end their turn there. Whenever one of your enemies enters the soldiers' space or starts its turn in the space or within 5 feet of it, the soldiers attack that creature. Their attack bonus is equal to your Wisdom modifier + your proficiency modifier, and a successful attack deals {@damage 2d6} force damage. The soldiers remain for 1 minute, provided you maintain concentration on them. They are immune to all forms of damage and can't be dispelled except by breaking your concentration.", + "{@b Mastery Power (8th level):} If you take an action to trace this hieroglyph on the ground and then throw a handful of sand into the air, you can cast Banishment." + ] + }, + { + "name": "Hold the Storm in An Urn of the Wind", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents the power of storms and wind and the effect these phenomena can have on the world.", + "{@b Benefit:} You can resist any effect or attack that would move you, causing you to be moved 5 feet less than the effect's normal distance.", + "{@b Power (3rd level)} By drawing this hieroglyph in the air for three consecutive turns (each one requiring an action), you gain the ability to cast {@spell wind wall}.", + "{@b Power (5th level)} After spending an hour in meditation with burning incense before tracing this hieroglyph in the air, you can cast a modified version of Control Weather. Unlike the spell, this power affects an area only a quarter-mile in radius, and the change lasts no longer than 20 minutes.", + "{@b Mastery Power:} Immediately after performing a 10-minute ritual with Special incense, you can cast a modified version of {@spell wind walk}. Unlike the spell, this power affects up to five creatures, and the effect lasts for up to 2 hours and requires your concentration." + ] + }, + { + "name": "The Jackal Moves on Tirelessly", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "Benefit: You gain a +1 bonus on saving throws to resist {@condition exhaustion}.", + "{@b Benefit:} You gain a +1 bonus on saving throws to resist {@condition exhaustion}.", + "{@b Power (3rd level)} If you take an action to trace this symbol on the body of a willing creature, you increase that creature's speed by 15 feet for 1 hour. This power affects all forms of Movement the creature can use.", + "{@b Mastery Power:} By drawing this hieroglyph on the ground over the course of 10 minutes, you create a temporary portal to another place within 1 mile that you're familiar with. You can step through the portal once, after which it disappears. You can bring along a number of other creatures equal to one-fourth your level (round up), provided all of them are your size or smaller and either willing or helpless." + ] + }, + { + "name": "On the Day of the Destruction of the Fiends", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents triumph over your enemies, victory, and celebration of those victories.", + "{@b Benefit(s):} You gain a +1 bonus on Charisma ({@skill Intimidation}) checks.", + "{@b Power (3rd level):} To trigger this power, you must use an action to trace the symbol on yourself with a knife or other sharp object (pressing hard enough to leave a mark on the skin but not hard enough to draw blood) and emit a loud battle cry. Each creature you designate within 10 feet of you that hears the battle cry must make a successful Charisma saving throw or be {@condition frightened} for 1 minute.", + "{@b Mastery Power:} Once a week, you can host a feast for your companions and other allies. Each individual who partakes in the feast gains temporary hit points equal to your Charisma modifier (minimum of 2) and has advantage on the same number of its next attack rolls. The effect dissipates for each creature after 24 hours if the benefits have not been used by then." + ] + }, + { + "name": "Open the Hidden Springs and Unbolt the Shrine", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents casting off chains, putting down oppression, and opening pathways.", + "{@b Benefit:} You gain a +1 bonus on Dexterity ({@skill Sleight of Hand}) checks.", + "{@b Power:} If you use an action to trace this hieroglyph on a rope, chain, or other implement that's holding you in place, you gain advantage on Dexterity checks made to free yourself. This benefit doesn't apply to checks made to Escape a grapple, unless you're being Grappled by an inanimate object.", + "{@b Mastery Power:} When you take an action to trace this hieroglyph on the body of a willing creature, you can impart to that creature the effect of a {@spell blink} spell." + ] + }, + { + "name": "Savor the Divine Company of the Gods", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents robust and vigorous health and the favor of the gods.", + "{@b Benefit:} Your hit point maximum increases by 1 for each Hit Die you have.", + "{@b Power:} When you take an action to trace this hieroglyph on a creature's skin with blood, that creature gains a number of temporary hit points equal to your Hit Dice.", + "{@b Mastery Power:} If you spend 1 minute repeatedly tracing this hieroglyph on the body of an afflicted creature, you can cast {@spell lesser restoration} on that creature." + ] + }, + { + "name": "Shine at the Monument of the Mighty", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents physical and mental Strength, overcoming weakness, and surpassing limits.", + "{@b Benefit:} You count as one size larger for the purpose of determining your carrying Capacity and the weight you can push, drag, or lift.", + "{@b Power:} By using an action to trace this hieroglyph on a creature, you double that creature's Strength bonus for the purpose of determining the damage from its next successful attack.", + "{@b Power (3rd level)} If you take an action to crush a previously prepared clay semblance of this hieroglyph, you gain advantage on Strength checks for 1 minute. You can also give the clay hieroglyph to another creature, so that creature can gain the benefit from crushing it.", + "{@b Mastery Power:} If you use an action to trace this hieroglyph on a creature, it is freed from the need for sleep and immune to the effects of {@condition exhaustion} for 24 hours." + ] + }, + { + "name": "Stand Above All", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents moral rightness, dominance, rulership, and ego.", + "{@b Benefit:} You have advantage on Charisma saving throws.", + "{@b Power (3rd level)} By tracing this hieroglyph on your clothing, you rally your allies and improve their Morale. For the next minute, each of your allies gains a +1 bonus on attack rolls, saving throws against fear effects, and skill checks while within 10 feet of you.", + "{@b Mastery Power:} If you use an action to trace this hieroglyph on a willing creature, it gains the ability to overawe the mind of one other creature within 60 feet. The targeted creature must make a successful Charisma saving throw or prostrate itself before the creature that bears the hieroglyph. An awed creature repeats the saving throw at the end of each of its turns, Ending the effect on itself with a success. The effect lasts for 1 minute or until the awed creature is attacked." + ] + }, + { + "name": "Stars and Birds Perceive All", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents vision, sight, and perceiving from great distances.", + "{@b Benefit:} You gain a +1 bonus on Wisdom ({@skill Perception}) checks.", + "{@b Power:} If you use an action to trace this glyph on a creature, you can cast {@spell enhance ability} on the target, which gains the benefit of the Owl's Wisdom effect.", + "{@b Mastery Power:} By tracing this glyph over and over in a 10-minute ritual, you can cast Clairvoyance." + ] + }, + { + "name": "Watchful Eyes See What Is Hidden", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents looking beneath the surface to see the world differently or to question the way things are done.", + "{@b Benefit:} You gain a +1 bonus on Wisdom ({@skill Insight}) checks.", + "{@b Power (3rd level)} By spending 5 minutes tracing the hieroglyph on a creature, you imbue that creature with the ability to cast Detect Evil and Good once in the next 24 hours. The hieroglyph can also be created on a small object instead of directly on a creature; in that case, Detect Evil and Good can be cast once by a creature holding the object.", + "{@b Power (6th level)} After spending 10 minutes inking this hieroglyph in the Middle of your forehead, you gain the benefits of casting Detect Thoughts for as long as you concentrate, up to 1 minute.", + "{@b Mastery Power:} By taking an action to draw this hieroglyph, you can cast {@spell arcane eye}." + ] + }, + { + "name": "With One Heart and Voice, The People Raise Cries of Joy", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol represents unity, community, common purpose and goals, and protecting one another.", + "{@b Benefit:} You have advantage on any saving throw that is also being made by at least one of your allies.", + "{@b Power (3rd level)} By using an action to draw this hieroglyph on a rope that you use to bind your wrist to another creature, you can absorb the damage and other effects from the next attack that hits the other creature. The attack must hit the other creature, but it affects you instead; the other creature is unaffected. The rope can be no more than 30 feet long.", + "{@b Mastery Power:} By invoking this hieroglyph during a 10-minute ritual, you can grant telepathy to up to ten creatures that are within 60 feet of you. The telepathy lasts for 1 hour, and it works only among the affected creatures (including you); it can't be used to communicate with creatures outside the group." + ] + }, + { + "name": "With the Sight and Talons of the Hawk", + "source": "KPDM", + "featureType": [ + "Hieroglyph" + ], + "entries": [ + "This symbol is associated with Strength, speed, honor, and Heroism.", + "{@b Benefit:} You gain a +1 bonus on initiative rolls.", + "{@b Power (4th level)} As an action, you can trace this hieroglyph on a creature to grant it advantage on Strength checks and Constitution checks for as long as you maintain concentration, up to 1 hour.", + "{@b Power (6th level)} By spending 1 round in concentration to summon power from the Sky, you can target one creature that has this hieroglyph emblazoned on its forehead. The creature gains the effects of the {@spell enlarge/reduce||enlarge} spell, and its head takes on the Appearance of a hawk for the duration of the effect.", + "{@b Mastery Power (8th level):} When you use an action to trace this symbol in the air, you grant the speed of the air to an ally within 60 feet. The affected ally gains the effect of a {@spell haste} spell for 1 minute." + ] + } + ], + "subclass": [ + { + "name": "Elementalist", + "shortName": "Elementalist", + "source": "KPDM", + "subclassFeatures": [ + "Elementalist|Wizard||Elementalist|KPDM|2", + "Substitute Elements|Wizard||Elementalist|KPDM|6", + "Absorb Elements|Wizard||Elementalist|KPDM|10", + "Irresistible Strike|Wizard||Elementalist|KPDM|14" + ], + "className": "Wizard", + "classSource": "PHB", + "subclassSpells": [ + "shocking grasp", + "wind lash|KPDM", + "fog cloud", + "thunderwave", + "wind tunnel|KPDM", + "gust of wind", + "rolling thunder|KPDM", + "call lightning", + "lightning bolt", + "wind wall", + "conjure minor elementals", + "conjure elemental", + "chain lightning", + "storm of vengeance", + "acid splash", + "pummelstone|KPDM", + "melf's acid arrow", + "jeweled fissure|KPDM", + "earthskimmer|KPDM", + "stone shape", + "wall of stone", + "entomb|KPDM", + "move earth", + "caustic torrent|KPDM", + "earthquake", + "fire bolt", + "produce flame", + "fire darts|KPDM", + "flaming sphere", + "heat metal", + "scorching ray", + "fireball", + "fire shield", + "flame wave|KPDM", + "wall of fire", + "delayed blast fireball", + "incendiary cloud", + "meteor swarm", + "pyroclasm|KPDM", + "ray of frost", + "create or destroy water", + "tidal barrier|KPDM", + "frozen razors|KPDM", + "riptide|KPDM", + "sleet storm", + "control water", + "cone of cold", + "frostbite|KPDM", + "drown|KPDM", + "otiluke's freezing sphere", + "wall of ice" + ] + }, + { + "name": "Prescient Knight", + "shortName": "Prescient Knight", + "source": "KPDM", + "page": 6, + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Prescient Knight", + "source": "PHB" + } + ], + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|subclass=Prescient Knight}", + "{@filter Spells Known|spells|subclass=Prescient Knight}" + ], + "rows": [ + [ + 0, + 0 + ], + [ + 0, + 0 + ], + [ + 2, + 3 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 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"source": "KPDM", + "subclassFeatures": [ + "Griffon Scout|Ranger||Griffon Scout|KPDM|3", + "Mounted Scout|Ranger||Griffon Scout|KPDM|3", + "Skirmisher's Step|Ranger||Griffon Scout|KPDM|3", + "Coordinated Strikes|Ranger||Griffon Scout|KPDM|7", + "Griffon Wings|Ranger||Griffon Scout|KPDM|11", + "Strike and Fade|Ranger||Griffon Scout|KPDM|15" + ], + "additionalSpells": [ + { + "prepared": { + "3": [ + "feather fall|PHB" + ], + "5": [ + "find steed|PHB" + ], + "9": [ + "haste|PHB" + ], + "13": [ + "greater invisibility|PHB" + ], + "17": [ + "rary's telepathic bond|PHB" + ] + } + } + ], + "className": "Ranger", + "classSource": "PHB" + }, + { + "name": "Vampire Slayer", + "subclassFeatures": [ + "Vampire Slayer|Ranger||Vampire Slayer|KPDM|3", + "Hunter's Prey|Ranger||Vampire Slayer|KPDM|3", + "Defensive Tactics|Ranger||Vampire Slayer|KPDM|7", + "Slayer's Strike|Ranger||Vampire Slayer|KPDM|11", + "Superior Hunter's Defense|Ranger||Vampire Slayer|KPDM|15" + ], + "source": "KPDM", + "shortName": "Vampire Slayer", + "className": "Ranger", + "classSource": "PHB" + }, + { + "name": "Greenleaf College", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "shortName": "Greenleaf", + "additionalSpells": [ + { + "known": { + "1": [ + "Entangle", + "Goodberry" + ], + "2": [ + "Pass without Trace", + "Spike Growth" + ], + "3": [ + "Conjure Animals", + "Daylight" + ], + "4": [ + "Conjure Woodland Beings", + "Dominate Beast" + ], + "5": [ + "Commune with Nature", + "Tree Stride" + ] + } + } + ], + "subclassFeatures": [ + "Greenleaf College|Bard||Greenleaf|KPDM|3", + "Rejuvenating Inspiration|Bard||Greenleaf|KPDM|3", + "Land's Stride|Bard||Greenleaf|KPDM|6", + "Vital Surge|Bard||Greenleaf|KPDM|14" + ] + }, + { + "name": "College of Wyrdsingers", + "shortName": "Wyrdsingers", + "source": "KPDM", + "subclassFeatures": [ + "College of Wyrdsingers|Bard||Wyrdsingers|KPDM|3", + "Braggart|Bard||Wyrdsingers|KPDM|3", + "Inspire Greatness|Bard||Wyrdsingers|KPDM|3", + "Not This Day|Bard||Wyrdsingers|KPDM|6", + "Make Your Own Fate|Bard||Wyrdsingers|KPDM|14" + ], + "className": "Bard", + "classSource": "PHB" + }, + { + "name": "College of Entropy", + "shortName": "Entropy", + "source": "KPDM", + "subclassFeatures": [ + "College of Entropy|Bard||Entropy|KPDM|3", + "Infusion of Fortune|Bard||Entropy|KPDM|6", + "Belief is a Tool|Bard||Entropy|KPDM|14" + ], + "className": "Bard", + "classSource": "PHB" + }, + { + "name": "Oath of Thunder", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "shortName": "Thunder", + "subclassFeatures": [ + "Oath of Thunder|Paladin||Thunder|KPDM|3", + "Aura of Alacrity|Paladin||Thunder|KPDM|7", + "Strike Like Lightning|Paladin||Thunder|KPDM|15", + "Child of the Storm|Paladin||Thunder|KPDM|20" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "heroism", + "thunderwave" + ], + "5": [ + "find steed", + "gust of wind" + ], + "9": [ + "call lightning", + "elemental weapon" + ], + "13": [ + "freedom of movement", + "stoneskin" + ], + "17": [ + "conjure volley", + "swift quiver" + ] + } + } + ] + }, + { + "name": "Oath of Radiance", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "shortName": "Radiance", + "subclassFeatures": [ + "Oath of Radiance|Paladin||Radiance|KPDM|3", + "Aura of Resolve|Paladin||Radiance|KPDM|7", + "Soul of Light|Paladin||Radiance|KPDM|15", + "Radiant Champion|Paladin||Radiance|KPDM|20" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "guiding bolt", + "protection from evil and good" + ], + "5": [ + "magic weapon", + "scorching ray" + ], + "9": [ + "beacon of hope", + "daylight" + ], + "13": [ + "aura of life", + "fire shield" + ], + "17": [ + "banishing smite", + "greater restoration" + ] + } + } + ] + }, + { + "name": "Oath of the Annihilator", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "shortName": "Annihilator", + "subclassFeatures": [ + "Oath of the Annihilator|Paladin||Annihilator|KPDM|3", + "Aura of Inevitability|Paladin||Annihilator|KPDM|7", + "Annihilating Smite|Paladin||Annihilator|KPDM|15", + "Harbinger of the End|Paladin||Annihilator|KPDM|20" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "Ray of Sickness", + "Proselytize|KPDM" + ], + "5": [ + "Augury", + "Shatter" + ], + "9": [ + "Bestow Curse", + "Phantom steed" + ], + "13": [ + "Blight", + "Caustic Waste|KPDM" + ], + "17": [ + "Contagion", + "Hallow" + ] + } + } + ] + }, + { + "name": "Circle of the Spirits", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "shortName": "Spirits", + "additionalSpells": [ + { + "known": { + "2": [ + "Find Familiar" + ], + "3": [ + "Augury", + "Invisibility" + ], + "5": [ + "Speak with Dead", + "Spirit Guardians" + ], + "7": [ + "Divination", + "Hallucinatory Terrain" + ], + "9": [ + "Antilife Shell", + "Scrying" + ] + } + } + ], + "subclassFeatures": [ + "Circle of the Spirits|Druid||Spirits|KPDM|2", + "Spirit Dance|Druid||Spirits|KPDM|6", + "Savior Spirits|Druid||Spirits|KPDM|10", + "Spirit Walk|Druid||Spirits|KPDM|14" + ] + }, + { + "name": "Circle of Oaks", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "shortName": "Oaks", + "additionalSpells": [ + { + "known": { + "2": [ + "tree heal|KPDM" + ], + "3": [ + "forest native|KPDM", + "tree speak|KPDM" + ], + "5": [ + "legion of rabid squirrels|KPDM", + "ley disturbance" + ], + "7": [ + "freedom of movement", + "quick time|KPDM" + ], + "9": [ + "commune with nature", + "lesser ley protection" + ], + "11": [ + "conjure forest defender|KPDM" + ], + "13": [ + "greater ley protection" + ], + "15": [ + "control weather" + ], + "17": [ + "forest sanctuary|KPDM" + ] + } + } + ], + "subclassFeatures": [ + "Circle of Oaks|Druid||Oaks|KPDM|2", + "Tree Walking|Druid||Oaks|KPDM|6", + "Tree Merging|Druid||Oaks|KPDM|10", + "Forest Restoration|Druid||Oaks|KPDM|14" + ] + }, + { + "name": "Circle of Owls", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + 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Thorns|Druid||Roses|KPDM|10", + "Lingering Perfume|Druid||Roses|KPDM|14" + ] + }, + { + "name": "Apocalypse Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Apocalypse", + "subclassSpells": [ + "vicious mockery", + "dissonant whispers", + "hellish rebuke", + "enthrall", + "magic mouth", + "fear", + "stinking cloud", + "blight", + "phantasmal killer", + "contact other plane", + "telekinesis" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "bane", + "grim siphon|KPDM" + ], + "3": [ + "blindness/deafness", + "enthrall" + ], + "5": [ + "bestow curse", + "fear" + ], + "7": [ + "blight", + "confusion" + ], + "9": [ + "contact other plane", + "souleater|KPDM" + ] + } + } + ], + "subclassFeatures": [ + "Apocalypse Domain|Cleric||Apocalypse|KPDM|1", + "Channel Divinity: Damnation|Cleric||Apocalypse|KPDM|2", + "Channel Divinity: Weight of Guilt|Cleric||Apocalypse|KPDM|6", + "Divine Strike|Cleric||Apocalypse|KPDM|8", + "Herald of the 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the Belly|Cleric||Beer|KPDM|17" + ] + }, + { + "name": "Cat Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Cat", + "subclassSpells": [ + "true strike", + "find familiar", + "speak with animals", + "animal messenger", + "pass without trace", + "bestow curse", + "nondetection", + "dimension door", + "locate creature", + "commune with nature", + "mislead" + ], + "additionalSpells": [ + { + "known": { + "1": [ + "true strike" + ] + }, + "prepared": { + "1": [ + "find familiar", + "speak with animals" + ], + "3": [ + "beast sense", + "pass without trace" + ], + "5": [ + "bestow curse", + "nondetection" + ], + "7": [ + "dimension door", + "locate creature" + ], + "9": [ + "commune with nature", + "mislead" + ] + } + } + ], + "subclassFeatures": [ + "Cat Domain|Cleric||Cat|KPDM|1", + "Channel Divinity: Feline Finesse|Cleric||Cat|KPDM|2", + "Eyes of the Cat|Cleric||Cat|KPDM|6", + "Divine Strike|Cleric||Cat|KPDM|8", + "Emissary of the Cat|Cleric||Cat|KPDM|17" + ] + }, + { + "name": "Darkness Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Darkness", + "subclassSpells": [ + "shadow armor|KPDM", + "sleep", + "darkness", + "dark path|KPDM", + "legion|KPDM", + "nondetection", + "phantasmal killer", + "shadow monsters|KPDM", + "dark dementing|KPDM", + "mislead" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "shadow armor|KPDM", + "sleep" + ], + "3": [ + "darkness", + "dark path|KPDM" + ], + "5": [ + "legion|KPDM", + "nondetection" + ], + "7": [ + "phantasmal killer", + "shadow monsters|KPDM" + ], + "9": [ + "dark dementing|KPDM", + "mislead" + ] + } + } + ], + "subclassFeatures": [ + "Darkness Domain|Cleric||Darkness|KPDM|1", + "Channel Divinity: Shadowsight|Cleric||Darkness|KPDM|2", + "Shadow Meld|Cleric||Darkness|KPDM|6", + "Divine Strike|Cleric||Darkness|KPDM|8", + "Shadow Shield|Cleric||Darkness|KPDM|17" + ] + }, + { + "name": "Dragon Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Dragon", + "subclassSpells": [ + "detect magic", + "thunderwave", + "lair sense|KPDM", + "enthrall", + "catch the breath|KPDM", + "fear", + "blight", + "scale rot|KPDM", + "claws of the earth dragon|KPDM", + "legend lore" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "detect magic", + "thunderwave" + ], + "3": [ + "lair sense|KPDM", + "enthrall" + ], + "5": [ + "catch the breath|KPDM", + "fear" + ], + "7": [ + "blight", + "scale rot|KPDM" + ], + "9": [ + "claws of the earth dragon|KPDM", + "legend lore" + ] + } + } + ], + "subclassFeatures": [ + "Dragon Domain|Cleric||Dragon|KPDM|1", + "Channel Divinity: Charmer of Reptiles|Cleric||Dragon|KPDM|2", + "Dragon's Resistance|Cleric||Dragon|KPDM|6", + "Divine Strike|Cleric||Dragon|KPDM|8", + "Frightful Presence|Cleric||Dragon|KPDM|17" + ] + }, + { + "name": "Hunger Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Hunger", + "subclassSpells": [ + "goodberry", + "false life", + "locate animals or plants", + "suggestion", + "hunger of Hadar", + "vampiric touch", + "blight", + "dessicating breath|KPDM", + "cloudkill", + "cone of cold" + ], + "additionalSpells": [ + { + "known": { + "1": [ + "poison spray" + ] + }, + "prepared": { + "1": [ + "goodberry", + "false life" + ], + "3": [ + "locate animals or plants", + "suggestion" + ], + "5": [ + "create food and water", + "vampiric touch" + ], + "7": [ + "blight", + "dessicating breath|KPDM" + ], + "9": [ + "cloudkill", + "cone of cold" + ] + } + } + ], + "subclassFeatures": [ + "Hunger Domain|Cleric||Hunger|KPDM|1", + "Channel Divinity: Ferocious Feast|Cleric||Hunger|KPDM|2", + "Anthropophage|Cleric||Hunger|KPDM|6", + "Divine Strike|Cleric||Hunger|KPDM|8", + "Ravening Horde|Cleric||Hunger|KPDM|17" + ] + }, + { + "name": "Hunting Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Hunting", + "subclassSpells": [ + "hunter's mark", + "strength of an ox|KPDM", + "locate animals or plants", + "pass without trace", + "speak with plants", + "tracer|KPDM", + "heart-seeking arrow|KPDM", + "power word pain|KPDM", + "commune with nature", + "hold monster" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "hunter's mark", + "strength of an ox|KPDM" + ], + "3": [ + "locate animals or plants", + "pass without trace" + ], + "5": [ + "speak with plants", + "tracer|KPDM" + ], + "7": [ + "heart-seeking arrow|KPDM", + "power word pain|KPDM" + ], + "9": [ + "commune with nature", + "hold monster" + ] + } + } + ], + "subclassFeatures": [ + "Hunting Domain|Cleric||Hunting|KPDM|1", + "Channel Divinity: Unseen|Cleric||Hunting|KPDM|2", + "Resolute Hunter|Cleric||Hunting|KPDM|6", + "Divine Strike|Cleric||Hunting|KPDM|8", + "Deadly Stalker|Cleric||Hunting|KPDM|17" + ] + }, + { + "name": "Justice Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Justice", + "subclassSpells": [ + "divine favor", + "longstrider", + "blade of wrath|KPDM", + "see invisibility", + "call lightning", + "fear", + "inspiring speech|KPDM", + "faithful hound", + "domainte person", + "hold monster" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "divine favor", + "longstrider" + ], + "3": [ + "blade of wrath|KPDM", + "see invisibility" + ], + "5": [ + "call lightning", + "fear" + ], + "7": [ + "inspiring speech|KPDM", + "faithful hound" + ], + "9": [ + "dominate person", + "hold monster" + ] + } + } + ], + "subclassFeatures": [ + "Justice Domain|Cleric||Justice|KPDM|1", + "Channel Divinity: No Hiding Place|Cleric||Justice|KPDM|2", + "Hand of Justice|Cleric||Justice|KPDM|6", + "Divine Strike|Cleric||Justice|KPDM|8", + "Holy Denunciation|Cleric||Justice|KPDM|17" + ] + }, + { + "name": "Labyrinth Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Labyrinth", + "subclassSpells": [ + "alarm", + "expeditious retreat", + "by the light of the moon|KPDM", + "pass without trace", + "confound senses|KPDM", + "nondetection", + "dimension door", + "moon trap|KPDM", + "mislead", + "passwall" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "alarm", + "expeditious retreat" + ], + "3": [ + "by the light of the moon|KPDM", + "pass without trace" + ], + "5": [ + "confound senses|KPDM", + "nondetection" + ], + "7": [ + "dimension door", + "moon trap|KPDM" + ], + "9": [ + "mislead", + "passwall" + ] + } + } + ], + "subclassFeatures": [ + "Labyrinth Domain|Cleric||Labyrinth|KPDM|1", + "Channel Divinity: Wisdom of the Winding Way|Cleric||Labyrinth|KPDM|2", + "Befuddling Touch|Cleric||Labyrinth|KPDM|6", + "Divine Strike|Cleric||Labyrinth|KPDM|8", + "Channel Divinity: Banish to the Maze|Cleric||Labyrinth|KPDM|17" + ] + }, + { + "name": "Lust Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Lust", + "subclassSpells": [ + "message", + "charm person", + "command", + "alter self", + "suggestion", + "hypnotic pattern", + "throes of ecstasy|KPDM", + "compulsion", + "lovesick|KPDM", + "dominate person", + "kiss of the succubus|KPDM" + ], + "additionalSpells": [ + { + "known": { + "1": [ + "friends" + ] + }, + "prepared": { + "1": [ + "charm person", + "command" + ], + "3": [ + "alter self", + "suggestion" + ], + "5": [ + "hypnotic pattern", + "throes of ecstasy|KPDM" + ], + "7": [ + "compulsion", + "lovesick|KPDM" + ], + "9": [ + "dominate person", + "kiss of the succubus|KPDM" + ] + } + } + ], + "subclassFeatures": [ + "Lust Domain|Cleric||Lust|KPDM|1", + "Channel Divinity: Lustful Distraction|Cleric||Lust|KPDM|2", + "Lingering Seduction|Cleric||Lust|KPDM|6", + "Divine Strike|Cleric||Lust|KPDM|8", + "Master of Seduction|Cleric||Lust|KPDM|17" + ] + }, + { + "name": "Moon Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Moon", + "subclassSpells": [ + "agonizing mark|KPDM", + "faerie fire", + "dome of silence|KPDM", + "moonbeam", + "fear", + "hypnotic pattern", + "compulsion", + "greater invisibility", + "dream", + "hold monster" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "agonizing mark|KPDM", + "faerie fire" + ], + "3": [ + "dome of silence|KPDM", + "moonbeam" + ], + "5": [ + "fear", + "hypnotic pattern" + ], + "7": [ + "compulsion", + "greater invisibility" + ], + "9": [ + "dream", + "hold monster" + ] + } + } + ], + "subclassFeatures": [ + "Moon Domain|Cleric||Moon|KPDM|1", + "Channel Divinity: Night's Chill|Cleric||Moon|KPDM|2", + "Luminescent Aura|Cleric||Moon|KPDM|6", + "Divine Strike|Cleric||Moon|KPDM|8", + "The Moonlit Way|Cleric||Moon|KPDM|17" + ] + }, + { + "name": "Mountain Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Mountain", + "subclassSpells": [ + "feather fall", + "jump", + "enhance ability", + "spider climb", + "meld into stone", + "sleet storm", + "stone shape", + "stoneskin", + "commune with nature", + "cone of cold" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "feather fall", + "jump" + ], + "3": [ + "enhance ability", + "spider climb" + ], + "5": [ + "meld into stone", + "sleet storm" + ], + "7": [ + "stone shape", + "stoneskin" + ], + "9": [ + "commune with nature", + "cone of cold" + ] + } + } + ], + "subclassFeatures": [ + "Mountain Domain|Cleric||Mountain|KPDM|1", + "Channel Divinity|Cleric||Mountain|KPDM|2", + "Darkvision|Cleric||Mountain|KPDM|6", + "Divine Strike|Cleric||Mountain|KPDM|8", + "Avalanche|Cleric||Mountain|KPDM|17" + ] + }, + { + "name": "Ocean Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Ocean", + "subclassSpells": [ + "chill touch", + "fog cloud", + "speak with animals", + "locate animals or plants", + "misty step", + "gaseous form", + "water breathing", + "conjure minor elementals", + "evard's black tentacles", + "awaken", + "conjure elemental" + ], + "additionalSpells": [ + { + "known": { + "1": [ + "chill touch" + ] + }, + "prepared": { + "1": [ + "fog cloud", + "speak with animals" + ], + "3": [ + "locate animals or plants", + "misty step" + ], + "5": [ + "gaseous form", + "water breathing" + ], + "7": [ + "conjure minor elementals", + "evard's black tentacles" + ], + "9": [ + "awaken", + "conjure elemental" + ] + } + } + ], + "subclassFeatures": [ + "Ocean Domain|Cleric||Ocean|KPDM|1", + "Channel Divinity: Sea Speaker|Cleric||Ocean|KPDM|2", + "At Home in the Waves|Cleric||Ocean|KPDM|6", + "Divine Strike|Cleric||Ocean|KPDM|8", + "Scales of the Sea|Cleric||Ocean|KPDM|17" + ] + }, + { + "name": "Prophecy Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Prophecy", + "subclassSpells": [ + "divine favor", + "insightful maneuver|KPDM", + "mirror image", + "see invisibility", + "counterspell", + "slow", + "arcane eye", + "compulsion", + "contact other plane", + "modify memory" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "divine favor", + "insightful maneuver|KPDM" + ], + "3": [ + "mirror image", + "see invisibility" + ], + "5": [ + "counterspell", + "slow" + ], + "7": [ + "arcane eye", + "compulsion" + ], + "9": [ + "contact other plane", + "modify memory" + ] + } + } + ], + "subclassFeatures": [ + "Prophecy Domain|Cleric||Prophecy|KPDM|1", + "Channel Divinity: One Move Ahead|Cleric||Prophecy|KPDM|2", + "Channel Divinity: Future Sight|Cleric||Prophecy|KPDM|6", + "Divine Strike|Cleric||Prophecy|KPDM|8", + "It Was Foretold|Cleric||Prophecy|KPDM|17" + ] + }, + { + "name": "Speed Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Speed", + "subclassSpells": [ + "expeditious retreat", + "feather fall", + "blur", + "web", + "haste", + "slow", + "conjure minor elementals", + "dimension door", + "hold monster", + "teleportation circle" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "expeditious retreat", + "feather fall" + ], + "3": [ + "blur", + "web" + ], + "5": [ + "haste", + "slow" + ], + "7": [ + "conjure minor elementals", + "dimension door" + ], + "9": [ + "hold monster", + "teleportation circle" + ] + } + } + ], + "subclassFeatures": [ + "Speed Domain|Cleric||Speed|KPDM|1", + "Channel Divinity: Burst of Speed|Cleric||Speed|KPDM|2", + "Quickness of the Gods|Cleric||Speed|KPDM|6", + "Divine Strike|Cleric||Speed|KPDM|8", + "Channel Divinity: Time Stop|Cleric||Speed|KPDM|17" + ] + }, + { + "name": "Time Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Time", + "subclassSpells": [ + "auspicious warning|KPDM", + "feather fall", + "decelerate|KPDM", + "gentle repose", + "haste", + "slow", + "flickering fate|KPDM", + "reset|KPDM", + "modify memory", + "wall of time|KPDM", + "foresight", + "time stop" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "auspicious warning|KPDM", + "feather fall" + ], + "3": [ + "decelerate|KPDM", + "gentle repose" + ], + "5": [ + "haste", + "slow" + ], + "7": [ + "flickering fate|KPDM", + "reset|KPDM" + ], + "9": [ + "modify memory", + "wall of time|KPDM" + ] + } + } + ], + "subclassFeatures": [ + "Time Domain|Cleric||Time|KPDM|1", + "Channel Divinity: Time's Embrace|Cleric||Time|KPDM|2", + "Time's Guardian|Cleric||Time|KPDM|6", + "Divine Strike|Cleric||Time|KPDM|8", + "Master of Time|Cleric||Time|KPDM|17" + ] + }, + { + "name": "Travel Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Travel", + "subclassSpells": [ + "comprehend languages", + "longstrider", + "find steed", + "pass without trace", + "haste", + "water walk", + "dimension door", + "freedom of movement", + "passwall", + "teleportation circle" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "comprehend languages", + "longstrider" + ], + "3": [ + "find steed", + "pass without trace" + ], + "5": [ + "haste", + "water walk" + ], + "7": [ + "dimension door", + "freedom of movement" + ], + "9": [ + "passwall", + "teleportation circle" + ] + } + } + ], + "subclassFeatures": [ + "Travel Domain|Cleric||Travel|KPDM|1", + "Channel Divinity: Reinvigorate|Cleric||Travel|KPDM|2", + "Trailblazer|Cleric||Travel|KPDM|6", + "Divine Strike|Cleric||Travel|KPDM|8", + "World Traveller|Cleric||Travel|KPDM|17" + ] + }, + { + "name": "Void Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Void", + "subclassSpells": [ + "bane", + "protection from the void|KPDM", + "destructive resonance|KPDM", + "rope trick", + "gaseous form", + "void strike|KPDM", + "dimension door", + "nether weapon|KPDM", + "contact other plane", + "living shadows|KPDM" + ], + "additionalSpells": [ + { + "prepared": { + "1": [ + "bane", + "protection from the void|KPDM" + ], + "3": [ + "destructive resonance|KPDM", + "rope trick" + ], + "5": [ + "gaseous form", + "void strike|KPDM" + ], + "7": [ + "dimension door", + "nether weapon|KPDM" + ], + "9": [ + "contact other plane", + "living shadows|KPDM" + ] + } + } + ], + "subclassFeatures": [ + "Void Domain|Cleric||Void|KPDM|1", + "Channel Divinity: Hidden Knowledge|Cleric||Void|KPDM|2", + "Channel Divinity: Dark Secrets|Cleric||Void|KPDM|6", + "Divine Strike|Cleric||Void|KPDM|8", + "Black Star|Cleric||Void|KPDM|17" + ] + }, + { + "name": "Winter Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Winter", + "subclassSpells": [ + "ray of frost", + "breathtaking wind|KPDM", + "icicle daggers|KPDM", + "creeping ice|KPDM", + "sheen of ice|KPDM", + "sleet storm", + "steal warmth|KPDM", + "fusillade of ice|KPDM", + "ice storm", + "clash of glaciers|KPDM", + "cone of cold" + ], + "additionalSpells": [ + { + "known": { + "1": [ + "ray of frost" + ] + }, + "prepared": { + "1": [ + "breathtaking wind|KPDM", + "icicle daggers|KPDM" + ], + "3": [ + "creeping ice|KPDM", + "sheen of ice|KPDM" + ], + "5": [ + "sleet storm", + "steal warmth|KPDM" + ], + "7": [ + "fusillade of ice|KPDM", + "ice storm" + ], + "9": [ + "clash of glaciers|KPDM", + "cone of cold" + ] + } + } + ], + "subclassFeatures": [ + "Winter Domain|Cleric||Winter|KPDM|1", + "Channel Divinity: Snow Walker|Cleric||Winter|KPDM|2", + "Deep Cold|Cleric||Winter|KPDM|6", + "Divine Strike|Cleric||Winter|KPDM|8", + "Bringer of Winter's Wrath|Cleric||Winter|KPDM|17" + ] + }, + { + "name": "The Frozen One", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "shortName": "Frozen One", + "subclassFeatures": [ + "The Frozen One|Warlock||Frozen One|KPDM|1", + "Frozen Path|Warlock||Frozen One|KPDM|6", + "Icy Body|Warlock||Frozen One|KPDM|10", + "Wintry Blast|Warlock||Frozen One|KPDM|14" + ], + "additionalSpells": [ + { + "known": { + "1": [ + "create or destroy water", + "fog cloud" + ], + "3": [ + "blur", + "ice hammer|KPDM" + ], + "5": [ + "protection from energy (cold only)", + "sleet storm" + ], + "7": [ + "ice storm", + "wintry glide" + ], + "9": [ + "cone of cold", + "ice fortress|KPDM" + ] + } + } + ] + }, + { + "name": "The Sibyl", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "shortName": "Sibyl", + "subclassFeatures": [ + "The Sibyl|Warlock||Sibyl|KPDM|1", + "Disastrous Prognostication|Warlock||Sibyl|KPDM|6", + "Whispered Warnings|Warlock||Sibyl|KPDM|10", + "Pierce the Veil|Warlock||Sibyl|KPDM|14" + ], + "additionalSpells": [ + { + "known": { + "1": [ + "alarm", + "seer's reaction|KPDM" + ], + "3": [ + "augury", + "blindness/deafness" + ], + "5": [ + "bestow curse", + "clairvoyance" + ], + "7": [ + "confusion", + "divination" + ], + "9": [ + "eidetic memory|KPDM", + "legend lore" + ] + } + } + ] + }, + { + "name": "The Genie Lord", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "shortName": "Genie Lord", + "subclassFeatures": [ + "The Genie Lord|Warlock||Genie Lord|KPDM|1", + "Transfer Elements|Warlock||Genie Lord|KPDM|6", + "Minor Wish|Warlock||Genie Lord|KPDM|10", + "Herald's Aspect|Warlock||Genie Lord|KPDM|14" + ], + "additionalSpells": [ + { + "known": { + "1": [ + "chromatic orb", + "thunderwave" + ], + "3": [ + "gust of wind", + "sleet storm" + ], + "5": [ + "protection from energy", + "water breathing" + ], + "7": [ + "conjure minor elementals", + "fire shield" + ], + "9": [ + "creation", + "wall of stone" + ] + } + } + ] + }, + { + "name": "Aristocratic", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "shortName": "Aristocratic", + "subclassFeatures": [ + "Aristocratic|Sorcerer||Aristocratic|KPDM|1", + "Metamagic Mastery|Sorcerer||Aristocratic|KPDM|6", + "Power of the Elite|Sorcerer||Aristocratic|KPDM|14", + "Inexorable Might|Sorcerer||Aristocratic|KPDM|18" + ] + }, + { + "name": "Boreal Bloodline", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "shortName": "Boreal", + "subclassFeatures": [ + "Boreal Bloodline|Sorcerer||Boreal|KPDM|1", + "Gelid Form|Sorcerer||Boreal|KPDM|6", + "Winter'S Form|Sorcerer||Boreal|KPDM|14", + "Winter's Soul|Sorcerer||Boreal|KPDM|18" + ] + }, + { + "name": "Elemental Essence", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "shortName": "Elemental", + "subclassFeatures": [ + "Elemental Essence|Sorcerer||Elemental|KPDM|1", + "Infuse Elements|Sorcerer||Elemental|KPDM|6", + "Elemental Jaunt|Sorcerer||Elemental|KPDM|14", + "Elemental Soul|Sorcerer||Elemental|KPDM|18" + ] + }, + { + "name": "Farseer", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "shortName": "Farseer", + "subclassFeatures": [ + "Farseer|Sorcerer||Farseer|KPDM|1", + "Commune with the Unknown|Sorcerer||Farseer|KPDM|6", + "Time Slip|Sorcerer||Farseer|KPDM|14", + "Sharing the Dream|Sorcerer||Farseer|KPDM|18" + ] + }, + { + "name": "Serophage", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "shortName": "Serophage", + "subclassFeatures": [ + "Serophage|Sorcerer||Serophage|KPDM|1", + "Blood Fuel|Sorcerer||Serophage|KPDM|6", + "Blood Barrier|Sorcerer||Serophage|KPDM|14", + "Siphon Blood|Sorcerer||Serophage|KPDM|18" + ] + }, + { + "name": "Shadow Bloodline", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "shortName": "Shadow", + "subclassFeatures": [ + "Shadow Bloodline|Sorcerer||Shadow|KPDM|1", + "Dark Illusions|Sorcerer||Shadow|KPDM|6", + "Passage Through the Dark|Sorcerer||Shadow|KPDM|14", + "Tainted Shadows|Sorcerer||Shadow|KPDM|18" + ] + }, + { + "name": "Alkemancer", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Alkemancer", + "subclassFeatures": [ + "Alkemancer|Wizard||Alkemancer|KPDM|2", + "Essence Mastery|Wizard||Alkemancer|KPDM|6", + "Craft Minor Elixir|Wizard||Alkemancer|KPDM|10", + "Path of the Golden Glower|Wizard||Alkemancer|KPDM|14" + ] + }, + { + "name": "Blood Mage", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Blood", + "subclassFeatures": [ + "Blood Mage|Wizard||Blood|KPDM|2", + "Blood Vision|Wizard||Blood|KPDM|6", + "Absorb Toxins|Wizard||Blood|KPDM|10", + "Thicken or Quicken Blood|Wizard||Blood|KPDM|14" + ] + }, + { + "name": "Doomsayer", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Doomsayer", + "subclassFeatures": [ + "Doomsayer|Wizard||Doomsayer|KPDM|2", + "Terrible Power|Wizard||Doomsayer|KPDM|6", + "Merciless Onslaught|Wizard||Doomsayer|KPDM|10", + "Power from Darkness|Wizard||Doomsayer|KPDM|14" + ] + }, + { + "name": "Dragon Mage", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Dragon", + "subclassFeatures": [ + "Dragon Mage|Wizard||Dragon|KPDM|2", + "Invoke Dragon Heart|Wizard||Dragon|KPDM|6", + "Invoke Dragon Wings|Wizard||Dragon|KPDM|10", + "Invoke Dragon Tail|Wizard||Dragon|KPDM|14" + ] + }, + { + "name": "Entropist", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Entropist", + "subclassFeatures": [ + "Entropist|Wizard||Entropist|KPDM|2", + "Twisted Arcana|Wizard||Entropist|KPDM|6", + "Shifting Resistance|Wizard||Entropist|KPDM|10", + "Master of Chaos|Wizard||Entropist|KPDM|14" + ] + }, + { + "name": "Illuminator", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Illuminator", + "subclassFeatures": [ + "Illuminator|Wizard||Illuminator|KPDM|2", + "Master of the Radiant Heavens|Wizard||Illuminator|KPDM|6", + "Illusions of Permanence|Wizard||Illuminator|KPDM|10", + "Comprehension of the Starry Sky|Wizard||Illuminator|KPDM|14" + ] + }, + { + "name": "Master of Fiends", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Fiends", + "subclassFeatures": [ + "Master of Fiends|Wizard||Fiends|KPDM|2", + "Communion at the Crossroads|Wizard||Fiends|KPDM|6", + "Planar Defense|Wizard||Fiends|KPDM|10", + "Master of Dark Conjuration|Wizard||Fiends|KPDM|14" + ] + }, + { + "name": "Necrophage", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Necrophage", + "subclassFeatures": [ + "Necrophage|Wizard||Necrophage|KPDM|2", + "Memory of Flesh|Wizard||Necrophage|KPDM|6", + "Fruit of the Mind|Wizard||Necrophage|KPDM|10", + "Feed on Life|Wizard||Necrophage|KPDM|14" + ] + }, + { + "name": "Ring Warden", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Ring Warden", + "subclassFeatures": [ + "Ring Warden|Wizard||Ring Warden|KPDM|2", + "Master Metalsmith|Wizard||Ring Warden|KPDM|6", + "Imbue Ring|Wizard||Ring Warden|KPDM|10", + "Ring Bond|Wizard||Ring Warden|KPDM|14" + ] + }, + { + "name": "Timekeeper", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Timekeeper", + "subclassFeatures": [ + "Timekeeper|Wizard||Timekeeper|KPDM|2", + "Extended Magic|Wizard||Timekeeper|KPDM|6", + "Hastened|Wizard||Timekeeper|KPDM|10", + "Time Mastery|Wizard||Timekeeper|KPDM|14" + ] + }, + { + "name": "Void Caster", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Void", + "subclassFeatures": [ + "Void Caster|Wizard||Void|KPDM|2", + "Rebuke from Beyond|Wizard||Void|KPDM|6", + "Powerful Echo|Wizard||Void|KPDM|10", + "Manifestation|Wizard||Void|KPDM|14" + ] + }, + { + "name": "White Necromancer", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "White Necromancer", + "subclassFeatures": [ + "White Necromancer|Wizard||White Necromancer|KPDM|2", + "White Necromancy|Wizard||White Necromancer|KPDM|6", + "Life Bond|Wizard||White Necromancer|KPDM|10", + "Protect Life|Wizard||White Necromancer|KPDM|14" + ] + }, + { + "name": "Angelic Scribe", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "shortName": "Angelic Scribe", + "subclassFeatures": [ + "Angelic Scribe|Wizard||Angelic Scribe|KPDM|2", + "Warding Seal|Wizard||Angelic Scribe|KPDM|6", + "Greater Seal|Wizard||Angelic Scribe|KPDM|10", + "Angelic Wrath|Wizard||Angelic Scribe|KPDM|14" + ] + }, + { + "name": "Angelic Scribe", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "shortName": "Angelic Scribe", + "subclassFeatures": [ + "Angelic Scribe|Wizard||Angelic Scribe|KPDM|2", + "Warding Seal|Wizard||Angelic Scribe|KPDM|6", + "Greater Seal|Wizard||Angelic Scribe|KPDM|10", + "Angelic Wrath|Wizard||Angelic Scribe|KPDM|14" + ] + } + ], + "subclassFeature": [ + { + "name": "Elementalist", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Elementalist", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "You concentrate your arcane studies on the power inherent to one of the Elemental Planes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Speciality|Wizard||Elementalist|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Savant|Wizard||Elementalist|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Mastery|Wizard||Elementalist|KPDM|2" + } + ] + }, + { + "name": "Wizard Speciality", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Elementalist", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Elementalists believe in the superiority of their chosen element above all others, and they aren't shy about making that fact known. Elementalists are sometimes secluded researchers, but more often they're adventurous types who sign on with groups that can appreciate their singular talents." + ] + }, + { + "name": "Elemental Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Elementalist", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this specialty at 2nd level, choose one element from the table below. That element becomes the focus of your study. You can speak, read, and write the language associated with your focus element, and the associated damage type is used by other features as noted.", + { + "type": "table", + "caption": "Elemental Focus", + "colLabels": [ + "Element", + "Language", + "Damage Type" + ], + "colStyles": [ + "col-3", + "col-3", + "col-6" + ], + "rows": [ + [ + "Air", + "{@language Primordial||Auran}", + "Lightning or thunder (choose one)" + ], + [ + "Earth", + "{@language Primordial||Terran}", + "Acid" + ], + [ + "Fire", + "{@language Primordial||Ignan}", + "Fire" + ], + [ + "Water", + "{@language Primordial||Aquan}", + "Cold" + ] + ] + }, + "Some spells are associated with your focus element. The gold and time you must spend to copy a spell associated with your chosen element into your spellbook is halved. The spell list for each focus element is given below. Spells marked with an asterisk appear in this book.", + { + "type": "entries", + "name": "Focus Element: Air", + "entries": [ + "Cantrips\u2014{@spell shocking grasp}, {@spell wind lash|KPDM}", + "1st level\u2014{@spell fog cloud}, {@spell thunderwave}, {@spell wind tunnel|KPDM}", + "2nd level\u2014{@spell gust of wind}, {@spell rolling thunder|KPDM}", + "3rd level\u2014{@spell call lightning}, {@spell lightning bolt}, {@spell wind wall}", + "4th level\u2014{@spell conjure minor elementals}", + "5th level\u2014{@spell conjure elemental}", + "6th level\u2014{@spell chain lightning}", + "9th level\u2014{@spell storm of vengeance}" + ] + }, + { + "type": "entries", + "name": "Elemental Focus: Earth", + "entries": [ + "Cantrips\u2014{@spell acid splash}, {@spell pummelstone|KPDM}", + "2nd level\u2014{@spell melf's acid arrow||acid arrow}", + "3rd level\u2014{@spell jeweled fissure|KPDM}", + "4th level\u2014{@spell conjure minor elementals}, {@spell earthskimmer|KPDM}, {@spell stone shape}", + "5th level\u2014{@spell conjure elemental}, {@spell wall of stone}", + "6th level\u2014{@spell entomb|KPDM}, {@spell move earth}", + "8th level\u2014{@spell caustic torrent|KPDM}, {@spell earthquake}" + ] + }, + { + "type": "entries", + "name": "Elemental Focus: Fire", + "entries": [ + "Cantrips\u2014{@spell fire bolt}, {@spell produce flame}", + "2nd level\u2014{@spell fire darts|KPDM}, {@spell flaming sphere}, {@spell heat metal}, {@spell scorching ray}", + "3rd level\u2014{@spell fireball}", + "4th level\u2014{@spell conjure minor elementals}, {@spell fire shield}, {@spell flame wave|KPDM}, {@spell wall of fire}", + "5th level\u2014{@spell conjure elemental}", + "7th level\u2014{@spell delayed blast fireball}", + "8th level\u2014{@spell incendiary cloud}", + "9th level\u2014{@spell meteor swarm}, {@spell pyroclasm|KPDM}" + ] + }, + { + "type": "entries", + "name": "Elemental Focus: Water", + "entries": [ + "Cantrips\u2014{@spell ray of frost}", + "1st level\u2014{@spell create or destroy water}, {@spell tidal barrier|KPDM}", + "3rd level\u2014{@spell frozen razors|KPDM}, {@spell riptide|KPDM}, {@spell sleet storm}", + "4th level\u2014{@spell conjure minor elementals}, {@spell control water}", + "5th level\u2014{@spell cone of cold}, {@spell conjure elemental}, {@spell frostbite|KPDM}", + "6th level\u2014{@spell drown|KPDM}, {@spell otiluke's freezing sphere||freezing sphere}, {@spell wall of ice}" + ] + } + ] + }, + { + "name": "Elemental Mastery", + "entries": [ + "Starting at 2nd level, you learn magical techniques, called masteries, to channel elemental magic into your being and spells.", + { + "type": "entries", + "name": "Masteries", + "entries": [ + "You learn two {@filter masteries|optionalfeatures|feature type=mastery} of your choice. You learn one additional mastery of your choice at 6th, 10th, and 14th levels. Each time you learn a new mastery, you can also replace one mastery you know with a different one." + ] + } + ], + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Elementalist", + "subclassSource": "KPDM", + "level": 2, + "header": 1 + }, + { + "name": "Substitute Elements", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Elementalist", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you can funnel elemental essence through your damage-dealing spells. When you cast a spell that does damage, you can change the damage to the type associated with your focus elemental." + ] + }, + { + "name": "Absorb Elements", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Elementalist", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, when you would take damage of the type associated with your elemental focus, you can use a reaction to take no damage and regain a number of hit points equal to half the damage you would have taken.", + "You can use this ability even if you have resistance or immunity to that damage type from another source. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Irresistible Strike", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Elementalist", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your elemental damage spells are unstoppable. Your spells that deal damage of the type associated with your elemental focus ignore immunity to that damage type.", + "You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Prescient Knight", + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "The prescient knight is the culmination of long years of study, practice, and dedication to the craft of combat divination by those seeking the ultimate martial expression of that art. Their ability to meld martial prowess with combat divination makes them a formidable force on the field of battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Fighter||Prescient Knight|KPDM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Reactive Echo|Fighter||Prescient Knight|KPDM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Fighter||Prescient Knight|KPDM|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency in {@skill Arcana}" + ] + }, + { + "name": "Spellcasting", + "entries": [ + "When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and chapter 11 for the {@filter wizard spell list|spells|class=wizard}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn two cantrips of your choice from the {@filter wizard spell list|spells|class=wizard}. You learn an additional wizard cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Prescient Knight Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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.", + "For example, if you know the 1st-level spell {@spell shield} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell shield} using either slot." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spells Known of 1st-Level and Higher", + "entries": [ + "The Prescient Knight Spellcasting table shows how many spells are known at 1st level and higher. When choosing this martial tradition, you learn three 1st-level spells.", + "You are limited in your selection to wizard spells of the divination and abjuration schools.", + "Additionally, you can choose any divination spell with a casting time of 1 reaction or 1 bonus action, whether or not it's on the wizard spell list.", + "You learn additional spells as you progress; newly learned spells have the same school and list restrictions as your original spells.", + "Whenever you gain a level, you can replace one spell you know with another from among those spells you can know." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "int" + ] + } + ] + } + ] + } + ], + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 3, + "header": 1 + }, + { + "name": "Reactive Echo", + "entries": [ + "When choosing this archetype, your ability to anticipate the actions of your foes allows you to take a second reaction during a round in which you use your {@classFeature Action Surge|Fighter||2}." + ], + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 3, + "header": 1 + }, + { + "name": "Martial Caster", + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level you can cast spells having a somatic component while you are wielding a weapon and/or shield, provided you are proficient with those items." + ] + }, + { + "name": "Constant Vigilance", + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, you have a preternatural awareness of your surroundings in times of duress.", + "If you are surprised but not {@condition incapacitated} at the start of combat, you can use your {@classFeature Action Surge|Fighter||2} to negate surprise for yourself and take a normal turn plus one additional action (for the {@classFeature Action Surge|Fighter||2}) in the first round of combat.", + "Additionally, using your {@classFeature Action Surge|Fighter||2} this way allows you to give sufficient warning to your allies who are within 15 feet of you so they can also start taking reactions after your turn." + ] + }, + { + "name": "Evasion", + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, your foreknowledge of events to come allows you to position yourself in the most advantageous manner. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and half damage if you fail." + ] + }, + { + "name": "Anticipatory Strike", + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, your connection to threads of fate strengthens, providing greater insight into the movements and actions of your opponents. When you use an {@classFeature Action Surge|Fighter||2}, you have advantage on attack rolls and a +2 bonus to your AC until the end of your next turn." + ] + }, + { + "name": "Action Free of Thought", + "source": "KPDM", + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Prescient Knight", + "subclassSource": "KPDM", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, your martial mastery of combat divination is such that you are able to react to your opponent without conscious thought and with minimal physical effort. During combat, you can take one reaction every turn instead of one per round." + ] + }, + { + "name": "Griffon Scout", + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Griffon Scout", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "The elves of the Griffon Court are practical and disciplined, well suited to surviving in their isolated holding on a windswept crag jutting out of the Margreve. Trained by elven court veterans, rangers of the Griffon Scout archetype learn to move swiftly and stealthily both on foot and while mounted, gathering information on their enemies or delivering devastating hit-and-run raids with precision and coordination.", + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Griffon Scout Spells table. The spell counts as a Ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Griffon Scout Spells", + "colLabels": [ + "Ranger Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-17" + ], + "rows": [ + [ + "3rd", + "{@spell feather fall|PHB}" + ], + [ + "5th", + "{@spell find steed|PHB}" + ], + [ + "9th", + "{@spell haste|PHB}" + ], + [ + "13th", + "{@spell greater invisibility|PHB}" + ], + [ + "17th", + "{@spell rary's telepathic bond|PHB}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mounted Scout|Ranger||Griffon Scout|KPDM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Skirmisher's Step|Ranger||Griffon Scout|KPDM|3" + } + ] + }, + { + "name": "Mounted Scout", + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Griffon Scout", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "At 3rd level, you have advantage on Dexterity ({@skill Stealth}) checks while mounted, and your Dexterity ({@skill Stealth}) checks apply to both you and your mount." + ] + }, + { + "name": "Skirmisher's Step", + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Griffon Scout", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "At 3rd level, when you move at least 20 feet straight toward a creature and hit it with a melee weapon attack in the same turn, that attack deals an extra {@damage 1d8} damage of the same type dealt by the weapon to the target, and, when you or your mount move out of the target's reach before the end of your next turn, you don't provoke an {@action opportunity attack} from the target." + ] + }, + { + "name": "Coordinated Strikes", + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Griffon Scout", + "subclassSource": "KPDM", + "level": 7, + "entries": [ + "Starting at 7th level, you can deliver punishing flurries of attacks in perfect coordination with your allies. When one of your allies hits a target within 30 feet of you with an attack, you can use your reaction to make one weapon attack against that target." + ] + }, + { + "name": "Griffon Wings", + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Griffon Scout", + "subclassSource": "KPDM", + "level": 11, + "entries": [ + "At 11th level, when you cast {@spell find steed}, you can choose for your steed to take the form of a Griffon, though it is a fey instead of a Monstrosity." + ] + }, + { + "name": "Strike and Fade", + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Griffon Scout", + "subclassSource": "KPDM", + "level": 15, + "entries": [ + "Starting at 15th level, when you or your mount move at least 20 feet during Your Turn, you become an evasive blur. Until the start of your next turn, a creature that attacks you has disadvantage on the first attack roll it makes against you or your mount." + ] + }, + { + "name": "Vampire Slayer", + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Vampire Slayer", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "Vampire slayers wander the forests, hills and mountains of the Blood Kingdom, protecting the Common folk who live in farming villages and remote cabins on the edge of civilisation from creatures of the night. Moving unseen through the Woodlands, your specialised Training allows you to hunt vampires, Ghouls, werewolves, and other foul Monsters that prey on the innocent. Although you are most at home in the Wilderness, as your experience grows, your attention might turn to the ruthless Elders who rule the baronies of Morgau from their dark keeps and sprawling manors.", + "The Vampire slayer archetype is a variant of the Hunter archetype. It follows all the standard rules for hunters except as noted below.", + { + "type": "refSubclassFeature", + "subclassFeature": "Favored Enemy|Ranger||Vampire Slayer|KPDM|3" + } + ] + }, + { + "name": "Favored Enemy", + "entries": [ + "You must choose undead as your favored enemy type at 1st level. At 6th and 14th level, you can choose freely from the standard list, and can also select hags or lycanthropes as an alternative." + ], + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Vampire Slayer", + "subclassSource": "KPDM", + "level": 3, + "header": 1 + }, + { + "name": "Hunter's Prey", + "entries": [ + "{@i 3rd-level Vampire Slayer feature}", + "At 3rd level, you can choose the following feature in place of Colossus Slayer, Giant Killer, or Horde Breaker:", + "Empowered Strike Your expertise in fighting undead and lycanthropes allows you to harm them even when you're not wielding a magical weapon. When fighting a creature that has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, you can ignore this resistance once per turn when you hit successfully with your nonmagical weapon. If you are wielding a magical weapon, the creature takes an extra {@damage 1d8} damage from one of your successful attacks per turn." + ], + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Vampire Slayer", + "subclassSource": "KPDM", + "level": 3, + "header": 1 + }, + { + "name": "Defensive Tactics", + "entries": [ + "{@i 7th-level Vampire Slayer feature}", + "At 7th level, you can choose the following feature in place of Escape the Horde, Multiattack Defense, or Steel Will.", + "Ranger's Resilience. You have advantage on saving throws against paralysis and effects that reduce your hit point maximum." + ], + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Vampire Slayer", + "subclassSource": "KPDM", + "level": 7, + "header": 1 + }, + { + "name": "Slayer's Strike", + "entries": [ + "{@i 11th-level Vampire Slayer feature}", + "At 11th level, you can choose the following feature in place of Volley or Whirlwind Attack.", + "Straight Through the Heart. When you use an attack action, you can choose to make a single melee attack against a favored enemy in an effort to strike a vulnerable spot. If the attack hits, it deals an extra {@damage 6d6} damage." + ], + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Vampire Slayer", + "subclassSource": "KPDM", + "level": 11, + "header": 1 + }, + { + "name": "Superior Hunter's Defense", + "entries": [ + "{@i 15th-level Vampire Slayer feature}", + "At 15th level, you can choose the following feature in place of Evasion, Stand Against the Tide, or Uncanny Dodge.", + "Greater Resilience. You have advantage on saving throws against the spells and abilities of your favored enemies." + ], + "source": "KPDM", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Vampire Slayer", + "subclassSource": "KPDM", + "level": 15, + "header": 1 + }, + { + "name": "Greenleaf College", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Greenleaf", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "The Greenleaf College was founded by half-elves who sought to celebrate their varied heritage. Drawing from elven lore for inspiration and power, Greenleaf bards strengthen their connection to nature. Through their magic and their tales, they convey the rejuvenating strength of the forests and rivers to their allies.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Bard||Greenleaf|KPDM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rejuvenating Inspiration|Bard||Greenleaf|KPDM|3" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Greenleaf", + "subclassSource": "KPDM", + "level": 3, + "header": 2, + "entries": [ + "When you join the Greenleaf College at 3rd level, you gain access to an expanded list of bard spells. The following spells are added to the bard spell list for you.", + { + "type": "table", + "caption": "Greenleaf College Spells", + "colLabels": [ + "Bard Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "1st", + "{@spell entangle}, {@spell goodberry}" + ], + [ + "2nd", + "{@spell pass without trace}, {@spell spike growth}" + ], + [ + "3rd", + "{@spell conjure animals}, {@spell daylight}" + ], + [ + "4th", + "{@spell conjure woodland beings}, {@spell dominate beast}" + ], + [ + "5th", + "{@spell commune with nature}, {@spell tree stride}" + ] + ] + } + ] + }, + { + "name": "Rejuvenating Inspiration", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Greenleaf", + "subclassSource": "KPDM", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you learn to infuse your {@classFeature Bardic Inspiration|Bard||1} with a magical seed of healing energy. When a creature uses a {@classFeature Bardic Inspiration|Bard||1} die from you to increase one ability check, attack roll, or saving throw, it also gains temporary hit points equal to the number rolled on the {@classFeature Bardic Inspiration|Bard||1} die plus your Charisma modifier." + ] + }, + { + "name": "Land's Stride", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Greenleaf", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.", + "In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell." + ] + }, + { + "name": "Vital Surge", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Greenleaf", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, as an action you can expend one use of {@classFeature Bardic Inspiration|Bard||1} to magically remove one disease or detrimental condition affecting a creature you can see within 60 feet.", + "The condition can be {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition paralyzed}, or {@condition poisoned}." + ] + }, + { + "name": "College of Wyrdsingers", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Wyrdsingers", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "Bards of the College of Wyrdsingers subscribe to the wyrd, a philosophy that centers around the phenomenon of the same name. The wyrd is that which will be, inexorably tied to such concepts as destiny and fate. Though some might consider the idea of a fixed destiny fatalistic, the bards of this college are inspired by this viewpoint. One may not choose the manner of one's death, but one can choose how to meet it, and that idea is at the heart of this college. An insect might be caught in a spider's web. Whether it lives or dies, its struggles ultimately shake the web in its entirety, and it might free itself through such effort. The struggle affects all things, however remotely connected they might be, whereas the insect that merely accepts its death leaves not even a ripple behind. To confront fate, to embrace the wyrd and whatever it brings, is to have the power to shake the world and make it take notice." + ] + }, + { + "name": "Braggart", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Wyrdsingers", + "subclassSource": "KPDM", + "level": 3, + "header": 2, + "entries": [ + "When you join the College of Wyrdsingers at 3rd level, you are already a Master of the art of bragging about your deeds. The fact that you exaggerate is of little importance; what matters is that boasting of your deeds makes people listen to you.", + "Your proficiency bonus is doubled when you make a {@skill Intimidation} or {@skill Persuasion} check." + ] + }, + { + "name": "Inspire Greatness", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Wyrdsingers", + "subclassSource": "KPDM", + "level": 3, + "header": 2, + "entries": [ + "Also Beginning at 3rd level, you can use a bonus action to instill a sense of worth in a single ally within 60 feet who can hear you. Your ally gains a bonus equal to your Charisma modifier on attack rolls, damage rolls, ability checks, and saving throws for a number of rounds equal to your bard level. That ally cannot benefit from your {@classFeature Bardic Inspiration|Bard||1} until the duration of this feature has run its course. You can use this feature once at 3rd level, twice at 8th level, and three times at 15th level. You regain all expended uses when you finish a long rest.", + "Additionally, you can use a bonus action to cast any abjuration spell you know that normally takes 1 action to cast (for example, {@spell kaugh in the face of fear|KPDM} or {@spell lesser restoration}). Once you use this feature, you must finish a long rest before you can use it again." + ] + }, + { + "name": "Not This Day", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Wyrdsingers", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, if an ally of yours drops to 0 hit points, you can use a reaction to expend one of your uses of {@classFeature Bardic Inspiration|Bard||1}. Your ally gains a number of temporary hit points equal to the die roll and remains conscious.", + "If the attack that reduced the ally to 0 hit points would have been fatal, the ally will die if they lose all temporary hit points they currently possess, unless their hit point total is raised to 1 or higher before that happens." + ] + }, + { + "name": "Make Your Own Fate", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Wyrdsingers", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level and higher, you can use an action to sing a song of valor that enables you to remain courageous and fight fiercely in the face of the gravest danger.", + "For 1 minute thereafter, you gain immunity to the {@condition frightened} condition. Any ally you affect with your {@classFeature Bardic Inspiration|Bard||1} feature also gains this immunity until they expend the {@classFeature Bardic Inspiration|Bard||1} die or the duration expires.", + "In addition, while this feature is in effect, you add your Charisma modifier to your weapon damage and to the damage of any spell you cast." + ] + }, + { + "name": "College of Entropy", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Entropy", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "Bards of the College of Entropy are itinerate gamblers and daring thrill seekers whose actions are supremely unpredictable.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bard College|Bard||Entropy|KPDM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard||Entropy|KPDM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Luck Stealer|Bard||Entropy|KPDM|3" + } + ] + }, + { + "name": "Bard College", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Entropy", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "Rather than relying on ancient lore or skill with arms, these bards throw themselves into new challenges just to see what happens, trusting in luck to see them through. They're sometimes called luck stealers (with a mixture of derision and respect), because no matter how bad things get for everyone around them, these bards always seem to come out unscathed." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Entropy", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "When you join the College of Entropy at 3rd level, you gain proficiency in {@skill Acrobatics},{@skill Athletics} and a gaming set of your choice." + ] + }, + { + "name": "Luck Stealer", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Entropy", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "Also at 3rd level, you learn to borrow a little bit of other people's luck for yourself. When a creature that you can see within 60 feet is about to make an attack roll, an ability check, or a saving throw with advantage, you can use a reaction and expend one of your uses of {@classFeature Bardic Inspiration|Bard||1}. If you do so, that creature takes a penalty to its die roll equal to the number you roll on your {@classFeature Bardic Inspiration|Bard||1} die.", + "After the creature's attack roll, ability check, or saving throw is resolved, you gain the benefit of that {@classFeature Bardic Inspiration|Bard||1} die, which is usable only on yourself and lasts only for a number of rounds equal to the roll of the {@classFeature Bardic Inspiration|Bard||1} die. If you do not use the benefit before that time, it is lost.", + "For example, if you roll a 5 on your {@classFeature Bardic Inspiration|Bard||1} die, the creature takes a -5 penalty to its roll. You can then apply a +5 bonus to one attack roll, ability check, or saving throw that you make within the next 5 rounds.", + "Stealing luck, regardless of whether you use the {@classFeature Bardic Inspiration|Bard||1} benefit, causes a chance of a chaos magic surge." + ] + }, + { + "name": "Infusion of Fortune", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Entropy", + "subclassSource": "KPDM", + "level": 6, + "entries": [ + "At 6th level, when you cast a chaos spell, you cause a {@table chaos magic surge|KPDM} and regain one use of your {@classFeature Bardic Inspiration|Bard||1}. You regain the use of infusion of fortune after a short or long rest." + ] + }, + { + "name": "Belief is a Tool", + "source": "KPDM", + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Entropy", + "subclassSource": "KPDM", + "level": 14, + "entries": [ + "Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard's next turn, his or her list of known spells returns to normal. Using this ability causes a {@table chaos magic surge|KPDM}." + ] + }, + { + "name": "Oath of Thunder", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Thunder", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "Of all the servants of Perun, paladins sworn to the Oath of Thunder are his spears and arrows made flesh. Even those who don't venerate Perun recognize and honor paladins sworn to his service. Often referred to as Valkyries, paladins of this oath are almost exclusively women. They are a major force within the knightly Order of the White Lion in their Amazonian nation. Shieldmaidens of the dwarven cantons and centaur outriders also number among its adherents.", + "Paladins sworn to Thunder are even more reserved and humble in daily life than other paladins. That veneer splits like a thunderclap in battle, where they erupt as vicious hellions. Indeed, thundering paladins love to strike \"thunder-wise,\" meaning suddenly and with surprise, appearing like a bolt of lightning in their enemies' midst before those enemies know what hit them. Paladins who follow the Oath of Thunder are most often devoted to the cause of good but care little about the struggle between law and chaos.", + { + "type": "entries", + "name": "Tenets of Thunder", + "entries": [ + "The Oath of Thunder stresses reserved moderation and clear purpose in daily life, along with crushing, decisive strikes on the battlefield. Paladins sworn to Thunder see aberrations and fiends as the ultimate forces of corruption in the world and strive tirelessly to thwart their designs.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Composure Is My Shield.", + "entries": [ + "My deeds are my armor, and I am not easily provoked. If anyone shall insult me, I shall laugh at their ignorance. If anyone shall insult my companions, I shall show them their error." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Crush the Abomination.", + "entries": [ + "Twisted creatures from beyond the world have no place in it. Aberrations and fiends will feel my blade and know death." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Decisiveness in Battle.", + "entries": [ + "When the time for words has passed, I will strike first and hard to bring a swift end to my enemies. Victory is the stoutest shield for myself and my companions." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Duty Above All.", + "entries": [ + "Though I drink with the gods and laugh with the valkyries, I will stand my watch. I will defend my nation. I will defend my companions." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Humility in Life.", + "entries": [ + "I am a servant of the Thunder, not its master. I will live without excess, assured in my own strength without ostentation. Charity and courage are twins." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Voice Like Thunder.", + "entries": [ + "My voice rings clear and true in defense of those who can't speak out for themselves. I will speak the truth, because such words echo through the ages." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Oath Spells", + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of Thunder Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell heroism}, {@spell thunderwave}" + ], + [ + "5th", + "{@spell find steed}, {@spell gust of wind}" + ], + [ + "9th", + "{@spell call lightning}, {@spell elemental weapon}" + ], + [ + "13th", + "{@spell freedom of movement}, {@spell stoneskin}" + ], + [ + "17th", + "{@spell conjure volley}, {@spell swift quiver}" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Channel Divinity", + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + "{@b Storm Strike}. As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the wrath of a storm god. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long, beginning at you and extending straight toward the target. If the target is less than 60 feet from you, the line of lightning extends beyond it. Each creature in the line takes {@dice 2d10} + your paladin level lightning damage, or half damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw.", + "{@b Turn the Unclean}. As an action, you present your holy symbol and utter a war cry, using your Channel Divinity. Each aberration or fiend within 30 feet of you that can see or hear you must make a successful Wisdom saying throw or be turned for 1 minute or until it takes damage." + ] + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Thunder", + "subclassSource": "KPDM", + "level": 3, + "header": 2, + "entries": [ + "When you take this oath at 3rd level, you gain proficiency in the {@skill Stealth} skill." + ] + }, + { + "name": "Aura of Alacrity", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Thunder", + "subclassSource": "KPDM", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, you and your allies within 10 feet of you add your proficiency bonus to initiative rolls.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Strike Like Lightning", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Thunder", + "subclassSource": "KPDM", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, when your attack hits a creature that hasn't yet taken its first turn in this combat, or when you hit a creature you were hidden from when you attacked, that creature has disadvantage on attack rolls, ability checks, and saving throws until the start of your next turn." + ] + }, + { + "name": "Child of the Storm", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Thunder", + "subclassSource": "KPDM", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you can take on the aspect of the thunder god. While at rest, you seem darkened like a thundercloud. Once in action, your clothing and hair blow wildly in a wind that arises from nowhere, your eyes flare with lightning, and your voice booms like thunder.", + "By using your action, you undergo a transformation. For 1 hour, you gain the following benefits:", + { + "type": "list", + "items": [ + "You don't have disadvantage on Dexterity ({@skill Stealth}) checks because of armor.", + "You have advantage on Dexterity ({@skill Stealth}) checks and initiative rolls.", + "Your weapon attacks deal an additional {@damage 1d10} lightning or thunder damage (your choice when you hit).", + "As an action, you can unleash a terrifying war cry. Every enemy creature in a 30-foot cone must make a successful Wisdom saving throw or become {@condition frightened} of you for 1 minute. While {@condition frightened} in this way, the creature must spend its turn trying to move as far away from you as it can. It can't take reactions. For its action, it can only use the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action. A {@condition frightened} creature that's more than 30 feet from you and can't see you repeats the saving throw at the start of its turn, ending the effect on itself on a success. A creature that succeeds on its saving throw can't be affected by this war cry for 24 hours." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Oath of Radiance", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Radiance", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "The Oath of Radiance is a beacon in the night, burning away the corruption of shadow and undeath. (non-ogl places) see the white-and-yellow-plumed helmets of these warriors of light. Radiant paladins are bold and brash, abhorring stealth and grandly striding into battle against the forces of darkness. Nearly every paladin that swears this oath is a worshipper of Khors. Paladins of the Oath of Radiance are overwhelmingly good-aligned, and most are lawful. Some reject the rigid nature of knightly orders for the life of a knight errant. Though still nearly universally good, these wayward paladins are more neutral than lawful, and they use their relative freedom to bring their light to bear as they deem it most necessary.", + { + "type": "entries", + "name": "Tenets of Radiance", + "entries": [ + "Paladins who swear the Oath of Radiance devote themselves to fighting the insidious powers of the Shadow Realm that darken mortal hearts and against the undead that extinguish the light of life and replace it with hungry darkness. Most importantly, they take it upon themselves to rescue those corrupted by Shadow or undead influence. They will spare mortal foes in the thrall of darkness in the hope that such creatures can be redeemed.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cleanse Corruption.", + "entries": [ + "I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lead with Light.", + "entries": [ + "I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Preserve the Righteous.", + "entries": [ + "I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Redeem the Beguiled.", + "entries": [ + "Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Remain Pure.", + "entries": [ + "I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Oath Spells", + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of Radiance Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell guiding bolt}, {@spell protection from evil and good}" + ], + [ + "5th", + "{@spell magic weapon}, {@spell scorching ray}" + ], + [ + "9th", + "{@spell beacon of hope}, {@spell daylight}" + ], + [ + "13th", + "{@spell aura of life}, {@spell fire shield}" + ], + [ + "17th", + "{@spell banishing smite}, {@spell greater restoration}" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Channel Divinity", + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + "{@b Dawn's Radiance}. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that.", + "An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity ({@skill Stealth}) and Wisdom ({@skill Perception}) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.", + "{@b Turn the Corrupted}. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage." + ] + } + ] + }, + { + "name": "Aura of Resolve", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Radiance", + "subclassSource": "KPDM", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, you and your allies within 10 feet of you have advantage on saving throws against spells and effects created by undead creatures and by creatures native to the Shadow Realm or with any levels of shadow corruption. This benefit lasts until someone fails a saving throw that was made with advantage because of your aura of resolve. Once that happens, you must complete a short or long rest before this ability functions again.", + "At 18th level, the range of this aura increases to 30 feet." + ] + }, + { + "name": "Soul of Light", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Radiance", + "subclassSource": "KPDM", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you can't gain levels of shadow corruption, you are resistant to necrotic damage and your ability scores and hit point maximum can't be reduced." + ] + }, + { + "name": "Radiant Champion", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Radiance", + "subclassSource": "KPDM", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, as an action, you suffuse your being with divine radiance that brings life and burns away dark corruption.", + "For 1 minute, you gain the following benefits:", + { + "type": "list", + "items": [ + "At the start of each of your turns, you regain 10 hit points.", + "Once on your turn when you hit an undead creature, a creature native to the Shadow Realm, or a creature with any levels of shadow corruption, it must make a successful Wisdom saving throw against your spell save DC or be {@condition incapacitated} until the end of its next turn.", + "An undead creature, a creature native to the Shadow Realm, or a creature with any levels of shadow corruption that touches you or hits you with a melee attack from within 5 feet takes {@damage 2d8} radiant damage." + ] + } + ] + }, + { + "name": "Oath of the Annihilator", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Annihilator", + "subclassSource": "KPDM", + "level": 3, + "entries": [ + "The oath of the annihilator is as ancient as the darkness between stars.", + { + "type": "entries", + "name": "Paladin Option", + "entries": [ + "These paladins\u2014sometimes called antipaladins, dark paladins, or death knights\u2014represent the antithesis of the ideal paladin. Paladins who take this oath see themselves as divine Instruments of reckoning and foretellers of armageddon. Despite their extreme viewpoint and often brutal behavior, they still conduct themselves honorably and expect to be treated with respect.", + "Many who swear this oath are devoted to gods of destruction, chaos, and war." + ] + }, + { + "type": "entries", + "name": "Tenets of the Annihilator", + "entries": [ + "The principles of the oath of the annihilator are simple. They emphasize the value of Strength above all else.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Extinguish the Weak.", + "entries": [ + "An enemy who lacks the strength to prevail in combat must be ushered into the embrace of death." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Maintain the Balance.", + "entries": [ + "For life to flourish, there must be destruction. The strong endure, the weak succumb." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Revel in Destruction.", + "entries": [ + "All things end, especially life. Everyone has only a limited time to experience mortal delights, the greatest of which are combat and strife." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Embrace the End.", + "entries": [ + "Death should not be feared. Since it comes for everyone, best be prepared for it at any time." + ] + } + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Annihilator|KPDM|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Annihilator|KPDM|3" + } + ] + }, + { + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Annihilator", + "level": 3, + "subclassSource": "KPDM", + "header": 2, + "name": "Channel Divinity", + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "entries", + "name": "Vow of Ruin", + "entries": [ + "As a bonus action, you can utter a vow of ruination using your Channel Divinity. For 1 minute thereafter, successful attacks you make against objects and constructs are treated as critical hits. If your weapon isn't a magic weapon, it becomes a magic weapon with a +1 bonus to attack rolls and damage rolls for the duration of this effect." + ] + }, + { + "type": "entries", + "name": "Wither Foe", + "entries": [ + "As an action, you can present your holy symbol and speak a prayer of damnation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Charisma saving throw. On a failed save, it takes necrotic damage equal to your Charisma modifier + your Paladin level, and it has disadvantage on saving throws for 1 minute or until it's reduced to 0 hit points." + ] + } + ] + }, + { + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Annihilator", + "level": 3, + "subclassSource": "KPDM", + "header": 2, + "name": "Oath Spells", + "entries": [ + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "caption": "Oath of Annihilation Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell bane}, {@spell proselytize|KPDM}" + ], + [ + "5th", + "{@spell augury}, {@spell shatter}" + ], + [ + "9th", + "{@spell bestow curse}, {@spell phantom steed}" + ], + [ + "13th", + "{@spell blight}, {@spell caustic waste|KPDM}" + ], + [ + "17th", + "{@spell contagion}, {@spell hallow}" + ] + ] + } + ] + }, + { + "name": "Aura of Inevitability", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Annihilator", + "subclassSource": "KPDM", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you and allied creatures within 10 feet of you are immune to the {@condition frightened} condition. When you or an allied creature within 10 feet of you takes damage, the damage is reduced by an amount equal to your Charisma modifier (minimum of 1).", + "At 18th level, the range of this effect increases to 30 feet." + ] + }, + { + "name": "Annihilating Smite", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Annihilator", + "subclassSource": "KPDM", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, your smites are powerful enough to bring your foes to their knees. When you use your Divine Smite against a creature that is Large or smaller, the creature must make a successful Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Harbinger of the End", + "source": "KPDM", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Annihilator", + "subclassSource": "KPDM", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you can use an action to assume the form of a harbinger of the apocalypse. Your Appearance alters in some frightening way of your choosing. For example, your skin could take on the texture of broken stone and magma, your hair could become flames, or you could sprout demonic horns and a tail. For 1 minute thereafter.", + "you gain the following benefits:", + { + "type": "list", + "items": [ + "When you reduce a creature to 0 hit points, you heal 20 hit points.", + "Your attacks and spells ignore a target's resistance to damage.", + "You add your Charisma modifier (minimum of 1) to your saving throws." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Circle of the Spirits", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Some druids tend to more than the land. They also show concern for the health of the spirits of the land. Druids of the Circle of the Spirits build shrines in the Wilderness where they Commune with both these spirits and the souls of the departed.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid||Spirits|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spirit Guide|Druid||Spirits|KPDM|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "Your bond with the spirits of Nature grants you knowledge of certain spells. At 3rd, 5th, 7th, and 9th levels, you gain access to the spells listed for those levels in the Circle of Spirits Spells table.", + "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Circle of the Spirits Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "2nd", + "{@spell Find Familiar}" + ], + [ + "3rd", + "{@spell Augury}, {@spell Invisibility}" + ], + [ + "5th", + "{@spell Speak with Dead}, {@spell Spirit Guardians}" + ], + [ + "7th", + "{@spell Divination}, {@spell Hallucinatory Terrain}" + ], + [ + "9th", + "{@spell Antilife Shell}, {@spell Scrying}" + ] + ] + } + ] + }, + { + "name": "Spirit Guide", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you gain the service of a minor Spirit Guide. You can cast {@spell Find Familiar} as a ritual.", + "As long as you and your Spirit Guide (familiar) are within 100 feet of each other, the Spirit Guide can maintain concentration on a druid spell you cast. You must choose whether to do so yourself or make your Spirit Guide responsible for maintaining concentration at the moment the spell is cast, and that decision can't be changed on a later turn.", + "You can still have only one concentration spell in effect at a time; if you concentrate on a different spell or effect, the spirit guide's concentration ends. You can still share your spirit guide's senses and cast touch spells through the Spirit Guide normally while it's maintaining concentration. The Spirit Guide makes Constitution saving throws to maintain concentration when it takes damage, not when you take damage." + ] + }, + { + "name": "Spirit Dance", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, as a bonus action you can engage in a dance to channel the power of the spirit world. If you cast a druid spell on your next turn, one target of the spell has disadvantage on its first saving throw against the spell. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Savior Spirits", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, the spirits rush to your aid when you're grievously wounded. When you are reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Spirit Walk", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirits", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, as an action you can dissolve your flesh into ectoplasm for up to 1 minute.", + "For the duration:", + { + "type": "list", + "items": [ + "You gain a flying speed equal to your base walking speed.", + "You have resistance to acid, cold, fire, lightning, thunder, and nonmagical bludgeoning, piercing, and slashing damage.", + "You can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, or {@condition restrained}.", + "You can move through creatures and solid objects as if they were difficult terrain, but you take {@damage 1d10} force damage if you end your turn inside an object." + ] + }, + "Maintaining this feature requires concentration as if it were a spell.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Circle of Oaks", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Oaks", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Each ancient forest is a sentient entity, always aware of what transpires under its canopy. Although some have developed potent defenses, especially in their Hearts, they have tolerated alliances with those committed to their protection and restoration. Chief among these alliances are the Circle of Oaks druids.", + "As an accident of history, perhaps, some races seem more likely to be members of the Circle of Oaks in certain forests. Though they can be found anywhere, Circle of Oaks druids tend to stay in their forested homelands, binding with particular forests.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid||Oaks|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Cantrip|Druid||Oaks|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Forest Binding|Druid||Oaks|KPDM|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Oaks", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "Your bonded forest infuses you with some of its power, giving you the ability to cast certain spells. At 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level you gain access to spells associated with your bond to the forest. Some of these spells are available to you only while you are bonded to a forest. Such spells have the \"forest-bound\" qualifier listed next to their school of magic. If you are no longer bonded to a forest you lose the ability to cast forest-bound spells until you renew your bond with your forest or bond with a new forest. You can cast forest-bound spells outside your bound forest, unless the spell specifically states you must be within your bound forest.", + "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Consult the Circle of Oaks Spells table for the list of circle spells.", + { + "type": "table", + "caption": "Circle of Oaks Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "2nd", + "{@spell tree heal|KPDM}" + ], + [ + "3rd", + "{@spell forest native|KPDM}, {@spell tree speak|KPDM}" + ], + [ + "5th", + "{@spell legion of squirrels|KPDM}, {@spell ley disturbance}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell quick time|KPDM}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell lesser ley protection}" + ], + [ + "11th", + "{@spell conjure forest defender|KPDM}" + ], + [ + "13th", + "{@spell greater ley protection}" + ], + [ + "15th", + "{@spell control weather}" + ], + [ + "17th", + "{@spell forest sanctuary|KPDM}" + ] + ] + } + ] + }, + { + "name": "Bonus Cantrip", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Oaks", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "When you choose the Circle of Oaks at 2nd level, you learn the {@spell tree heal|KPDM} druid cantrip. Members of your circle often touch each tree they pass as they stroll through a wooded area, just in case the tree may be in need of assistance." + ] + }, + { + "name": "Forest Binding", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Oaks", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can request to be bound to a specific forest, gaining access to additional spells. This binding is conditional upon the good will of the forest and is never given automatically. Typically, the forest requires a service of you before binding you to it. Such service might include replanting trees in an area destroyed by war or fire, eliminating a great pestilence within the forest, removing certain contaminants from the forest's borders, or opposing an enemy of the forest. While you are bound to a forest, as long as you are on the same plane as that forest, you gain an additional spell slot of each level of druid spell you can cast (1st level and higher)." + ] + }, + { + "name": "Tree Walking", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Oaks", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, once per turn, you can use half of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Any worn or carried possessions travel with you, but you can't bring other creatures with you. At 14th level, the second tree can be up to 100 feet away from the first." + ] + }, + { + "name": "Tree Merging", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Oaks", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can merge your spirit with that of a tree within 5 feet of you as an action. While merged, your body resides in the Shadow Realm, petrified and invisible, while your spirit is aware of happenings in the vicinity of the tree. If you spend 6 hours merged with a tree in your bound forest, you gain the benefits of finishing a long rest. You can't communicate with anyone outside of the tree unless a creature casts {@spell tree speak|KPDM} or {@spell speak with plants}. You can leave the tree as an action and your body reappears in an unoccupied space within 5 feet of the tree. If you have been merged with the tree for more than 24 hours, you must succeed on a DC 5 Constitution saving throw to exit the tree. If you have been merged with the tree for more than 48 hours, you have disadvantage on this saving throw. Each month you stay merged with the tree increases this DC by 1. If you fail this saving throw, you must wait 24 hours before you can attempt to exit the tree again. If you fail this saving throw each day for 1 week, you become permanently merged with the tree and can only exit it through powerful magic such as a {@spell wish} spell or if the tree is destroyed or dies. As they approach the ends of their lives, many Circle of Oaks druids choose to permanently merge with their favorite trees to forever be part of their forest." + ] + }, + { + "name": "Forest Restoration", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Oaks", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can engage in a ritual restoration of a forest that has been destroyed or seed a new forest in an area without one. You must spend at least 8 hours each day for 3 months performing the rites and chants of this ritual, imbuing the land within a half-mile radius with your power. At the end of the first month, you successfully remove any barriers to regrowth such as soil toxins or latent poisonous magic. At the end of the second month, your power reseeds the area with vegetation native to the location. By the end of the third month, the seeds sprout into saplings. As long as new toxins aren't introduced and the saplings aren't destroyed, the half-mile radius of saplings grow into a one-mile radius forest after 1 year." + ] + }, + { + "name": "Circle of Owls", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Owls", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Druids of the Circle of Owls maintain their tradition of spying and gathering knowledge and, occasionally, of permanently silencing those who would misuse knowledge. The Circle of Owls druids draw on the power of their namesakes, moving about the world unnoticed as they see and hear what others try desperately to hide.", + "These druids maintain closer relationships with the shadow fey than most. They find this relationship advantageous, though often tense, in their pursuit of secrets. Along with access to shadow fey agents and information, Circle of Owls druids regularly make bargains with strange owl-like creatures known as stryx. The stryx are natives of the Shadow Realm and find the Circle of Owls druids to their liking. Some stryx even serve Circle of Owls druids as familiars, at the GM's discretion.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid||Owls|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Druid||Owls|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "On Silent Wings|Druid||Owls|KPDM|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Owls", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "The ever present eyes and ears of the natural world impart magical knowledge to you. At 2nd level, you learn the {@spell message} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Owls Spells table.", + "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Circle of Owls Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "2nd", + "{@spell message}" + ], + [ + "3rd", + "{@spell detect thoughts}, {@spell invisibility}" + ], + [ + "5th", + "{@spell nondetection}, {@spell sending}" + ], + [ + "7th", + "{@spell arcane eye}, {@spell private sanctum}" + ], + [ + "9th", + "{@spell modify memory}, {@spell scrying}" + ] + ] + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Owls", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "When you choose this circle at 2nd level, you gain proficiency in either the {@skill Deception} or {@skill Stealth} skill." + ] + }, + { + "name": "On Silent Wings", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Owls", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "At 2nd level, you learn to magically slip beneath the notice of even those who watch you. You can take the {@action Hide} action even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. You remain hidden in this way until the end of your next turn. If at that time you haven't found something to obscure you, you are no longer hidden.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Owl's Eyes", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Owls", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can cast {@spell clairvoyance} once. When you cast the spell in this way, you don't require components, and the casting time is 1 action. You can choose for the invisible sensor to instead be visible as an owl.", + "Once you use this feature you can't use it again until you finish a long rest." + ] + }, + { + "name": "Shadow Flight", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Owls", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you can slip partially into shadow for a short time. As an action, you can cast the {@spell etherealness} spell. When you cast the spell in this way, its duration is concentration, up to 1 minute.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Parliament of Owls", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Owls", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, you can disperse your form into a great swirling storm of owls. As an action, you can use your Wild Shape to become a swarm of owls." + ] + }, + { + "name": "Circle of Roses", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Roses", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Druids of the Circle of Roses bend the power of nature to influence the minds and hearts of those around them, soothing sorrow, crushing with terror, and ensnaring hearts in equal measure. They create sweet and bitter perfumes that carry their power to any who inhale the scent.", + { + "type": "refSubclassFeature", + "subclassFeature": "Circle Spells|Druid||Roses|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Druid||Roses|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bittersweet Perfume|Druid||Roses|KPDM|2" + } + ] + }, + { + "name": "Circle Spells", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Roses", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "Your deep bond with the ebb and flow of nature grants you knowledge of certain spells. At 2nd level, you learn the {@spell friends} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Roses Spells table.", + "Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", + { + "type": "table", + "caption": "Circle of Roses Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "2nd", + "{@spell poison spray}" + ], + [ + "3rd", + "{@spell calm emotions}, {@spell suggestion}" + ], + [ + "5th", + "{@spell hypnotic pattern}, {@spell tongues}" + ], + [ + "7th", + "{@spell confusion}, {@spell phantasmal killer}" + ], + [ + "9th", + "{@spell dominate person}, {@spell geas}" + ] + ] + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Roses", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "When you choose this circle at 2nd level, you gain proficiency in one skill chosen from the following: {@skill Deception}, {@skill Intimidation}, or {@skill Persuasion}." + ] + }, + { + "name": "Bittersweet Perfume", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Roses", + "subclassSource": "KPDM", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can expend one use of Wild Shape as an action to create a floral perfume that manipulates the minds of those who breathe it, rather than transforming into a beast form. One creature of your choice within 10 feet of you must make a Charisma saving throw against your spell save DC. On each of your turns while the perfume lasts, you can use an action to choose a different creature to affect with your perfume.", + "On a failure, the creature is {@condition charmed} or {@condition frightened} by you (your choice) for as long as it remains in your perfume and for 1 minute after it leaves the area. If it ends its turn outside the area, the creature can repeat the saving throw, ending the effect on itself on a success. If you or your allies attack or harm the {@condition charmed} creature, it is no longer charmed.", + "If the creature's saving throw is successful or if the effect ends for it, it is immune to your perfume for the next 24 hours. A creature that doesn't breathe or that is immune to poison is immune to your perfume.", + "The perfume lasts for 10 minutes or until you use your Wild Shape again." + ] + }, + { + "name": "Overpowering Remedy", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Roses", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, your perfume can affect one creature of your choice within 20 feet of you, and you can use the scent of your perfume to unravel harmful effects. When you use your Bittersweet Perfume, you can choose to end one disease or one condition affecting a creature in your perfume instead of charming or frightening it. The condition removed can be {@condition charmed}, {@condition frightened}, or {@condition poisoned}." + ] + }, + { + "name": "Rose's Thorns", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Roses", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you can stab thorns at the minds of those who dare raise their hand against you. When a creature within 20 feet of you hits you with an attack, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes {@dice 1d10} psychic damage." + ] + }, + { + "name": "Lingering Perfume", + "source": "KPDM", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Roses", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, a whiff of your perfume surrounds you at all times and lingers in your wake. You are immune to harmful gasses and vapors, you have advantage on saving throws against be {@condition charmed} or {@condition frightened}, and your Bittersweet Perfume now lasts for 1 hour or until you use your Wild Shape again.", + "In addition, you can intensify the power of your perfume. When a creature becomes {@condition charmed} or {@condition frightened} by your Bittersweet Perfume, you can use a bonus action to wrap some of your perfume around it. That creature is considered to be within your perfume, no matter how far it moves away from you, for 1 hour or until you use your Wild Shape again. Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Apocalypse Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Apocalypse", + "level": 1, + "header": 1, + "entries": [ + "Gods with the Apocalypse domain promote fear, judgment, punishment, and the end of all things.", + { + "type": "entries", + "name": "Divine Domain Option", + "entries": [ + "Their priesthoods often consider themselves the messengers of that doom, and they work to spread word of the coming end. Their gloomy, often frightening message makes them unwelcome in many, but not all, civilized places." + ] + }, + { + "type": "table", + "caption": "Apocalypse Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell vicious mockery}, {@spell dissonant whispers}, {@spell hellish rebuke}" + ], + [ + "3rd", + "{@spell enthrall}, {@spell magic mouth}" + ], + [ + "5th", + "{@spell fear}, {@spell stinking cloud}" + ], + [ + "7th", + "{@spell blight}, {@spell phantasmal killer}" + ], + [ + "9th", + "{@spell contact other plane}, {@spell telekinesis}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ranting Ruin|Cleric||Apocalypse|KPDM|1|KPDM" + } + ] + }, + { + "name": "Ranting Ruin", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Apocalypse", + "level": 1, + "header": 2, + "entries": [ + "At 1st level, you learn the {@spell vicious mockery} cantrip. You also gain proficiency in either {@skill Arcana} or {@skill Survival} (your choice)." + ] + }, + { + "name": "Channel Divinity: Damnation", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Apocalypse", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to lash out at those who defy your deity's messenger. As an action, you present your {@item holy symbol|PHB} while pronouncing doom to unbelievers. Each hostile creature that can see you and is within 30 feet of you takes {@damage 3d6} + your Cleric level necrotic damage, or half damage with a successful Wisdom saving throw. A creature that has total cover from you is not affected." + ] + }, + { + "name": "Channel Divinity: Weight of Guilt", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Apocalypse", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can use your Channel Divinity to manipulate a creature's thoughts. You can then use your access to the creature's mind as an advantage when interrogating it.", + "As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, you automatically know for the next 10 minutes whether anything the target says is true, a lie, or in between. On a successful save, the target cannot be affected by this spell until you finish a long rest." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Apocalypse", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Herald of the Apocalypse", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Apocalypse", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain resistance to acid, fire, and poison damage." + ] + }, + { + "name": "Beer Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Beer", + "level": 1, + "header": 1, + "entries": [ + "The heady brew of fortitude, courage, and companionship is your nectar, and you share its blessings with those who need it.", + { + "type": "table", + "caption": "Beer Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell comprehend languages}, {@spell heroism}" + ], + [ + "3rd", + "{@spell blur}, {@spell bolstering brew|KPDM}" + ], + [ + "5th", + "{@spell hypnotic pattern}, {@spell mass healing word}" + ], + [ + "7th", + "{@spell confusion}, {@spell resilient sphere}" + ], + [ + "9th", + "{@spell dream}, {@spell modify memory}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Disciple of the Draught|Cleric||Beer|KPDM|1|KPDM" + } + ] + }, + { + "name": "Disciple of the Draught", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Beer", + "level": 1, + "header": 2, + "entries": [ + "At 1st level, you learn the {@spell message} cantrip. You also gain proficiency in either {@skill Insight} or {@skill Medicine} (your choice), and you gain proficiency with {@item brewer's supplies|phb}. Your proficiency bonus is doubled for any ability check you make that uses those supplies." + ] + }, + { + "name": "Channel Divinity: Blessed Brew", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Beer", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to transform a container of nonmagical liquid into blessed brew; the number of doses equals 3 + your Wisdom modifier. Any special attributes the liquid previously had are negated. Anyone who imbibes one dose of this brew can choose one of the following benefits: advantage on Charisma-based skill checks, a +1 bonus to AC, or a +1 increase to the DC of saving throws against their castings of enchantment spells. This bonus lasts for 1 hour, leaving a warm buzz behind when it fades. A creature can benefit from only one dose of blessed brew between rests. An hour after creating blessed brew, the liquid turns into tasty, but mundane, beer." + ] + }, + { + "name": "Channel Divinity: Boot and Rally", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Beer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to aid and rally your allies. All friendly creatures within 30 feet of you who are {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned} gain an immediate saving throw with advantage to remove the effect. Creatures that succeed on the saving throw also heal {@dice 2d6} hit points." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Beer", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with radiant energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} radiant damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Fire in the Belly", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Beer", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain resistance to cold, poison, and psychic damage." + ] + }, + { + "name": "Cat Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Cat", + "level": 1, + "header": 1, + "entries": [ + "You embody the grace, strength, and resilience of felines. Eventually, you become able to transform physically into a lion or tiger.", + { + "type": "table", + "caption": "Cat Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell find familiar} (feline only), {@spell speak with animals}" + ], + [ + "3rd", + "{@spell animal messenger}, {@spell pass without trace}" + ], + [ + "5th", + "{@spell bestow curse}, {@spell nondetection}" + ], + [ + "7th", + "{@spell dimension door}, {@spell locate creature}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell mislead}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "A Claw in the Clowder|Cleric||Cat|KPDM|1|KPDM" + } + ] + }, + { + "name": "A Claw in the Clowder", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Cat", + "level": 1, + "header": 2, + "entries": [ + "On choosing this domain at 1st level, you learn the true strike cantrip and you gain proficiency in the following skills: Acrobatics and Stealth." + ] + }, + { + "name": "Channel Divinity: Feline Finesse", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Cat", + "level": 2, + "header": 2, + "entries": [ + "At 2nd level, you can use your Channel Divinity to add a +10 bonus to any Dexterity ability or skill check made by you or someone you designate within 30 feet." + ] + }, + { + "name": "Eyes of the Cat", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Cat", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you gain {@sense darkvision} with a range of 60 feet. If you already have {@sense darkvision}, the range extends to 90 feet." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Cat", + "level": 8, + "header": 2, + "entries": [ + "Beginning at 6th level, you gain {@sense darkvision} with a range of 60 feet. If you already have {@sense darkvision}, the range extends to 90 feet." + ] + }, + { + "name": "Emissary of the Cat", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Cat", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you become a natural lycanthrope of the weretiger or werelion type, whichever is appropriate to your deity. See 'Player Characters as Lycanthropes' in the standard rules on werewolves for details. You cannot spread the disease of lycanthropy." + ] + }, + { + "name": "Darkness Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Darkness", + "level": 1, + "header": 1, + "entries": [ + "Darkness enshrouds our private affairs and shelters our secrets. The shadows may protect the hunted from the hunter or conceal danger. Emissaries of the gods who claim dominion over the darkness may provide protection for those in need or aid those who hunt in the night, if they are not themselves the hunters.", + { + "type": "table", + "caption": "Darkness Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell shadow armor|KPDM}, {@spell sleep}" + ], + [ + "3rd", + "{@spell darkness}, {@spell dark path|KPDM}" + ], + [ + "5th", + "{@spell legion|KPDM}, {@spell nondetection}" + ], + [ + "7th", + "{@spell phantasmal killer}, {@spell shadow monsters|KPDM}" + ], + [ + "9th", + "{@spell dark dementing|KPDM}, {@spell mislead}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Creature of Darkness|Cleric||Darkness|KPDM|1|KPDM" + } + ] + }, + { + "name": "Creature of Darkness", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Darkness", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency in either Deception or Stealth skill (your choice). While in dim light or darkness, you can take the {@action Hide} action as a bonus action." + ] + }, + { + "name": "Channel Divinity: Shadowsight", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Darkness", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to gain {@sense darkvision} (60 feet) for 1 hour. If you already have {@sense darkvision} as a racial characteristic, using your Channel Divinity this way allows you to see in magical darkness to a distance of 30 feet as if it were dim light, for 1 hour." + ] + }, + { + "name": "Shadow Meld", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Darkness", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you can use your Channel Divinity to merge your current location with the version of it that exists on the plane of shadow. The affected area is a sphere with a 60-foot radius centered on you. Within that area, bright light becomes dim light, dim light becomes darkness, and darkness becomes equivalent to magical darkness. The temperature plummets; all creatures other than you in the darkened sphere at the end of their turns must make a successful Constitution saving throw or take {@damage 1d8} cold damage. The sphere lasts for 1 minute or until you dismiss it as a bonus action. There's a chance, if the GM allows, that {@dice 2d4} {@creature shadow||shadows} might step through into your world when the effect ends. Such creatures might or might not be hostile." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Darkness", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Shadow Shield", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Darkness", + "level": 17, + "header": 2, + "entries": [ + "Beginning at 17th level, your shadow begins defending you. Each time you are hit by a nonmagical attack or effect that causes damage, your shadow flows across your body and absorbs half of the damage. When your shadow has absorbed damage equal to one-fourth of your maximum hit points, it vanishes completely until you finish a long rest." + ] + }, + { + "name": "Dragon Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Dragon", + "level": 1, + "header": 1, + "entries": [ + "When it comes to beings of awesome power, dragons reign supreme. How much more awe-inspiring, then, must be the gods dragons worship? Dragons embody many things: mastery of the elements and the most unforgiving environments, sagacity, long life, and an eternal hunger to acquire greater wealth and power. Those who worship dragons or the gods of dragons may strive to embody several, or perhaps even all, of these qualities themselves.", + { + "type": "table", + "caption": "Dragon Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell detect magic}, {@spell thunderwave}" + ], + [ + "3rd", + "{@spell lair sense|KPDM}, {@spell enthrall}" + ], + [ + "5th", + "{@spell catch the breath|KPDM}, {@spell fear}" + ], + [ + "7th", + "{@spell blight}, {@spell scale rot|KPDM}" + ], + [ + "9th", + "{@spell claws of the earth dragon|KPDM}, {@spell legend lore}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Dragon|KPDM|1|KPDM" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Dragon", + "level": 1, + "header": 2, + "entries": [ + "You are proficient in the Arcana skill, and your proficiency bonus is doubled for any ability check you make that uses this skill. You also have advantage on saving throws against being frightened." + ] + }, + { + "name": "Channel Divinity: Charmer of Reptiles", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Dragon", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to charm nonintelligent reptiles. As an action, you present your holy symbol and invoke the name of your deity. Each reptilian creature within 30 feet of you that can see you must make a successful Wisdom saving throw or be {@condition charmed} by you for 1 minute or until it takes damage. While a reptile is {@condition charmed} by you, it is friendly to you and to other creatures you designate." + ] + }, + { + "name": "Dragon's Resistance", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Dragon", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, as a reaction when you fail a saving throw, you can choose to expend one use of your Channel Divinity to succeed on that saving throw instead." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Dragon", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} fire damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Frightful Presence", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Dragon", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain a Frightful Presence attack similar to a dragon's. Using your Frightful Presence is an action. After using your Frightful Presence, you must complete a short or long rest before using it again.", + "{@b Frightful Presence.} Each creature of your choice that is within 60 feet of you and aware of you must succeed on a DC 16 Wisdom saving throw or become {@condition frightened} of you for 1 minute. A {@condition frightened} creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw succeeds or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Hunger Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunger", + "level": 1, + "header": 1, + "entries": [ + "You have dedicated your life to the satisfaction of your appetites, sometimes at the cost of others' needs. You are never truly sated, but you know that hunger leads to power.", + { + "type": "table", + "caption": "Hunger Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell false life}, {@spell goodberry}" + ], + [ + "3rd", + "{@spell locate animals or plants}, {@spell suggestion}" + ], + [ + "5th", + "{@spell create food and water}, {@spell vampiric touch}" + ], + [ + "7th", + "{@spell blight}, {@spell dessicating breath|KPDM}" + ], + [ + "9th", + "{@spell cloudkill}, {@spell cone of cold}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Unsated|Cleric||Hunger|KPDM|1|KPDM" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Hunger|KPDM|1|KPDM" + } + ] + }, + { + "name": "Unsated", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunger", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you learn the poison spray cantrip. You also gain proficiency in the Survival skill and with cooking tools." + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunger", + "level": 1, + "header": 2, + "entries": [ + "You gain proficiency with heavy armor." + ] + }, + { + "name": "Channel Divinity: Ferocious Feast", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunger", + "level": 2, + "header": 2, + "entries": [ + "At 2nd level, you can use your channel divinity to gain a bite attack for 1 minute. The bite does {@damage 1d6} + your Strength modifier piercing damage. On a critical hit, you can also add your Wisdom modifier to the damage roll in addition to the normal benefits of a critical hit." + ] + }, + { + "name": "Anthropophage", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunger", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you gain the ability to remove the effects of diseases, poisons, and exhaustion from yourself by engaging in ritual cannibalism. As an action, you can remove the effects of diseases, poisons or the {@condition poisoned} condition, or one level of {@condition exhaustion}, from yourself by consuming a half pound of meat from the corpse of a sentient humanoid while invoking your deity. You must complete one long rest before using this ability again. Your deity shields you from any negative health consequences associated with cannibalism, but you are left to your own devices when it comes to the esteem of your companions." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunger", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Ravening Horde", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunger", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can sacrifice the vitality of those around you and inspire an insatiable and horrifying hunger in them. Living creatures within 60 feet of you who fail a Charisma saving throw take {@damage 10d8} necrotic damage and then succumb to a ravening hunger, dropping whatever they hold in their hands and attacking the unaffected with their hands and teeth, or with whatever natural weapons they possess, in an attempt to devour them. This effect lasts a number of rounds equal to 3 + your Wisdom modifier. Each affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. You can exclude up to ten creatures from the effect, but this doesn't shield them against being attacked by those who do succumb. This ability doesn't affect constructs or the undead." + ] + }, + { + "name": "Hunting Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunting", + "level": 1, + "header": 1, + "entries": [ + "You are master of the hunt. The bounty of the land is yours for the taking.", + { + "type": "table", + "caption": "Hunting Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell hunter's mark}, {@spell strength of an ox|KPDM}" + ], + [ + "3rd", + "{@spell locate animals or plants}, {@spell pass without trace}" + ], + [ + "5th", + "{@spell speak with plants}, {@spell tracer|KPDM}" + ], + [ + "7th", + "{@spell heart-seeking arrow|KPDM}, {@spell power word pain|KPDM}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell hold monster}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Forest Master|Cleric||Hunting|KPDM|1|KPDM" + } + ] + }, + { + "name": "Forest Master", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunting", + "level": 1, + "header": 2, + "entries": [ + "At 1st level, you gain proficiency with longbows and heavy crossbows. You also gain proficiency in the Nature and Survival skills." + ] + }, + { + "name": "Channel Divinity: Unseen", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunting", + "level": 2, + "header": 2, + "entries": [ + "At 2nd level, you can use your Channel Divinity to camouflage yourself in any environment, gaining advantage on {@skill Stealth} checks made to move quietly or to hide. You also leave no scent. The effect lasts for a number of rounds equal to your cleric level + Wisdom modifier." + ] + }, + { + "name": "Resolute Hunter", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunting", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you select a favored enemy the same as if you were a {@class ranger}. You gain all the benefits of the {@class ranger||ranger's} Favored Enemy feature with one exception: you choose additional favored enemies (and languages) at 10th level and 16th level instead of at 6th level and 14th level." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunting", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. On your turn, you can cause one successful weapon attack against a creature to deal an extra {@damage 1d8} damage of the type dealt by the weapon. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Deadly Stalker", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Hunting", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom ({@skill Survival}) checks to track your target and Wisdom ({@skill Perception}) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target.", + "You can't use this feature again until you finish a short or long rest." + ] + }, + { + "name": "Justice Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Justice", + "level": 1, + "header": 1, + "entries": [ + "All seek some form of justice when they have been wronged, and many live under the promise of its protection, whether or not the promise is kept, but few take on the holy burden of delivering the justice of the gods. The mercy of the gods, when in evidence at all, is not the mercy of mortals, and meting it out makes for a lonely life. Yet most agree on the urgent need for justice in the world, with all of its dark places and rulers who give it little thought. Someone must make the sacrifice.", + { + "type": "table", + "caption": "Justice Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell divine favor}, {@spell longstrider}" + ], + [ + "3rd", + "{@spell blade of wrath|KPDM}, {@spell see invisibility}" + ], + [ + "5th", + "{@spell call lightning}, {@spell fear}" + ], + [ + "7th", + "{@spell inspiring speech|KPDM}, {@spell faithful hound}" + ], + [ + "9th", + "{@spell dominate person}, {@spell hold monster}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Justice|KPDM|1|KPDM" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Justice", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons." + ] + }, + { + "name": "Channel Divinity: No Hiding Place", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Justice", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to determine the general direction of a creature that is guilty of an injustice or that is wanted for commission of a serious crime. At 7th level, you can determine the distance in miles to the creature as well as the direction." + ] + }, + { + "name": "Hand of Justice", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Justice", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you become immune to the {@condition frightened} condition." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Justice", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} radiant damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Holy Denunciation", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Justice", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can use your Channel Divinity to persuade others that you hold divine authority to mete out justice. You must present your holy symbol and invoke the name of your deity. So long as your deity is one that is worshipped openly in the land where you are asserting this authority, you have advantage on Wisdom and Charisma checks involving justice, judgment, and the law, up to and including execution for crimes." + ] + }, + { + "name": "Labyrinth Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Labyrinth", + "level": 1, + "header": 1, + "entries": [ + "The savage and cunning god of minotaurs has few followers, but those that heed the call are granted brutal powers to smash and confound their foes. The Labyrinth domain grants powers linked to the mazes that minotaurs love and to misleading foes. The maze is your holy temple, and its winding corridors and deadly traps are the litany that you pray.", + { + "type": "table", + "caption": "Labyrinth Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell alarm}, {@spell expeditious retreat}" + ], + [ + "3rd", + "{@spell by the light of the moon|KPDM}, {@spell pass without trace}" + ], + [ + "5th", + "{@spell confound senses|KPDM}, {@spell nondetection}" + ], + [ + "7th", + "{@spell dimension door}, {@spell moon trap|KPDM}" + ], + [ + "9th", + "{@spell mislead}, {@spell passwall}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "First Passage|Cleric||Labyrinth|KPDM|1|KPDM" + } + ] + }, + { + "name": "First Passage", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Labyrinth", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency in the Survival skill. You also learn Abyssal and Rue-Thothka, the ancient language of the minotaurs." + ] + }, + { + "name": "Channel Divinity: Wisdom of the Winding Way", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Labyrinth", + "level": 2, + "header": 2, + "entries": [ + "At 2nd level, you can use your Channel Divinity to gain advantage on Wisdom ({@skill Survival}) checks for the purpose of tracking for 1 hour." + ] + }, + { + "name": "Befuddling Touch", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Labyrinth", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you can make a melee attack that causes a creature to become confused for one round. Make a melee attack. If the attack hits, you do no damage but the creature is confused (as the {@spell confusion} spell) until the start of your next turn. You expend one use of the ability whether the attack hits or misses. You can use this ability (3 + your Wisdom modifier) times per day. All uses recharge after you complete a long rest. This ability has no effect on minotaurs or on creatures with a higher challenge rating than your cleric level." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Labyrinth", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Channel Divinity: Banish to the Maze", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Labyrinth", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain the power to banish one target to an extra-dimensional labyrinth, similar to the {@spell maze} spell. The duration is a number of rounds equal to half your cleric level, unless you end it early by using a bonus action. The target resists the effect with a successful Wisdom saving throw; otherwise, it's transported into the labyrinth.", + "You can choose to enter the maze with the subject, but doing so expends two rounds of the labyrinth's total duration for every round that you and the target are in the maze. You can find the target in the maze by winning an Intelligence contest against the target. The Intelligence contest uses your move. Once found, the target can evade you in the same way (by using its move and winning an Intelligence contest). You have advantage during these Intelligence contests. You can leave the labyrinth at any time as an action, returning to your previous location.", + "The target that was sent to the maze can search for the exit. On its turn, it uses its action to make a DC 20 Intelligence check; if the check succeeds, the creature escapes from the labyrinth and returns to its previous location.", + "The labyrinth is dimly lit with ambient light." + ] + }, + { + "name": "Lust Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Lust", + "level": 1, + "header": 1, + "entries": [ + "The Lust domain concerns itself with desire, sex, and awakening passion in others. Clerics of lust often seek to seduce others with their wiles, either for their own pleasure, to lure them into a cult, or to otherwise manipulate them into doing the cleric's bidding.", + { + "type": "table", + "caption": "Lust Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell charm person}, {@spell command}" + ], + [ + "3rd", + "{@spell alter self}, {@spell suggestion}" + ], + [ + "5th", + "{@spell hypnotic pattern}, {@spell throes of ecstasy|KPDM}" + ], + [ + "7th", + "{@spell compulsion}, {@spell lovesick|KPDM}" + ], + [ + "9th", + "{@spell dominate person}, {@spell kiss of the succubus|KPDM}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Gifts of Lust|Cleric||Lust|KPDM|1|KPDM" + } + ] + }, + { + "name": "Gifts of Lust", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Lust", + "level": 1, + "header": 2, + "entries": [ + "A Cleric who adopts the Lust domain learns the {@spell message} cantrip. They also gain proficiency in one of the following skills: {@skill Deception}, {@skill Performance}, or {@skill Persuasion}." + ] + }, + { + "name": "Channel Divinity: Lustful Distraction", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Lust", + "level": 2, + "header": 2, + "entries": [ + "A Cleric of the Lust domain of 2nd level or higher can use Channel Divinity to instill fascination and lust in others. As an action, the Cleric speaks seductively and gazes lasciviously at creatures of his or her choice within 30 feet who can see and hear the Cleric. Each target must make a DC 12 Wisdom saving throw. On a failed save, a target is compelled to devote its attention to the Cleric for 1 minute. While the Cleric commands their attention, the targets have disadvantage on Wisdom ({@skill Perception}) checks to perceive any creature other than the Cleric, and the Cleric has advantage on Charisma ({@skill Deception}) or ({@skill Persuasion}) checks to further Influence their behavior." + ] + }, + { + "name": "Lingering Seduction", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Lust", + "level": 6, + "header": 2, + "entries": [ + "A Cleric of the Lust domain of 6th level of higher can keep the targets of a Lustful Distraction spellbound for up to 10 minutes as long as the Cleric continues to speak to them." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Lust", + "level": 8, + "header": 2, + "entries": [ + "A Cleric of the Lust domain of 8th level or higher has the ability to infuse his or her weapon strikes with divine energy. Once on each of the cleric's turns, when hitting a creature with a weapon attack, the Cleric can cause the attack to deal an extra {@damage 1d8} psychic damage to the target. For a Cleric of 14th level or higher, the extra psychic damage is {@damage 2d8}." + ] + }, + { + "name": "Master of Seduction", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Lust", + "level": 17, + "header": 2, + "entries": [ + "A Cleric of the Lust domain of 17th level or higher can Command creatures he or she has seduced. While creatures are enraptured by Lustful Distraction, the Cleric can take a bonus action on his or her turn to verbally Command what each of those creatures will do on its next turn." + ] + }, + { + "name": "Moon Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Moon", + "level": 1, + "header": 1, + "entries": [ + "You are an initiate into the quiet mysteries of the moon and the subtleties of the night. Your faith illuminates any darkness you face.", + { + "type": "table", + "caption": "Moon Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell agonizing mark|KPDM}, {@spell faerie fire}" + ], + [ + "3rd", + "{@spell dome of silence|KPDM}, {@spell moonbeam}" + ], + [ + "5th", + "{@spell fear}, {@spell hypnotic pattern}" + ], + [ + "7th", + "{@spell compulsion}, {@spell greater invisibility}" + ], + [ + "9th", + "{@spell dream}, {@spell hold monster}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Moon's Grace|Cleric||Moon|KPDM|1|KPDM" + } + ] + }, + { + "name": "Moon's Grace", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Moon", + "level": 1, + "header": 2, + "entries": [ + "When you select this domain at 1st level, you gain proficiency in the Perception and Stealth skills, and you don't have disadvantage on {@skill Stealth} checks from wearing medium armor." + ] + }, + { + "name": "Channel Divinity: Night's Chill", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Moon", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to harness moonlight to banish magical light and deal cold damage to your foes. By presenting your holy symbol as an action, any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you takes (2d10 + your cleric level) cold damage, or half damage with a successful Constitution saving throw. A creature that has total cover from you is not affected." + ] + }, + { + "name": "Luminescent Aura", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Moon", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can use an action to emit a nimbus of light in a 30-foot radius for a number of rounds equal to your cleric level. This acts as a {@spell light} spell but provides only dim illumination. All weapons and ammunition are treated as silvered while they're in the aura and for one round after leaving it. Opponents that end their turn in the aura must make a successful Dexterity saving throw or be limned in silver light, identical in effect to a {@spell faerie fire} spell, until the end of their next turn." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Moon", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} cold damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "The Moonlit Way", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Moon", + "level": 17, + "header": 2, + "entries": [ + "Beginning at 17th level, anytime the moon is visible in the sky, you can use an action to detect magical pathways and portals such as fey roads, shadow roads, gate effects, and the like. The portal must be within your line of sight and no farther away from you than 120 feet. You must complete a short or long rest before using this ability again.", + "Detected portals are visible to you, but you can point out their locations to others. By spending a minute concentrating on a portal detected with this ability, you can sense the physical conditions around its destination." + ] + }, + { + "name": "Mountain Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Mountain", + "level": 1, + "header": 1, + "entries": [ + "The mountains signify strength, endurance, and hard-won wisdom. Many gods make their homes in mountains, and so do many horrors. Those who would know themselves in full must embrace the ordeal of the highest peaks, and the shriving of the spirit the thin, cold air, deprivation, and hardship provide.", + { + "type": "table", + "caption": "Mountain Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell feather fall}, {@spell jump}" + ], + [ + "3rd", + "{@spell enhance ability}, {@spell spider climb}" + ], + [ + "5th", + "{@spell meld into stone}, {@spell sleet storm}" + ], + [ + "7th", + "{@spell stone shape}, {@spell stoneskin}" + ], + [ + "9th", + "{@spell commune with nature}, {@spell cone of cold}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Mountain|KPDM|1|KPDM" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tongues of the Mountains|Cleric||Mountain|KPDM|1|KPDM" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Mountain", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency in the Athletics, Nature, or Survival skill (your choice)." + ] + }, + { + "name": "Tongues of the Mountains", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Mountain", + "level": 1, + "header": 2, + "entries": [ + "Also beginning at 1st level, you become fluent in either Dwarvish or Giant (your choice)." + ] + }, + { + "name": "Channel Divinity", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Mountain", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to grant yourself and up to five other creatures advantage on skill or ability checks made to made to climb, avoid falling, or avoid the prone condition. The effect lasts for 1 hour." + ] + }, + { + "name": "Darkvision", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Mountain", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you gain {@sense darkvision} with a range of 30 feet. If you already have {@sense darkvision}, you can see in magical darkness to a range of 30 feet as if it were dim light." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Mountain", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} cold damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Avalanche", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Mountain", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can create an avalanche that crushes and buries everything in its path. A 60-foot cone of ice, snow, and rubble erupts from a point of your choosing within 20 feet of you, in a direction you select. Each creature in the cone takes {@damage 15d8} bludgeoning damage, or half damage with a successful Strength saving throw. A creature that fails the saving throw is also {@condition restrained}. A {@condition restrained} creature can be freed by spending an action to make a successful Strength check, either by itself or by an ally within 5 feet of it.", + "You must be outdoors to create the avalanche. The direction of the cone must be downhill or level; the avalanche can't flow upill. Walls and other permanent structures block the avalanche. After using this feature, you must complete a long rest before using it again." + ] + }, + { + "name": "Ocean Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Ocean", + "level": 1, + "header": 1, + "entries": [ + "You invoke the power of salt and sea\u2014the fountain of life\u2014in all its chaotic glory. You are an emissary between sea and shore.", + { + "type": "table", + "caption": "Ocean Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell fog cloud}, {@spell speak with animals}" + ], + [ + "3rd", + "{@spell locate animals or plants}, {@spell misty step}" + ], + [ + "5th", + "{@spell gaseous form}, {@spell water breathing}" + ], + [ + "7th", + "{@spell conjure minor elementals} (excluding fire), {@spell black tentacles}" + ], + [ + "9th", + "{@spell awaken}, {@spell conjure elemental} (excluding fire)" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Envoy to the Waves|Cleric||Ocean|KPDM|1|KPDM" + } + ] + }, + { + "name": "Envoy to the Waves", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Ocean", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you learn the chill touch cantrip. You also learn the Aquan language, gain proficiency in the Survival skill, and gain proficiency with tridents and nets." + ] + }, + { + "name": "Channel Divinity: Sea Speaker", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Ocean", + "level": 2, + "header": 2, + "entries": [ + "Beginning at 2nd level, you can use your Channel Divinity to communicate telepathically with aquatic creatures within 100 feet of you. This ability lasts for 1 hour." + ] + }, + { + "name": "At Home in the Waves", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Ocean", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain a swim speed of 30 feet and {@sense darkvision} 60 feet. If you already have {@sense darkvision}, its range extends by 30 feet." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Ocean", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} cold damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Scales of the Sea", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Ocean", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you become able to breathe in water as easily as in air. You also gain the ability to transform your skin into fishlike scales at will. While covered in scales, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you have advantage on Dexterity ({@skill Stealth}) checks made in natural underwater environments. You must use an action to grow the scales or to transform back to your normal skin. The scales can be any color you choose. The scales need to be kept wet; you gain one level of {@condition exhaustion} at the end of each hour when you have scales and they aren't thoroughly wetted with a quart or more of water at least once." + ] + }, + { + "name": "Prophecy Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Prophecy", + "level": 1, + "header": 1, + "entries": [ + "You see the future, for good or ill. Eventually, you may even become an oracle renowned across the region.", + { + "type": "table", + "caption": "Prophecy Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell divine favor}, {@spell insightful maneuver|KPDM}" + ], + [ + "3rd", + "{@spell mirror image}, {@spell see invisibility}" + ], + [ + "5th", + "{@spell counterspell}, {@spell slow}" + ], + [ + "7th", + "{@spell arcane eye}, {@spell compulsion}" + ], + [ + "9th", + "{@spell contact other plane}, {@spell modify memory}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "A Path Foretold|Cleric||Prophecy|KPDM|1|KPDM" + } + ] + }, + { + "name": "A Path Foretold", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Prophecy", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency in the History and Insight skills. You also learn one exotic language of your choice, subject to GM approval." + ] + }, + { + "name": "Channel Divinity: One Move Ahead", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Prophecy", + "level": 2, + "header": 2, + "entries": [ + "Beginning at 2nd level, you can use your Channel Divinity to add 20 feet to your movement speed for a number of rounds equal to your cleric level." + ] + }, + { + "name": "Channel Divinity: Future Sight", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Prophecy", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can use your Channel Divinity to declare an action or movement you just performed did not happen, allowing you to take a different action or make a different movement. You can do this after the result of your activity is known, so long as it didn't result in your unconsciousness or death. Only a single action or movement can be nullified. The mixing of future and present is disorienting, so you gain one level of {@condition exhaustion} after using this ability." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Prophecy", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "It Was Foretold", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Prophecy", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you gain advantage on Dexterity saving throws, Wisdom ({@skill Perception}) checks, and Wisdom ({@skill Insight}) checks. You also gain resistance to fire, poison, and psychic damage.", + "With GM cooperation, you can issue a prophecy from your deity once per month. You might become a renowned (and controversial) prophet, attracting both loyal followers and terrible enemies. Consult with your GM to find out what, if anything, your deity wants foretold." + ] + }, + { + "name": "Speed Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Speed", + "level": 1, + "header": 1, + "entries": [ + "In speed and skill there is power, and your faith gives you incredible quickness and agility. Eventually you become the master of time itself.", + { + "type": "table", + "caption": "Speed Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell expeditious retreat}, {@spell feather fall}" + ], + [ + "3rd", + "{@spell blur}, {@spell web}" + ], + [ + "5th", + "{@spell haste}, {@spell slow}" + ], + [ + "7th", + "{@spell conjure minor elementals}, {@spell dimension door}" + ], + [ + "9th", + "{@spell hold monster}, {@spell teleportation circle}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Celerity in Thought and Action|Cleric||Speed|KPDM|1|KPDM" + } + ] + }, + { + "name": "Celerity in Thought and Action", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Speed", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, your speed increases by 5 feet, and you gain proficiency in the Acrobatics and Insight skills." + ] + }, + { + "name": "Channel Divinity: Burst of Speed", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Speed", + "level": 2, + "header": 2, + "entries": [ + "At 2nd level, you can use your Channel Divinity to grant yourself or another creature greater speed. By using an action to touch a creature, the target adds 10 feet to its base speed. It also gains the benefit of a {@spell bless} spell, but only on attacks and saving throws that rely on Dexterity. This lasts a number of rounds equal to 3 + your Wisdom modifier." + ] + }, + { + "name": "Quickness of the Gods", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Speed", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, your movement speed increases by another 5 feet. Also, as a reaction or a bonus action, you can increase your Dexterity score by 10 until the end of the current turn. You can do this a number of times equal to your Wisdom modifier (minimum of 1). All uses recharge after you complete a long rest. This bonus can be used in all cases except your attacks." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Speed", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Channel Divinity: Time Stop", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Speed", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can use your Channel Divinity to stop the flow of time. The effect is identical to the {@spell time stop} spell; you can take 3 turns in a row when the effect is triggered. You must complete a long rest before using this ability again." + ] + }, + { + "name": "Time Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Time", + "level": 1, + "header": 1, + "entries": [ + "Most spellcasters and sages agree that significant alterations to time are undesirable, but they disagree strongly on what constitutes a significant alteration. As might be expected, those of Good alignment typically try to protect time from those who seek to make significant changes or bend time to their will, while those of Evil alignment try to change what's passed for their own selfish purposes.", + { + "type": "table", + "caption": "Time Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell auspicious warning|KPDM}, {@spell feather fall}" + ], + [ + "3rd", + "{@spell decelerate|KPDM}, {@spell gentle repose}" + ], + [ + "5th", + "{@spell haste}, {@spell slow}" + ], + [ + "7th", + "{@spell flickering fate|KPDM}, {@spell reset|KPDM}" + ], + [ + "9th", + "{@spell modify memory}, {@spell wall of time|KPDM}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Steward of Time|Cleric||Time|KPDM|1|KPDM" + } + ] + }, + { + "name": "Steward of Time", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Time", + "level": 1, + "header": 2, + "entries": [ + "At 1st level, you learn two of the following languages: Ankeshelian, Illyrian, Morphoi, Northern Tongue, or Vos'Ghaen. You become proficient in the History skill. In addition, you learn the quicken cantrip, which does not count against the number of cleric cantrips you know." + ] + }, + { + "name": "Channel Divinity: Time's Embrace", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Time", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can react quickly to dangerous situations. When you are surprised at the beginning of an encounter, you can use your Channel Divinity to not be surprised. When you need to make a Dexterity saving throw, you can use your Channel Divinity to make the saving throw with advantage." + ] + }, + { + "name": "Time's Guardian", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Time", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you can use your reaction to gain a +3 bonus to AC against an attack made against you. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this ability after a long rest. Additionally, you never suffer the negative aftereffect of the {@spell haste} spell and can act normally when the spell ends." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Time", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Master of Time", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Time", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you add {@spell foresight} and {@spell time stop} to your spell list. You are never surprised, and whenever you and your allies might be surprised, you can grant up to six allies the ability to make Wisdom saving throws to avoid being surprised, as if they had your {@subclassFeature Prescient Glimpses|Cleric||Speed|KPDM|1} feature." + ] + }, + { + "name": "Travel Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Travel", + "level": 1, + "header": 1, + "entries": [ + "Voyages across oceans, over mountain ranges, through steaming jungles, and from one world to the next all have an aspect of the sacred to them. The wisdom, knowledge, and prosperity gained through furthering one's experience of the world also venerates the gods who made such places and those who watch over such journeys. An agent of such deities finds themselves in some demand as a charm for safe travel, though the wise know the gods often consider an easy journey to be less beneficial to the traveler's spirit.", + { + "type": "table", + "caption": "Travel Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell comprehend languages}, {@spell longstrider}" + ], + [ + "3rd", + "{@spell find steed}, {@spell pass without trace}" + ], + [ + "5th", + "{@spell haste}, {@spell water walk}" + ], + [ + "7th", + "{@spell dimension door}, {@spell freedom of movement}" + ], + [ + "9th", + "{@spell passwall|KPDM}, {@spell teleportation circle}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Born to the Road|Cleric||Travel|KPDM|1|KPDM" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Travel|KPDM|1|KPDM" + } + ] + }, + { + "name": "Born to the Road", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Travel", + "level": 1, + "header": 2, + "entries": [ + "When you choose this domain at 1st level, you gain proficiency in one of the following skills of your choice: Insight, Nature, or Survival." + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Travel", + "level": 1, + "header": 2, + "entries": [ + "You also learn two additional standard languages of your choice and become proficient with cartographer's tools." + ] + }, + { + "name": "Channel Divinity: Reinvigorate", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Travel", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to remove one level of {@condition exhaustion} from yourself or from someone else you touch." + ] + }, + { + "name": "Trailblazer", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Travel", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, if you are planning to travel any distance longer than 5 days' travel and you have a map of the region to be traversed or first-hand knowledge of the area, you can find a shortcut. Using the alternate path will reduce your travel time by 30 percent." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Travel", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} lightning damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "World Traveller", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Travel", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you ignore difficult terrain and you gain resistance to cold and fire damage." + ] + }, + { + "name": "Void Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Void", + "level": 1, + "header": 1, + "entries": [ + "Few ever catch a glimpse of the cold immensity of the stars and the void, and fewer still are aware of the unfathomable powers that call such places home. Those who see beyond the veil of the mundane often go mad from the irreconcilable clash between their conception of the world and the reality of universal insignificance. To learn what the void has to teach, one must embrace its utter indifference toward life.", + { + "type": "table", + "caption": "Void Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell bane}, {@spell protection from the Void|ToH}" + ], + [ + "3rd", + "{@spell destructive resonance|KPDM}, {@spell rope trick}" + ], + [ + "5th", + "{@spell gaseous form}, {@spell Void strike|KPDM}" + ], + [ + "7th", + "{@spell dimension door}, {@spell nether weapon|KPDM}" + ], + [ + "9th", + "{@spell contact other plane}, {@spell living shadows|KPDM}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Messenger of the Void|Cleric||Void|KPDM|1|KPDM" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Void|KPDM|1|KPDM" + } + ] + }, + { + "name": "Messenger of the Void", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Void", + "level": 1, + "header": 2, + "entries": [ + "A cleric who adopts the Void domain gains proficiency in {@skill Arcana} and {@skill Intimidation}." + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Void", + "level": 1, + "header": 2, + "entries": [ + "Beginning at 1st level, you are proficient with {@item navigator's tools|PHB}." + ] + }, + { + "name": "Channel Divinity: Hidden Knowledge", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Void", + "level": 2, + "header": 2, + "entries": [ + "Beginning at 2nd level, you can use your Channel Divinity to gain advantage on Intelligence skill checks. In addition, you can choose to use your Wisdom modifier instead of Intelligence when making these checks. Both effects last for one hour." + ] + }, + { + "name": "Channel Divinity: Dark Secrets", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Void", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can use your Channel Divinity to inflict madness on creatures near you. When you present your holy symbol and speak of the void, up to three creatures of your choosing who can see and hear you must make successful Wisdom saving throws or be afflicted with temporary madness (selected randomly from the Short-Term Madness table). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Void", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} cold damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Black Star", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Void", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you can create crushing gravity in a 60-foot radius circle with you at the center. The area becomes difficult terrain for the duration. Creatures that start their turn in the area or that enter it during their turn must make a Strength saving throw. If the saving throw fails, the creature takes {@damage 7d6} bludgeoning damage and is slowed (as the spell) until the start of its next turn. You and up to three creatures you select are immune to the effect.", + "The gravity lasts for three rounds. All of the effects cease immediately if you move away from the spot you were in when you triggered the effect. After using this ability, you must complete a long rest before using it again." + ] + }, + { + "name": "Winter Domain", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Winter", + "level": 1, + "header": 1, + "entries": [ + "Nearly every part of the world must deal with a change in temperature and the coming of winter. Nowhere is this more evident than in the extreme north and extreme south, where winter is a pervasive part of life. As civilization expands into inhospitable terrain and environments, its reliance increases on divine providence to ensure survivability.", + "Good-aligned clerics appeal to winter deities such as Boreas to spare their people the worst of bitter cold, storms that last for days, and other calamities caused by weather. They couch the onset of winter as necessary for strengthening their people and as a respite from toil, pointing to the peacefulness of the frozen, snow-draped landscape. Evil clerics embrace the storms and brutal Conditions and even enhance them to advance their deities' agendas and to spread fear through their enemies.", + { + "type": "table", + "caption": "Winter Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell breathtaking wind|KPDM}, {@spell icicle daggers|KPDM}" + ], + [ + "3rd", + "{@spell creeping ice|KPDM}, {@spell sheen of ice|KPDM}" + ], + [ + "5th", + "{@spell sleet storm}, {@spell steal warmth|KPDM}" + ], + [ + "7th", + "{@spell fusillade of ice|KPDM}, {@spell ice storm}" + ], + [ + "9th", + "{@spell clash of glaciers|KPDM}, {@spell cone of cold}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "A Cold Wind|Cleric||Winter|KPDM|1|KPDM" + } + ] + }, + { + "name": "A Cold Wind", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Winter", + "level": 1, + "header": 2, + "entries": [ + "At 1st level, you learn the Ray of Frost cantrip and you gain proficiency in Nature and Survival." + ] + }, + { + "name": "Channel Divinity: Snow Walker", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Winter", + "level": 2, + "header": 2, + "entries": [ + "Starting at 2nd level, you can use your Channel Divinity to grant yourself the ability to walk on the surface of snow, ignoring any Movement penalties that would normally apply. Ice supports your weight no matter how Thin the Ice is, and you can travel on it as if you're wearing ice skates. You still leave tracks on snow and ice.", + "Additionally, in snowy environments, your vision is not impaired by snow and you have advantage on Dexterity ({@skill Stealth}) checks to hide." + ] + }, + { + "name": "Deep Cold", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Winter", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, when you deal cold damage to a creature, it must make a successful Constitution saving throw against your spell save DC or become {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Divine Strike", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Winter", + "level": 8, + "header": 2, + "entries": [ + "At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} cold damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." + ] + }, + { + "name": "Bringer of Winter's Wrath", + "source": "KPDM", + "className": "Cleric", + "classSource": "PHB", + "subclassSource": "KPDM", + "subclassShortName": "Winter", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you gain resistance to cold.", + "Additionally, you can use your action to surround yourself with swirling snow that fills a 20-foot radius. All other creatures have disadvantage on Wisdom ({@skill Perception}) checks and attack rolls against you. Creatures other than you inside the snow-filled area have disadvantage on saving throws against magic that deals cold damage. The swirling snow lasts for 1 minute or until you dismiss it as a bonus action." + ] + }, + { + "name": "The Frozen One", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Frozen One", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "Your patron is the embodiment of winter. This is typically a god associated with winter or cold, but powerful ice maidens, ice devils, and other creatures associated with the cold can serve as patrons.", + "Your patron seeks to immerse the world in eternal winter or bring about some similar fate. While you may not share this goal, you have sworn fealty to this being and you act as its agent to spread winter wherever you roam.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Warlock||Frozen One|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Deflective Ice|Warlock||Frozen One|KPDM|1" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Frozen One", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "The Frozen One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:", + { + "type": "table", + "caption": "The Frozen One Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell create or destroy water}, {@spell fog cloud}" + ], + [ + "2nd", + "{@spell blur}, {@spell ice hammer|KPDM}" + ], + [ + "3rd", + "{@spell protection from energy} (cold only), {@spell sleet storm}" + ], + [ + "4th", + "{@spell ice storm}, {@spell wintry glide|KPDM}" + ], + [ + "5th", + "{@spell cone of cold}, {@spell ice fortress|KPDM}" + ] + ] + } + ] + }, + { + "name": "Deflective Ice", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Frozen One", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you can bring a small chunk of ice to your aid. As a reaction when a creature makes a weapon attack against you, the ice shields you from the attack. The creature has disadvantage on its attack roll. Regardless of the result of the attack, the ice melts away immediately afterward. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Frozen Path", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Frozen One", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, as part of your move for 1 turn, you can leave a layer of ice on the ground along your path. This ice persists for 1 minute. A creature other than you that enters a space of ice must make a successful Dexterity saving throw against your spell save DC or fall {@condition prone} in that space. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Icy Body", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Frozen One", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, your skin takes on an icy sheen. You are immune to cold damage, and you have advantage on Strength and Dexterity checks you make to escape from being grappled." + ] + }, + { + "name": "Wintry Blast", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Frozen One", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can designate a creature you see within 60 feet of you. It must make a Constitution saving throw against your warlock spell save DC. If it fails, it feels numbing cold emanating from your patron. The creature takes {@damage 10d10} cold damage and must make another Constitution saving throw. If the second saving throw fails, the creature is also {@condition restrained} for 1 minute. A {@condition restrained} creature repeats the saving throw at the end of its turn, ending the restraint on a success. You must complete a short or long rest before using this feature again." + ] + }, + { + "name": "The Sibyl", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Sibyl", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "You have made a pact with the Sibyl, a divine being associated with prophecy, knowledge, and fate. Your patron guides you through visions, portents, and periods of ecstatic clarity to act on its behalf and to further its stratagems. Your relationship to your patron is different from that of its clergy. You are not asked for faith, worship, or adulation; instead, you serve solely through your action and influence in the world. Because of that, you might have a strained relationship with the deity's most dedicated priests and other zealots.", + "Except as noted below, you function as a warlock and use the warlock spell list.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Warlock||Sibyl|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Touched by the Sibyl|Warlock||Sibyl|KPDM|1" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Sibyl", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "The Sibyl lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "caption": "The Sibyl Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell alarm}, {@spell seer's reaction|KPDM}" + ], + [ + "2nd", + "{@spell augury}, {@spell blindness/deafness}" + ], + [ + "3rd", + "{@spell bestow curse}, {@spell clairvoyance}" + ], + [ + "4th", + "{@spell confusion}, {@spell divination}" + ], + [ + "5th", + "{@spell eidetic memory|KPDM}, {@spell legend lore}" + ] + ] + } + ] + }, + { + "name": "Touched by the Sibyl", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Sibyl", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you are driven to ecstatic gibbering and utterances through your connection to your patron. Your prophetic commentary, startling insights, and frenetic appearance is unsettling, distracting, and psychically damaging to your target. Although the manifestation is different, this functions identically to the vicious mockery cantrip.", + "Additionally, you are proficient at Performance. Your proficiency bonus is doubled for ability checks you make using Performance." + ] + }, + { + "name": "Disastrous Prognostication", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Sibyl", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can direct your patron to infiltrate and overwhelm your target's psyche with prophetic knowledge of failures from the target's immediate future. As an action, target a creature that can see and hear you within 60 feet. It must make a successful Charisma saving throw or be {@condition stunned} until the end of your next turn.", + "After using this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Whispered Warnings", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Sibyl", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, the sibylline voices in your mind become clearer and more focused. The voices bolster your mindfulness of your surroundings and grant you a preternatural awareness of creatures that mean you harm. While wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your armor class." + ] + }, + { + "name": "Pierce the Veil", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Sibyl", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you inflict psychic damage to a target, you can also inundate it with frenetic and discordant voices of doom. The awful truths revealed to the target cause {@damage 8d10} psychic damage and it is confused (as the spell) until the end of its next turn.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "The Genie Lord", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie Lord", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "You have made a pact with a powerful ruler of genie kind on one of the Elemental Planes. The genie lords' aims swing wildly from inscrutable by mortal minds to startlingly simple and innocuous. Genie lords struggle endlessly to one-up each other, and rivalries between these elemental rulers can engulf entire nations. If they think it will gain them an advantage, genie lords aren't above bribing a rival's mortal agents to switch sides.", + "Genie Lords include: Astallah, djinni Calipha of the Bright Wind from the Plane of Air; Ghorek, dao Khan of the Onyx Depths on the Plane of Earth; Ixingaltrix, efreeti Emir and Keeper of the Molten Tower on the Plane of Fire; and Saliandla, marid Pasha of the Pearl Fane from the Plane of Water.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Warlock||Genie Lord|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Genie Lord's Favor|Warlock||Genie Lord|KPDM|1" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie Lord", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "The Genie Lord lets you choose from an expanded list of spells when you learn a warlock spell. You can choose an elemental magic spell when you learn a new spell. For you, the following spells are added to the warlock spell list.", + { + "type": "table", + "caption": "The Genie Lord Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell chromatic orb}, {@spell thunderwave}" + ], + [ + "2nd", + "{@spell gust of wind}, {@spell sleet storm}" + ], + [ + "3rd", + "{@spell protection from energy}, {@spell water breathing}" + ], + [ + "4th", + "{@spell conjure minor elementals}, {@spell fire shield}" + ], + [ + "5th", + "{@spell creation}, {@spell wall of stone}" + ] + ] + } + ] + }, + { + "name": "Genie Lord's Favor", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie Lord", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "At 1st level you can speak, read, and write Primordial. You understand and can be understood by any creature that speaks Auran, Ignan, Terran, or Aquan.", + "Additionally, your patron grants you a token that can absorb elemental power. You gain a magical gemstone with the following properties:", + { + "type": "list", + "items": [ + "You can use the gem as an arcane focus.", + "The gem can capture and store elemental power. When you take acid, cold, fire, lighting, or thunder damage, you can choose to transfer some of the damage into the gem instead of taking the damage yourself. The gem's maximum capacity for damage equals twice your warlock level plus your Charisma modifier. The gem drains of energy and becomes empty again when you complete a long rest.", + "While the gem stores any amount of elemental power, you can use an action to cause it to shed bright light out to 20 feet and dim light for an additional 20 feet, to shed dim light out to 5 feet, or to douse the light." + ] + }, + "If you lose your token, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous token. When you die, the token splinters to slivers." + ] + }, + { + "name": "Transfer Elements", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie Lord", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can use the elemental energy stored in your gem token against foes. When you damage a target with a spell or attack, you can spend stored points to deal additional damage of a type stored in the gem equal to your Charisma bonus. If you deal damage to multiple targets with a single source, choose which one takes the extra elemental damage.", + "Additionally, you can extend the protection of your gem to other creatures. When an ally within 30 feet that you can see takes damage as described above, you can use your reaction to transfer some of the damage into your gem." + ] + }, + { + "name": "Minor Wish", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie Lord", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can call upon your genie lord to twist fate in your favor. Immediately after you make an attack roll, saving throw, ability check, or damage roll, you can choose to reroll and take the better result.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Herald's Aspect", + "source": "KPDM", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Genie Lord", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can channel the power of your patron into your flesh to magically transform into a herald of your Genie Lord. Your legs fade away into a swirl of elemental energy, and your skin and features take on a cast that resembles that of your patron. You can transform as a bonus action and the transformation lasts for 1 minute, during which you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a flying speed of 60 feet.", + "You have advantage on saving throws against spells and other magical effects.", + "Choose one of the following damage types: acid, cold, fire, lighting, or thunder. You gain immunity to that damage type.", + "Once on your turn when you hit with an attack or spell, you can deal an extra {@damage 3d6} damage of one of the following types: acid, cold, fire, lightning, or thunder." + ] + }, + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Aristocratic", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aristocratic", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "Your innate magic comes from your superior bloodline. Your magic wells up from within you, as a paragon of your race. Whether you come from a long line of storied ancestors, or you are simply the product of a chance blending of the best Characteristics of your race, you were born exceptional, and your sorcerous power is a testament to your legacy.", + { + "type": "refSubclassFeature", + "subclassFeature": "School Mastery|Sorcerer||Aristocratic|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Aristocratic Bloodline Schools and Spells|Sorcerer||Aristocratic|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Energy|Sorcerer||Aristocratic|KPDM|1" + } + ] + }, + { + "name": "School Mastery", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aristocratic", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you have a natural affinity for a particular school of magic, depending on your race, as shown on the table below. You can cast a particular spell from that school without needing material Components, and that bonus spell does not count against your number of sorcerer spells known. You regain the use of your bonus spell when you finish a long rest." + ] + }, + { + "name": "Aristocratic Bloodline Schools and Spells", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aristocratic", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard's next turn, his or her list of known spells returns to normal. Using this ability causes a {@table chaos magic surge|KPDM}.", + { + "type": "table", + "caption": "Aristocratic Bloodline School", + "colLabels": [ + "{@dice d8}", + "School", + "Spell" + ], + "colStyles": [ + "col-1", + "col-1", + "col-2" + ], + "rows": [ + [ + "1", + "Abjuration", + "{@spell Alarm}" + ], + [ + "2", + "Conjuration", + "{@spell Floating Disk}" + ], + [ + "3", + "Divination", + "{@spell Identify}" + ], + [ + "4", + "Enchantment", + "{@spell Hideous Laughter}" + ], + [ + "5", + "Evocation", + "{@spell Burning Hands}" + ], + [ + "6", + "Illusion", + "{@spell Illusory Script}" + ], + [ + "7", + "Necromancy", + "{@spell False Life}" + ], + [ + "8", + "Transmutation", + "{@spell Feather Fall}" + ] + ] + }, + "When your Spellcasting feature lets you learn a new Sorcerer cantrip or a new Sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list, as long as the spell is from your associated school." + ] + }, + { + "name": "Channel Energy", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aristocratic", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Also starting at 1st level, you can absorb a certain amount of hostile magical energy. You can use this feature as a reaction when you make a successful saving throw against a spell of a level that is no higher than your Sorcerer level. When you do so, you absorb the magical energy of the attack. Instead of being affected by the spell, you regain a number of expended spell slots equal to the level of the spell. If you have not used any spell slots for a given level of spell, this feature does not allow you to gain a slot that would exceed your normal maximum.", + "For example, if you are a 3rd-level Sorcerer and make a successful save against a 2nd-level spell, you can regain two 1st-level spell slots or one 2nd-level spell slot. If you don't have two available 1st-level spell slots, you must regain the 2nd-level slot. If you have one available 1st-level spell slot and no 2nd-level slots, you regain one 1st-level slot when you use this feature. You can regain a number of expended spell slots equal to twice your Sorcerer level. Once you regain all the expended slots provided by this feature, you must finish a short or long rest before you can use the feature again." + ] + }, + { + "name": "Metamagic Mastery", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aristocratic", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can more easily enhance spells affiliated with your associated school. If you apply a Metamagic option to a spell from that school, it costs 1 less sorcery point. If the option normally costs 1 sorcery point, it costs 1/2 point for you." + ] + }, + { + "name": "Power of the Elite", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aristocratic", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level or higher, you can spend 4 Sorcery Points to infuse yourself with power, showing all the elite power of your bloodline. For 1 minute afterward, you double your proficiency bonus on any Charisma-based checks made against others of your race, and you have advantage on those checks. Any creatures not of your race have disadvantage on saving throws against spells you cast. Additionally, you add your Charisma bonus to the damage of any spells you cast. Once you use this feature, you must finish a long rest before you can use it again." + ] + }, + { + "name": "Inexorable Might", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Aristocratic", + "subclassSource": "KPDM", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you can make one of your spells more effective if you spend 2 Sorcery Points when you cast it. If the spell deals damage, you can roll twice for damage and use the higher result. If the spell does not deal damage, the targets of the spell have disadvantage on the saving throw against it." + ] + }, + { + "name": "Boreal Bloodline", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Boreal", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "Your innate magic comes from the power of divine or magical entities of winter, beings born to the ice and cold.", + { + "type": "refSubclassFeature", + "subclassFeature": "Sorcerous Origin|Sorcerer||Boreal|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Numbing Cold|Sorcerer||Boreal|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Winter'S Child|Sorcerer||Boreal|KPDM|1" + } + ] + }, + { + "name": "Sorcerous Origin", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Boreal", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "You might trace your descent down a line of ancestry from a mighty Sorcerer that bargained with the God of the North Wind for power, or that formed a pact with powerful creatures of ice and snow. Or perhaps you are the first of the bloodline, the product of a union between a parent of your own kind and some wintry being. You might even be the originator of it\u2014the first one to traffic with a powerful boreal being in order to Master the icy might of Winter Magic." + ] + }, + { + "name": "Numbing Cold", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Boreal", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Starting when you choose this Origin at 1st level, your affinity for winter means that your enemies suffer more than normal from the cold spells you cast. A creature that takes cold damage from one of your spells takes extra damage equal to your Charisma modifier." + ] + }, + { + "name": "Winter'S Child", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Boreal", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Your affinity with winter allows you to venture forth in the cold without harm. You never suffer the effects of Extreme Cold, even if you are not dressed for the weather. Additionally, you can move over snow and ice without taking penalties for Difficult Terrain." + ] + }, + { + "name": "Gelid Form", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Boreal", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you gain resistance to cold damage. Also, when you use Sorcery Points to apply a Metamagic option to a spell that deals cold damage or that produces an effect that involves snow or ice (sleet storm, for example), you can reduce the cost by 1 sorcery point, to a minimum of 1 point." + ] + }, + { + "name": "Winter'S Form", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Boreal", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you can give your wintry power physical form. As a bonus action, you can spend 1 sorcery point to transform your body for 1 minute. When you use this feature, you can take one of two forms:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Your body transforms into a swirling mass of sleet or snow. Your gear transforms with you or falls to the ground in the space you occupy, as you choose. While in this form, you cannot speak, manipulate objects, attack, or cast spells. You gain immunity to cold damage, resistance to nonmagical bludgeoning, piercing, and slashing damage, and vulnerability to fire damage. In this form, your only method of Movement is a flying speed of 60 feet, and you can hover. You can pass through small holes and narrow openings at least 1 inch in width, but you treat liquids as if they were solid surfaces. You cannot fall, and you remain hovering even while {@condition stunned} or {@condition incapacitated}. You can enter the space of another creature and remain there. Any creature whose space you occupy takes cold damage equal to your Charisma modifier.", + "Your body transforms into translucent, blue-white ice, and your hair becomes a crown of snow. You gain immunity to cold damage, resistance to nonmagical bludgeoning damage, and vulnerability to fire damage, and your Armor Class is never lower than 15 + your Dexterity modifier. Any creature within 5 feet of you that hits you with a melee weapon attack or a touch attack takes cold damage equal to your Charisma modifier. While in this form, you gain a slam attack with your icy fists that deals {@damage 1d4} bludgeoning damage plus cold damage equal to your Charisma modifier." + ] + } + ] + }, + { + "name": "Winter's Soul", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Boreal", + "subclassSource": "KPDM", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you gain immunity to cold damage and resistance to fire damage. (You don't have this resistance when you use Winter's Form, but you also no longer gain vulnerability to fire damage when you use that feature.) When you cast a spell that deals cold damage, any creature that gets a failure on its saving throw against the spell is also encased in ice, becoming {@condition grappled} until it or a creature allied with it within 5 feet succeeds on a Strength check against your spell save DC. If the spell does not normally allow a saving throw, the creature makes a saving throw to avoid being {@condition grappled}. If the spell already causes the {@condition grappled} condition, the creature has disadvantage on the saving throw." + ] + }, + { + "name": "Elemental Essence", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Elemental", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "Your innate magic arises from elemental power suffused into your being. You might have an elemental creature, such as genie, in your ancestry. Perhaps you lived most of your life near a portal to one of the Elemental Planes, and the ambient magic of the plane saturated everything you ate and drank. Perhaps a magical conjuring went awry, and the essence of an elemental merged with your own. Whatever the ultimate source, you are a walking conduit to an elemental plane.", + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Heritage|Sorcerer||Elemental|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Manifest Aura|Sorcerer||Elemental|KPDM|1" + } + ] + }, + { + "name": "Elemental Heritage", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Elemental", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, choose one element from the Elemental Heritage table. You can speak, read, and write the language associated with your heritage, and its damage type is used by features you gain later.", + { + "type": "table", + "caption": "Elemental Heritage", + "colLabels": [ + "Element", + "Language", + "Damage Type" + ], + "colStyles": [ + "col-1", + "col-1", + "col-2" + ], + "rows": [ + [ + "Air", + "{@language Primordial||Auran}", + "Lightning or Thunder (choose one)" + ], + [ + "Earth", + "{@language Primordial||Terran}", + "Buldgeoning" + ], + [ + "Fire", + "{@language Primordial||Ignan}", + "Fire" + ], + [ + "Water", + "{@language Primordial||Aquan}", + "Cold" + ] + ] + } + ] + }, + { + "name": "Manifest Aura", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Elemental", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Starting when you choose this Origin at 1st level, you are able to channel your elemental power into a swirling aura. As a bonus action, you can surround yourself in a magical aura of elemental material or energy appropriate to your heritage element for 1 minute. While the aura persists, you gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "When you are attacked, you can use your reaction to impose disadvantage on the attack roll.", + "When you cast a spell of 1st level or higher, the aura around you intensifies until the start of your next turn. During this time, any creature that ends its turn within 5 feet of you or that enters that area takes {@damage 1d6} damage of the type associated with your heritage element. This damage increases to {@damage 2d6} when you reach 7th level." + ] + }, + "You can use this feature twice. You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Infuse Elements", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Elemental", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you gain resistance to the damage type associated with your heritage.", + "Additionally, when you damage a creature with a spell, you can spend 1 sorcery point to enhance it with the power of your heritage element. The spell takes on a visual cast that reflects the elemental infusion (fire and embers dance in the area, wind swirls around a bolt of energy, and so forth) and delivers the following additional effects depending on your heritage:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Air.", + "entry": "The creature is buffeted by strong winds, arcs of Lighting, and claps of thunder. It can't take reactions until the start of its next turn." + }, + { + "type": "item", + "name": "Earth.", + "entry": "The creature is {@condition restrained} until the start of your next turn." + }, + { + "type": "item", + "name": "Fire.", + "entry": "The creature is seared by your fiery magic. It is {@condition frightened} until the end of its next turn. Creatures that are immune to fire are unaffected." + }, + { + "type": "item", + "name": "Water.", + "entry": "The creature is disoriented as the world seems to roll and pitch in waves. It is {@condition poisoned} until the end of its next turn." + } + ] + } + ] + }, + { + "name": "Elemental Jaunt", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Elemental", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you can Teleport by skimming the outer boundary of the Elemental Planes. As a bonus action, you can magically Teleport up to 60 feet to an unoccupied space you can see. When you appear, you can create one of the following effects, depending on your heritage element:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Air.", + "entry": "When you appear within 5 feet of an area of wind (whether natural or magical), you create a cyclonic burst of wind. All creatures within 10 feet of you must succeed on a Constitution saving throw or take {@damage 2d6} slashing damage and be {@condition blinded} by dust and debris until the start of your next turn." + }, + { + "type": "item", + "name": "Earth.", + "entry": "When you appear within 5 feet of nonmagical, unworked stone filling at least one 5-foot square, you create tremors in the earth that ripple outward from you. Each creature within 10 feet of you that is touching the ground must succeed on a Strength saving throw or take {@damage 4d6} bludgeoning damage and fall {@condition prone}." + }, + { + "type": "item", + "name": "Fire.", + "entry": "When you appear within 5 feet of a fire at least the size of a campfire, you create a burst of flame around yourself. Each creature within 10 feet must succeed on a Dexterity saving throw or take {@damage 2d6} fire damage and catch on fire. Until a creature takes an action to douse the fire, a creature on fire takes {@damage 1d6} fire damage at the start of each of its turns." + }, + { + "type": "item", + "name": "Water.", + "entry": "When you appear within 5 feet of at least 50 gallons of water, you create a torrent of water that assails the creatures around you. Each creature within 10 feet of you must succeed on a Constitution saving throw or take {@damage 2d6} bludgeoning damage and choke on the water that forces its way into the creature's throat. A choking creature can't speak and has disadvantage on attack rolls and ability checks until the start of your next turn. Creatures that don't have to breathe or that can breathe water aren't subject to choking." + } + ] + }, + "Saving throws against these effects are made against your spell save DC. You can use this feature twice. You regain all expended uses when you finish a short or long rest." + ] + }, + { + "name": "Elemental Soul", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Elemental", + "subclassSource": "KPDM", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you gain immunity to the damage type associated with your heritage element.", + "Depending on your elemental heritage, you also gain one of the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Air.", + "entry": "You gain a magical flying speed equal to your current walking speed. Additionally, during your turn you can spend 1 sorcery point to become insubstantial wind and mist. Until the start of your next turn, you can enter a hostile creature's space, you can move through a space as narrow as 1 inch without squeezing, you are immune to the effects of Strong Wind, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks." + }, + { + "type": "item", + "name": "Earth.", + "entry": "You gain a burrowing speed equal to your current walking speed, and you can Burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. Additionally, you can spend 1 sorcery point to become stony and unyielding until the start of your next turn. During this time, you have resistance to piercing and slashing damage, you are immune to poison damage, and you can't be {@condition petrified} or {@condition poisoned}." + }, + { + "type": "item", + "name": "Fire.", + "entry": "Your speed increases by 10 feet. Additionally, during your turn you can spend 1 sorcery point to become fiery and insubstantial. Until the start of your next turn, you can move through a hostile creature's space. The first time you enter a creature's space on a turn, that creature takes {@damage 1d10} fire damage and catches on fire. Until a creature takes an action to douse the fire, a creature on fire takes {@damage 1d10} fire damage at the start of each of its turns." + }, + { + "type": "item", + "name": "Water.", + "entry": "You gain a swimming speed equal to your current walking speed, and you can breathe both water and air. Additionally, during your turn you can spend 1 sorcery point to take on a watery form. Until the start of your next turn, you can enter a hostile creature's space and move through a space as narrow as 1 inch wide without squeezing. When you enter a hostile creature's space, the creature must succeed on a Strength saving throw against your spell save DC or fall {@condition prone}." + } + ] + } + ] + }, + { + "name": "Farseer", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Farseer", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "Your magic comes from a god of prophecy and prognostication who imbued a sliver of their power in your ancestry. Farseers can trace their power through the generations to a single, powerful ancestor whose divine gift gave them access to the webs of fate. Some are plagued by visions and omens, having no knowledge of their august lineage. These unfortunate individuals might be driven to Madness and ostracized because of their uncontrolled, Forbidden Knowledge. Regardless, the touch of the divine has forever changed you, and the skeins of fate unravel in your view.", + { + "type": "refSubclassFeature", + "subclassFeature": "Blood of the Seer|Sorcerer||Farseer|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Quickening|Sorcerer||Farseer|KPDM|1" + } + ] + }, + { + "name": "Blood of the Seer", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Farseer", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "When you choose this Origin at 1st level, the blood of your ancestors signals your destiny. You gain proficiency in Insight and History. Your preternatural sense of what is to come also allows you to sense imminent danger, so you make initiative rolls with advantage." + ] + }, + { + "name": "Quickening", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Farseer", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you can take the {@action Dodge} action as a bonus action on Your Turn. You use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a short or long rest." + ] + }, + { + "name": "Commune with the Unknown", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Farseer", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "When you reach 6th level, your prophetic Insight allows you to Commune with otherworldly powers. By focusing all your attention on a single yes-or-no question for 1 minute, you can pose that question to the powers beyond. The entity that responds to your question has vast knowledge, but it isn't omniscient; it can predict only what might happen, not what's certain to occur. Questions about the future must be phrased in terms of what's possible or plausible to avoid nonanswers. You must finish a short or long rest before using this feature again." + ] + }, + { + "name": "Time Slip", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Farseer", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "When you reach 14th level, the skeins of time enshroud your body, distorting the fabric of reality around you. As an action, you can expend 3 Sorcery Points to step out of sync with the current timeline. You can be seen only as an indistinct, shimmery outline. Attacks against you are made with disadvantage, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical Weapons. Additionally, you can move through other creatures and solid Objects as if they were Difficult Terrain. If you end your turn inside a solid object, you take {@damage 1d10} force damage and are expelled into the nearest open space.", + "The effect lasts for up to 1 minute, provided you maintain concentration on it as on a spell." + ] + }, + { + "name": "Sharing the Dream", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Farseer", + "subclassSource": "KPDM", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, visions of likely futures constantly weave across your consciousness. You can share that foreknowledge with your companions. As an action, you can grant up to five creatures (which can include yourself) advantage on attack rolls or saving throws\u2014each creature chooses for itself\u2014for up to 1 minute, provided you maintain concentration on this effect as on a spell. You must expend 2 Sorcery Points per affected creature to trigger this effect." + ] + }, + { + "name": "Serophage", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Serophage", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "Some sorcerers are preoccupied with blood, both their own and that of others.", + { + "type": "refSubclassFeature", + "subclassFeature": "Sorcerous Origin|Sorcerer||Serophage|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Strength Beneath the Skin|Sorcerer||Serophage|KPDM|1" + } + ] + }, + { + "name": "Sorcerous Origin", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Serophage", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "The serophage learns early in life that they can exercise some control over their own blood, and they harness that ability to Awaken the magic that flows through their veins. The dark possibilities of this form of magic become apparent when a Sorcerer discovers that they can control the blood flowing in the veins of other creatures, too. Thus is born the serophage, a Sorcerer unlike all others." + ] + }, + { + "name": "Strength Beneath the Skin", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Serophage", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "At 1st level, someone who chooses this Origin gains control over his or her blood flow, directing it away from a recent wound. When the serophage takes bludgeoning damage, he or she rolls a {@dice d4} and subtracts the result from the damage taken. When he or she reaches 6th level, the die increases to a {@dice d6}." + ] + }, + { + "name": "Blood Fuel", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Serophage", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, instead of taking a move action, a serophage can deal {@damage 1d4} slashing damage to him- or herself and regain a number of Sorcery Points equal to the slashing damage. Alternatively, the serophage can choose to increase the save DC or the attack bonus of the next spell he or she casts by +1 instead of regaining Sorcery Points. When the serophage reaches 12th level, the die becomes a d8 and the increase to his or her attack bonus or save DC becomes +2." + ] + }, + { + "name": "Blood Barrier", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Serophage", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, a serophage gains the ability to draw blood from a creature with Intelligence 5 or higher that has been killed within the last 30 minutes and form it into swirling rings that surround the Sorcerer. The number of rings is equal to his or her Charisma modifier.", + "The rings absorb physical damage. When the serophage is struck by a melee or ranged weapon attack, one ring absorbs {@damage 1d10} damage from the attack, and then disappears in a splash.", + "As an action, the serophage can cause one ring to form into a magical spear of blood and launch itself at a target he or she selects within 60 feet. The Sorcerer makes a ranged spell attack. On a hit, the target takes piercing damage equal to {@damage 1d6} + the serophage's Charisma modifier and must succeed on a Constitution saving throw or be {@condition stunned} until the start of the serophage's next turn. The spear is considered a magic weapon. It evaporates after it's expended. Each ring remains until it either absorbs damage or is expended as a weapon." + ] + }, + { + "name": "Siphon Blood", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Serophage", + "subclassSource": "KPDM", + "level": 18, + "header": 2, + "entries": [ + "At 18th level, a serophage gains the ability to siphon a steady stream of blood from a living creature at a distance. As an action, he or she designates a creature within 40 feet; that creature must make a Constitution saving throw. On a failed save, the creature takes {@damage 2d6} necrotic damage as blood oozes through its skin and flows through the air to the serophage, who absorbs it through their own skin. For every 2 points of damage dealt to the target, the serophage chooses to regain either 1 hit point or 1 sorcery point. The siphoning continues, dealing damage and restoring hit points or Sorcery Points at the start of the serophage's turn, until he or she ends the effect (no action required), or until the target makes a successful Constitution saving throw at the end of its turn." + ] + }, + { + "name": "Shadow Bloodline", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "KPDM", + "level": 1, + "entries": [ + "Your magic comes from a place drained of color, where light fights a losing battle against the Relentless encroachment of Darkness. In the distant past, your ancestors were Touched by the Shadow Realm, and this contact left its mark on your Family bloodline.", + "Except as noted below, Shadow bloodline sorcerers function as sorcerers and use the Sorcerer spell list.", + { + "type": "refSubclassFeature", + "subclassFeature": "Taint of Shadow|Sorcerer||Shadow|KPDM|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Evil Eye|Sorcerer||Shadow|KPDM|1" + } + ] + }, + { + "name": "Taint of Shadow", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Your magic always acts a bit differently from that of other casters. Your magical fire burns with a deep purple flame that sheds little light but casts inky shadows. The Influence of the Shadow Realm can be seen in every manifestation of your magic, whether that's shadowy bonds tightening around the target of a {@spell hold person} spell or the shadows that swirl like storm clouds inside your Dimension Door. At 1st level, you gain {@sense darkvision} out to 60 feet. Within that range, you see through magical darkness as if it were dim light." + ] + }, + { + "name": "Evil Eye", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "KPDM", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you can gaze at one creature within 60 feet of you and with a bonus action, mark that creature with Darkness. The marked creature has disadvantage on its next attack roll or skill check involving sight unless it makes a successful Charisma saving throw. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Dark Illusions", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you have advantage on saving throws against Illusion magic. You can also cast {@spell blur} or {@spell mirror image} by spending 2 Sorcery Points." + ] + }, + { + "name": "Passage Through the Dark", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain the ability to traverse between patches of Darkness. When you are lightly or heavily obscured you can, as a bonus action, step through a shadow and emerge from another shadow up to 200 feet away. You can stay inside the shadow connection for a number of rounds equal to your Charisma modifier (minimum of 1) if you choose to; while there, you are {@condition invisible}, nothing can affect you, and you can't affect anything else. Each use of this ability costs you 4 Sorcery Points." + ] + }, + { + "name": "Tainted Shadows", + "source": "KPDM", + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Shadow", + "subclassSource": "KPDM", + "level": 18, + "header": 2, + "entries": [ + "Beginning at 18th level, you can emanate an aura of energy from the Shadow Realm. By spending 4 Sorcery Points, you radiate an aura of Shadow that causes everything within 15 feet of you to become lightly obscured because of dim lighting. Any portion of that area that's already dimly lit becomes completely dark instead. Enemy creatures that start their turns inside this aura take 10 necrotic damage and must succeed on a Wisdom saving throw or become {@condition frightened} of this effect. The effect lasts until the start of your next turn." + ] + }, + { + "name": "Alkemancer", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Alkemancer", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Wizards who combine traditional spellcasting with advanced alchemical practices and concoctions are called alkemancers. They are a mysterious breed sometimes confused with transmuters, with whom they share a complicated rivalry.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Alkemancer|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Alchemical Savant|Wizard||Alkemancer|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Skilled Alchemist|Wizard||Alkemancer|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Alkemancer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Unlike many transmuters, who focus on the physical transformation of objects and creatures, alkemancers are concerned with the search for human perfection and immortality, and they use alchemy as a means in this pursuit. Still, there is much crossover between the two specialties. Alkemancers and transmuters can be found working toward the same goals, as both allies and rivals.", + "Alkemancy spells typically blend conjuration, necromancy, and transmutation effects. Few alkemancy spells belong to the schools of evocation or illusion, since spells of these schools summon energy out of nothingness or create things that are not real; both concepts are at odds with the precepts of alkemancy, which seeks to reduce energy and matter to its constituent parts and refine them to a more purified (or useful) state of existence.", + "Except as noted below, alkemancers function as wizards and use the wizard spell list." + ] + }, + { + "name": "Alchemical Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Alkemancer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this specialty at 2nd level, the gold and time you must spend to copy an alkemancy spell into your spellbook are halved.", + "When you gain a level, one of the two spells you learn for gaining a level can be an alkemancy spell even if you've never encountered the spell before. Similarly, when you learn a new cantrip, it can be an alkemancy cantrip even if you've never previously encountered it." + ] + }, + { + "name": "Skilled Alchemist", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Alkemancer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning at 2nd level, you gain proficiency with alchemical supplies if you did not already have it and your proficiency bonus with alchemical supplies is doubled. You also halve the cost of alchemical items you create, enabling you to fashion most basic items in a single day. Finally, you gain proficiency with alchemical weapons, and you add your proficiency bonus to their damage rolls when you use them as weapons." + ] + }, + { + "name": "Essence Mastery", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Alkemancer", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you can add one of the six fundamental essences to your spells as an additional material component at the cost of 1 gp per spell level. This doesn't increase the casting time of the spell or any of its other effects except as follows.", + { + "type": "list", + "items": [ + "Adding brimstone to a spell that deals fire damage causes the flames to take on a bluish hue and to release irritating vapors. A creature damaged by the spell must also make a successful Constitution saving throw or become {@condition poisoned} for a number of rounds equal to your Intelligence modifier (minimum of 1).", + "Adding lead to a spell that improves your armor class, such as mage armor or shield, increases the spell's AC bonus by 2. If the spell has a duration longer than 1 round, the duration also increases by a number of additional rounds equal to your Intelligence modifier (minimum of 1). Any visible spell effect modified with lead takes on a dull gray sheen.", + "Adding quicksilver to a spell that changes the form of a creature or an object, such as alter self or polymorph, increases the spell's duration by a number of minutes equal to your Intelligence modifier (minimum of 1). Spells with a duration briefer than 10 minutes, such as alchemical form, measure the increase in rounds instead of minutes. Any change in form modified with quicksilver is always accompanied by lustrous wisps or motes of silvery energy.", + "Adding quintessence to a necromantic spell that grants temporary hit points, such as false life or life hack, increases the temporary hit points gained by a number equal to twice your Intelligence modifier (minimum of 2). Adding quintessence to a spell doesn't change the spell's visible aspects.", + "Adding salt to a spell that deals acid damage gives the acid a pale, crystalline hue and causes it to become extremely painful. Any creature damaged by the spell must also make a successful Constitution saving throw or lose {@dice 1d4} points from its Strength and Dexterity scores (rolled separately). These lost points return automatically after a number of rounds equal to your Intelligence modifier (minimum of 1).", + "Adding void salt to a spell that deals necrotic damage causes the spell to shed palpable strands of darkness. Any creature damaged by the spell is also surrounded by a veil of cloying shadows and must make a successful Constitution saving throw or be {@condition restrained} for a number of rounds equal to your Intelligence modifier (minimum of 1)." + ] + } + ] + }, + { + "name": "Craft Minor Elixir", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Alkemancer", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, you automatically learn the formulas for a number of elixirs, oils, philters, or potions of your choice equal to 1 + your Intelligence modifier (minimum of 1). You do not need to spend time or gold researching these formulas.", + "When brewing an elixir, oil, philter, or potion based on one of the formulas you obtained, you can add exotic alchemical reagents to the mixture at the cost of additional gold equal to half the potion's standard cost. If you do this, the resulting mixture is more powerful than normal: if the potion has an instantaneous effect (such as potions of healing), it automatically has its maximum effect; if the potion has a duration (such as a potion of giant strength), it lasts for twice its normal duration." + ] + }, + { + "name": "Path of the Golden Glower", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Alkemancer", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Beginning at 14th level, you learn the secret formulas for brewing the fabled {@item the Six Elixirs|KPDM|Six Elixirs}, magical draughts of incredible potency and rarity. Each elixir takes a full year or more to create from exceedingly rare ingredients, but once finished and consumed or otherwise applied, each grants its user a permanent bonus of some sort.", + "Additionally, once you reach 14th level, you become so skillful at working with dangerous chemicals and reagents that you gain resistance to acid and poison damage and are immune to the {@condition poisoned} condition." + ] + }, + { + "name": "Blood Mage", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Blood can be a dark and forbidden source of magical energy for those willing to makes the necessary sacrifices.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Blood|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blood Savant|Wizard||Blood|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Wizard||Blood|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Internal Fortitude|Wizard||Blood|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "A blood mage powers their magic with the Secrets they learn from their own blood. Eventually, they learn to manipulate the blood of others, too." + ] + }, + { + "name": "Blood Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning at 2nd level, the gold and time a blood mage must spend to copy a Blood Magic spell into their spellbook is halved." + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "A blood mage has proficiency in {@skill Medicine}." + ] + }, + { + "name": "Internal Fortitude", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, a blood mage gains a greater awareness of the blood flowing through their veins and of the heart that pumps it, and some measure of control over both. When the blood mage is subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, they instead take no damage on a successful save, and only half damage on a failed one." + ] + }, + { + "name": "Blood Vision", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "A blood mage of 6th level or higher can see a moment of the past through the eyes of a creature by consuming its blood. Upon ingesting a small amount of the blood of another creature, the wizard becomes {@condition stunned}. While {@condition stunned}, he or she experiences one of the creature's memories through its own eyes. (The memory may or may not be about the incident that caused it to bleed.)", + "Once a blood mage has consumed a creature's blood for this Purpose, the creature is immune to further uses of this ability." + ] + }, + { + "name": "Absorb Toxins", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "A blood mage of 10th level or higher can absorb a poison or a disease from another creature, living or dead, and turn it to his or her use. By exposing a fresh wound to a source of disease or poison, the wizard can safely absorb it and store it, dormant, in his or her bloodstream. The blood mage can then inflict the disease or poison on another creature by spitting a stream of blood at it. As an action, the wizard makes a ranged spell attack. On a hit, the target is exposed to the disease or poison and must proceed with any saving throws required.", + "If the wizard does not pass the disease or poison along to another living creature within three days, it becomes active in the body, and the wizard must make the first two saving throws required by the disease or poison with disadvantage." + ] + }, + { + "name": "Thicken or Quicken Blood", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Blood", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "A blood mage of 14th level or higher can turn another creature's blood into sludge, hampering the creature, or can thin it out, giving the creature extra mobility. As an action, the wizard can cause a Touched creature that fails a Constitution saving throw to become affected as if by a {@spell slow} spell\u2014or, alternatively, to gain the effect of a {@spell haste} spell. The duration of either effect is a number of rounds equal to the blood mage's Intelligence modifier. The target of the {@spell haste} effect can intentionally fail the saving throw.", + "The blood mage can use this ability once, regaining the use of it upon finishing a long rest." + ] + }, + { + "name": "Doomsayer", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Doomsayer", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "The magic you seek is as powerful as it is destructive.", + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Specialty|Wizard||Doomsayer|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Apocalypse Savant|Wizard||Doomsayer|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wicked Presence|Wizard||Doomsayer|KPDM|2" + } + ] + }, + { + "name": "Arcane Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Doomsayer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Any fool can learn to hurl a Fireball, but only a Master of the apocalypse can open a Black Hole. Some doomsayers use their terrible power to amass a conquering army; others seek to become a force of Darkness and to reshape the world according to their own vision." + ] + }, + { + "name": "Apocalypse Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Doomsayer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this specialty at 2nd level, the gold and time you must spend to copy an apocalypse spell into your spellbook is halved." + ] + }, + { + "name": "Wicked Presence", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Doomsayer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you gain the ability to instill a sense of impending doom in creatures who witness your power. When you kill a creature with a spell that isn't a cantrip, you can use a bonus action to select one or more creatures within 30 feet of the creature you just killed. Each of those creatures must make a successful Wisdom saving throw or become {@condition frightened} of you for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, Ending the effect on itself on a success.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Terrible Power", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Doomsayer", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, whenever you score a critical hit with a spell attack, choose one of the following two effects:", + { + "type": "list", + "items": [ + "Every creature affected by the spell must make a successful Wisdom saving throw or become {@condition frightened} of you until the end of its next turn.", + "Every creature affected by the spell must make a successful Constitution saving throw or become {@condition poisoned} until the end of its next turn." + ] + } + ] + }, + { + "name": "Merciless Onslaught", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Doomsayer", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you have advantage when making spell attack rolls against creatures that are frightened or {@condition poisoned}." + ] + }, + { + "name": "Power from Darkness", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Doomsayer", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Beginning at 14th level, your spell attacks score critical hits when the attack roll is a natural 19 or 20." + ] + }, + { + "name": "Dragon Mage", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Dragon", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Wizards practice the subtle magic of pulling power from thin air and shaping it to fit their needs. Sorcerers tame the chaotic power within themselves, releasing it in barely controlled gouts of magical eruptions. Wizards who walk the path between these two diverse means of using magic are called dragon mages, and they meld the order of wizardry with the chaos of elemental mastery to grant themselves special powers.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Dragon|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dragon Magic Savant|Wizard||Dragon|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke Dragon Mask|Wizard||Dragon|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Dragon", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Dragon mages manifest their magic in a variety of styles, as diverse as the kinds of dragons and the types of magic that populate the worlds. Kobolds serving as councilors to great wyrms are taught by their masters to harness their innate draconic nature through the use of more traditional spells. A wild-eyed human, oozing sorcerous magic thanks to an ancient draconic ancestor, might find a kindly wizard to help her focus her power. Special legions of dragonborn troops train with a master dragon mage, learning to better defend their homeland from invaders.", + "{@b {@i How to Start:}} If you're a {@class wizard} who wants to become a dragon mage, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the dragon mage exclusively, you can forego the selection of an arcane tradition and gain the features of the dragon mage specialty instead.", + "You can also pursue the dragon mage specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to {@subclassFeature Dragon Magic Savant|Wizard||Dragon|KPDM|2}. Also at 2nd level, you choose whether to gain {@subclassFeature Invoke Dragon Mask|Wizard||Dragon|KPDM|2} or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, an {@class wizard||enchanter|Enchantment} might select {@subclassFeature Hypnotic Gaze|Wizard||Enchantment||2} at 2nd level and {@subclassFeature Invoke Dragon Mask|Wizard||Dragon|KPDM|2} at 6th level, followed by either {@subclassFeature Instinctive Charm|Wizard||Enchantment||6} or {@subclassFeature Invoke Dragon Heart|Wizard||Dragon|KPDM|6} at 10th level." + ] + }, + { + "name": "Dragon Magic Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Dragon", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you take up this specialty at 2nd level, the gold and time you must spend to copy a dragon magic spell into your spellbook is halved." + ] + }, + { + "name": "Invoke Dragon Mask", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Dragon", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, you can invoke a magic Dragon mask. You use a bonus action and expend a spell slot to invoke the mask, which lasts for 3 rounds for each level of the expended spell slot. The dragon mask remains as long as you are not {@condition incapacitated}, until you use a bonus action to dismiss or replace it, or until the duration expires. The mask is a translucent magical force, in the form of a dragon's head, which covers your face. Your face is still visible through the mask, and the mask does not hinder vision.", + "While you wear your Dragon mask, you receive the following benefits and drawbacks:", + { + "type": "list", + "items": [ + "You have a bonus to your AC equal to your Intelligence modifier (minimum of +1).", + "You gain a bite attack. As an action, make a melee spell attack against one adjacent target. On a hit, the target takes piercing damage equal to {@damage 1d8} + your Intelligence modifier. This attack counts as magical for the purpose of overcoming a target's immunity or resistance to piecing damage.", + "You have advantage on Wisdom ({@skill Perception}) checks and Charisma ({@skill Intimidation}) checks.", + "Attack rolls for any ranged or melee attack spells you cast while wearing the mask are made with disadvantage, and saving throws against spells you cast while wearing the mask are made with advantage.", + "As a bonus action, you can expend an additional spell slot to augment the damage of your next Dragon mask bite attack. The damage increases by {@damage 1d8} for each level of the expended spell slot, and you have advantage on the attack roll." + ] + } + ] + }, + { + "name": "Invoke Dragon Heart", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Dragon", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can invoke a magic Dragon heart. You use a bonus action and expend a spell slot to invoke the heart, which lasts for 3 rounds for each level of the expended spell slot. The Dragon heart remains as long as you are not Incapacitated, until you use a bonus action to dismiss or replace it, or until the duration expires. The heart is a translucent magical force, in the form of a beating heart, which covers your chest. Your body is still visible through the heart.", + "While you wear your Dragon heart, you receive the following benefits:", + { + "type": "list", + "items": [ + "You have a bonus to Wisdom and Charisma saving throws equal to your Intelligence modifier (minimum of +1).", + "You gain temporary hit points equal to twice your wizard level. These temporary hit points are lost when your heart is no longer active.", + "You gain a breath weapon attack. You can use an action to shoot a 30-foot-long, 5-foot-wide line of energy (dealing your choice of acid, cold, fire, or lightning damage) from your Dragon heart in a direction you choose. Each creature in the line must make a successful Dexterity saving throw or take {@damage 4d6} damage of the chosen type. The damage type cannot be changed while your current Dragon heart is active.", + "As a bonus action, you can expend an additional spell slot to augment the damage of your next Dragon heart breath weapon attack. The damage increases by {@damage 2d6} for each level of the expended spell slot, and you can add 10 feet of length to the line for each level of the expended spell slot." + ] + } + ] + }, + { + "name": "Invoke Dragon Wings", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Dragon", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can invoke a set of magical Dragon wings. You use a bonus action and spend a spell slot to invoke the Dragon wings, which last for 2 rounds per level of the spent spell slot. The Dragon wings remain as long as you are not Incapacitated, until the duration ends, or until they are dismissed or replaced by using a bonus action.", + "While you wear your Dragon wings, you receive the following benefits:", + { + "type": "list", + "items": [ + "Your speed increases by 10 feet, and you gain a flying speed equal to your walking speed.", + "You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "You have advantage on any melee or ranged spell attack rolls.", + "As a bonus action, you can spend an additional spell slot to augment your wings. Until the start of your next turn, you can add 5 feet of additional speed for each level of the expended spell slot spent. Additionally, you can choose one creature within 10 feet of you for each level of the expended spell slot, and ranged attacks against those creatures are made with disadvantage." + ] + } + ] + }, + { + "name": "Invoke Dragon Tail", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Dragon", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can invoke a magic Dragon tail. You use a bonus action and expend a spell slot to invoke the tail, which lasts for 1 round per level of the spent spell slot. The Dragon tail remains as long as you are not Incapacitated, until you use a bonus action to dismiss or replace it, or until the duration expires. The Dragon tail is a translucent magical force, in the form of a 15-foot-long appendage capable of striking with great impact.", + "While you wear your Dragon tail, you receive the following benefits.", + { + "type": "list", + "items": [ + "You are immune to the {@condition grappled} condition.", + "You are have proficiency with Strength and Dexterity saving throws and any ability checks using Strength.", + "In addition, you can use your Intelligence modifier instead of the normal modifier for those saving throws and checks.", + "You gain a tail slam attack. As an action, you make a separate melee spell attack against each target within 15 feet of you. On a hit, the target takes bludgeoning damage equal to {@damage 3d10} + your Intelligence modifier. A creature hit by this attack is pushed up to 10 feet away from you and knocked {@condition prone} unless it succeeds on a Strength saving throw against your spell save DC. This attack counts as magical for the purpose of overcoming a target's immunity or resistance to bludgeoning damage.", + "As a reaction, you can make a tail slam attack against a creature that moves to within 15 feet of your tail.", + "As a bonus action, you can spend an additional spell slot to augment your Dragon tail. Until the start of your next turn, your Dragon tail's slam attack damage increases by {@damage 1d10} per level of the spell slot spent. In addition, you heal yourself for 3 hit points per level of the spell slot spent." + ] + } + ] + }, + { + "name": "Entropist", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Entropist", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Wizards who specialize in Chaos Magic crave an understanding of probability and life's unpredictable outcomes to the point of obsession.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Entropist|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Chaos Magic Savant|Wizard||Entropist|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Long Odds|Wizard||Entropist|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Entropist", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "What starts as an attempt to analyze the patterns of chaos quickly becomes a trip down the rabbit hole to madness.", + "{@b {@i How to Start:}} If you're a {@class wizard} who wants to become an entropist, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the entropist exclusively, you can forego the selection of an arcane tradition and gain the features of the entropist specialty instead.", + "You can also pursue the entropist specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to {@subclassFeature Chaos Magic Savant|Wizard||Entropist|KPDM|2}. Also at 2nd level, you choose whether to gain {@subclassFeature Long Odds|Wizard||Entropist|KPDM|2} or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a {@class wizard||transmuter|transmutation} might select {@subclassFeature Minor Alchemy|Wizard||Transmutation||2} at 2nd level and {@subclassFeature Long Odds|Wizard||Entropist|KPDM|2} at 6th level, followed by either {@subclassFeature Transmuter's Stone|Wizard||Transmutation||6} or {@subclassFeature Twisted Arcana|Wizard||Entropist|KPDM|6} at 10th level." + ] + }, + { + "name": "Chaos Magic Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Entropist", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you take up this specialty at 2nd level, the gold and time you must spend to copy a chaos spell into your spellbook is halved." + ] + }, + { + "name": "Long Odds", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Entropist", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Also starting at 2nd level, you can manipulate the reality-changing forces of chaos to alter the odds in a situation. You can use a bonus action to give yourself, or a reaction to give a creature you can see, advantage on one attack roll, saving throw, or ability check made during this turn. Using this feature causes a {@table chaos magic surge|KPDM}. You must finish a long rest before you can use this feature again." + ] + }, + { + "name": "Twisted Arcana", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Entropist", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, when you cast a spell that deals damage, you can infuse the effect with greater power by channeling chaos through yourself. You make this choice after determining that the spell has been successfully cast (by making a spell attack roll) but before rolling damage. If you decide to use this feature, roll a {@dice d6 + 1}; this is the maximum number of your spell's damage dice you can reroll. You can reroll any number of damage dice up to that maximum, and you must use the rerolled results.", + "In addition, the type of damage your spell deals is replaced randomly. Use the Random Damage Type table to determine the spell's new damage type.", + { + "type": "statblock", + "tag": "table", + "name": "Random Damage Type", + "source": "KPDM" + }, + "Using this feature has a chance of causing a {@table chaos magic surge|KPDM}. You must finish a long rest before you can use this feature again." + ] + }, + { + "name": "Shifting Resistance", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Entropist", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, when you cast a chaos spell, you gain resistance to a random damage type for a number of rounds equal to 1 + your Intelligence modifier (minimum of 1). You can try to narrow the spell's focus to a damage type you prefer, but doing so has an element of risk; you can roll twice on the {@table Random Damage Type|KPDM} table and choose the result you prefer, but you must also roll to see if a {@table chaos magic surge|KPDM} occurs. You must finish a long rest before you can use this feature again." + ] + }, + { + "name": "Master of Chaos", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Entropist", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, anytime you cause a {@table chaos magic surge|KPDM}, you regain one use of {@subclassFeature Long Odds|Wizard||Entropist|KPDM|2}, {@subclassFeature Twisted Arcana|Wizard||Entropist|KPDM|6}, or {@subclassFeature Shifting Resistance|Wizard||Entropist|KPDM|10} without needing to finish a long rest. In addition, every time you cast a chaos spell, you gain temporary hit points equal to your Intelligence modifier + the spell's level." + ] + }, + { + "name": "Illuminator", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illuminator", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Wizards who pursue Illumination magic, called illuminators, use the stars to predict when danger is near, and they draw on the power of light to attack their foes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Illuminator|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Illumination Magic Savant|Wizard||Illuminator|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Omen of Warning|Wizard||Illuminator|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illuminator", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "This branch of magic is popular with those who delve Underground, because its spells work best where light is dim or absent.", + "{@b {@i How to Start:}} If you're a wizard who wants to become an illuminator, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition If you decide to follow the path of the illuminator exclusively, you can forego the selection of an arcane tradition and gain the features of the illuminator specialty instead.", + "You can also pursue the illuminator specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to {@subclassFeature Illumination Magic Savant|Wizard||Illuminator|KPDM|2}. Also at 2nd level, you choose whether to gain {@subclassFeature Omen of Warning|Wizard||Illuminator|KPDM|2} or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a {@class wizard||diviner|divination} might select {@subclassFeature Portent|Wizard||Divination||2} at 2nd level and {@subclassFeature Omen of Warning|Wizard||Illuminator|KPDM|2} at 6th level, followed by either {@subclassFeature Expert Divination|Wizard||Divination||6} or {@subclassFeature Master of the Radiant Heavens|Wizard||Illuminator|KPDM|6} at 10th level." + ] + }, + { + "name": "Illumination Magic Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illuminator", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time needed to copy illumination spells into your spellbook is halved." + ] + }, + { + "name": "Omen of Warning", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illuminator", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, you can forecast danger for the next 24 hours by studying the stars for 1 hour. The stars must be visible to you for you to use this feature. Studying the stars in this way gives you advantage on up to two initiative rolls. The bonus remains for 24 hours or until the end of your next long rest.", + "Instead of using this feature on yourself, you can grant advantage on an initiative roll to one other creature you can see when initiative rolls are made, but doing this prevents you from using the benefit on yourself in that combat. You can choose whether to use this feature at the moment initiative is rolled, but you must make the decision before rolling the die." + ] + }, + { + "name": "Master of the Radiant Heavens", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illuminator", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Starting when you reach 6th level, the spell attack modifier and spell save DC for any cantrips you cast in dim light or darkness increases by 1." + ] + }, + { + "name": "Illusions of Permanence", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illuminator", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Beginning at 10th level, illusion spells you cast that require concentration last for 1 round after you stop concentrating, as long as the spell hasn't exceeded its duration." + ] + }, + { + "name": "Comprehension of the Starry Sky", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Illuminator", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, during a long rest you can consult the stars and comprehend some meaning in a cosmic event. The stars must be visible to you for you to use this ability. The insight you gather is stored as a small reserve of magic inside an item that has meaning to you; a star chart or an astrolabe is commonly used, but any item that can be held in your hand will suffice. When the item is in your hand, you can consume that stored magic as a bonus action to produce one of the effects described below. The insight is expended in one use, and it is lost if it hasn't been used within 24 hours or by the time you start your next long rest.", + { + "type": "list", + "items": [ + "{@b Comet:} Comets are the harbingers of change and instability. You can change your appearance as if you had cast an {@spell alter self} spell, but the effect doesn't require concentration and lasts until you finish a long rest.", + "{@b Conjunction:} Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one Enchantment or Illusion spell you cast.", + "{@b Eclipse:} Eclipses plunge the world into darkness and strengthen connections to the Shadow plane. When you cast a spell of 5th level or lower that deals necrotic damage, you can reroll a number of damage dice equal to your Intelligence modifier (minimum of one die). You must use the new rolls." + ] + } + ] + }, + { + "name": "Master of Fiends", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fiends", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Some individuals are willing to do anything in exchange for power. They delve into forbidden knowledge to expand their command of magic\u2014trafficking with fiends and endangering their immortal soul in exchange for arcane might.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Fiends|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dark Arts|Wizard||Fiends|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fiendish Presence|Wizard||Fiends|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hellbound|Wizard||Fiends|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fiends", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beings of the Lower Planes dangle promises of power as bait, hoping to lure careless folk into their clutches. Some of those who take the bait have a keen intellect, enabling them to use careful planning that circumvents this damnation\u2014or at least delays it. In this way, power-hungry mages strike bargains and increase their magical might with the knowledge the fiends offer. A master of fiends, as these individuals are called, is either a diabolist (one who deals with devils) or a demonologist (one who traffics with demons). Most common folk care little about the distinction, seeing both simply as servants of evil, but the differences between the two are significant. Diabolists are masters of language and context, knowing that the contracts proffered by devils are complex and meant to mislead, and must be read carefully and fully understood so as to avoid any trickery. Demons have little use for subtlety; they understand and respect only one thing\u2014power. A demonologist must have the magical power to compel such fiends to do their bidding, or they will surely be rent asunder and have their soul carried screaming back to the Abyss by the demon. Either path takes a person willing to risk their immortal soul in the pursuit of power, and few dare to do so." + ] + }, + { + "name": "Dark Arts", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fiends", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning at 2nd level, you gain a bonus spell you can copy to your spellbook at half the cost. You gain a new spell at each level indicated on the following list if you have not already learned the spell. You acquire knowledge of these spells through your trafficking with fiends.", + "When you attain the appropriate wizard level, add the indicated spell to your spellbook: 2nd level, {@spell hellish rebuke}; 4th level, {@spell enthrall}; 6th level, {@spell nest of infernal vipers|KPDM}; 8th level, {@spell conjure fiends|KPDM}; 10th level, {@spell channel fiendish power|KPDM}; 12th level, {@spell aura of wrath|KPDM}; 14th level, {@spell plane shift}; 16th level, {@spell dominate monster}; and 18th level, {@spell imprisonment}." + ] + }, + { + "name": "Fiendish Presence", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fiends", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you develop a dark aura of either allure or menace. You gain proficiency in Deception, Intimidation, or Persuasion. You can bring this talent to the fore to gain advantage on a single check using the chosen skill. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Hellbound", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fiends", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Due to your dealings with fiends, your soul is damned, and after your death it is collected by the fiends with whom you bargained. Such creatures do not give up their prizes willingly. Starting when you reach 2nd level, a caster using a spell to return you to life must make a DC 12 Wisdom saving throw. The DC of this save increases by 1 for every five levels you gain hereafter, to a maximum of DC 15 at 17th level. On a successful save, your soul is retrieved and the spell works normally. On a failed save, the spell ends and you remain dead. (The GM can opt to allow either you or the caster trying to revive you to strike a bargain that allows you to be raised. The details of this deal are left up to the GM, but typically such bargaining involves extremely valuable items, magic, and\u2014especially\u2014souls" + ] + }, + { + "name": "Communion at the Crossroads", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fiends", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Tradition states that the devil awaits at the crossroads, looking to bargain with those who seek to sell their souls for glory. When you reach 6th level, you can achieve contact with the lower realms in less dramatic circumstances. For you, any significant liminal space\u2014the threshold between one space and another, such as the edge of a forest, the entrance to a cave, or the doorway leading from a church to its graveyard \u2014will do. In such a place, you can perform a ritual that summons a dark spirit from beyond, a shadowy form that will offer you power for power.", + "When you do so, you can expend a number of spell slots (equal to your wizard level or lower) in exchange for a pool of an equal number of dice that you can use in one of two ways. You can spend one or more dice as an action on your turn to heal yourself, regaining {@dice 1d8} hit points for every die you spend. Or you can spend one or more dice to boost the damage of a spell you cast. Each die you spend adds an additional die of damage to a spell you cast, of the same size used in the spell (d6s for fireball, for example).", + "Once you use this feature, you cannot use it again until you finish a long rest. Any unused dice in the pool are lost when you rest, and you regain your normal number of spell slots after the rest." + ] + }, + { + "name": "Planar Defense", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fiends", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "When you reach 10th level, you have learned to enhance your magic to provide you with greater benefit against extraplanar threats. You are protected not only against attack or betrayal by fiends, but by celestials that would see you judged for your connection with darkness. You have advantage on any saving throws against spells and abilities of celestials or fiends that would cause you to become {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition restrained}, {@condition stunned}, or possessed by such a creature.", + "Additionally, if you have the {@spell dispel evil and good} spell prepared and a celestial or a fiend attacks you, you can cast that spell as a reaction. In addition, if you have a 5th-level spell slot available and a celestial or fiend attacks you, you can expend that spell slot to cast the {@spell dispel evil and good} spell as a reaction." + ] + }, + { + "name": "Master of Dark Conjuration", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fiends", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you cast a magic circle spell that affects fiends, such creatures have disadvantage on any Charisma saving throws made in an attempt to enter or leave the cylinder by teleportation or interplanar travel. In addition, any fiend you summon with a conjuration spell gains 13 temporary hit points." + ] + }, + { + "name": "Necrophage", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necrophage", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "The practice of necrophagy is similar to that of Necromancy, but with a more horrific flavor. Necrophages, sometimes called death eaters, consume the flesh of the recently deceased to steal those creatures' knowledge and power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Necrophage|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Undead Familiar|Wizard||Necrophage|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necrophage", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Adherents of this specialty claim that it is the origin of all necromancy magic and necrotic energy. They view the Negative Plane as a cosmic necrophage all its own, devouring all matter, energy, and life and replacing it with necrotic energy and undead.", + "Except as noted, necrophages function as {@class wizard||necromancers|Necromancy} and use the wizard spell list. Instead of gaining the corresponding features of the {@class wizard||School of Necromancy|Necromancy}, a necrophage has the features described below." + ] + }, + { + "name": "Undead Familiar", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necrophage", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "When adopting this specialty at 2nd level, a necrophage adds the {@spell find familiar} spell to his or her spellbook if it's not already there. When a necrophage conjures a familiar, the creature is Undead instead of a celestial, fey, or fiend. The familiar gains the following trait.", + "{@b Undead Fortitude.} If damage reduces the familiar to 0 hit points, it makes a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the familiar drops to 1 hit point instead." + ] + }, + { + "name": "Memory of Flesh", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necrophage", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "A necrophage of 6th level or higher can use an action to consume a bit of flesh from an Undead or a recently slain (within 1 hour) creature with an Intelligence of 6 or higher. An unwilling target is allowed a DC 14 Constitution saving throw to resist the effect.", + "If the target is affected, the necrophage gains temporary hit points equal to his or her wizard level, and if the target was proficient in any Intelligence Skills, the necrophage can pick one of them. He or she gains proficiency in that skill or, if already proficient, doubles his or her normal proficiency bonus when using that skill. The temporary hit points and absorbed skill proficiency last until the necrophage finishes a long rest.", + "A necrophage can't target the same creature with this feature twice within 24 hours. If he or she uses the feature on a different creature, the original effect ends." + ] + }, + { + "name": "Fruit of the Mind", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necrophage", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "A necrophage of 10th level or higher can use Memory of Flesh to gain information from the creature as if the necrophage had cast Speak with Dead instead of gaining temporary hit points and a skill Proficiency. An unwilling target has disadvantage on its saving throw.", + "As with Memory of Flesh, a necrophage can't target the same creature with this feature twice within 24 hours. If he or she uses the feature on a different creature, the original effect ends.", + "A particular creature can be affected by Fruit of the Mind a number of times equal to its Constitution modifier. Beyond that maximum, fuerther attemts to target it yield no results." + ] + }, + { + "name": "Feed on Life", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Necrophage", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "A necrophage of 14th level or higher gains several benefits after using Memory of Flesh or Fruit of the Mind: he or she no longer requires air, food, drink, or sleep; gains immunity to disease, to being Poisoned, and to poison and necrotic damage; and can't suffer a reduction in hit point maximum. These benefits last until the necrophage finishes a long rest." + ] + }, + { + "name": "Ring Warden", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "The Dwarves long ago discovered the means to infuse magic into rings, and the first ring wardens came into being soon after that discovery came to light.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Ring Warden|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Transmutation Savant|Wizard||Ring Warden|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ring Savant|Wizard||Ring Warden|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Wizard||Ring Warden|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonded Ring-Staff|Wizard||Ring Warden|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "With a focus on the school of transmutation, ring wardens blend dwarven craftsmanship with arcane might. They are rarely encountered outside dwarven nations, but they are easy to recognize thanks to their signature ring-staves.", + "Except as noted below, ring wardens function as {@class wizard||transmuters|transmutation} and use the wizard spell list." + ] + }, + { + "name": "Transmutation Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this specialty at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved." + ] + }, + { + "name": "Ring Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "In addition, the gold and time you must spend to copy a ring magic spell into your spellbook is halved." + ] + }, + { + "name": "Bonus Proficiency", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Also at 2nd level, you gain proficiency in your choice of {@item smith's tools|phb|blacksmith's tools} or {@item jeweler's tools|phb}." + ] + }, + { + "name": "Bonded Ring-Staff", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you create a special {@item quarterstaff|phb} with two special metal rings adorning it. When you roll damage for a spell attack while you hold your ring-staff, you can add your proficiency bonus to the result. If the spell allows for multiple damage rolls against multiple targets (such as with {@spell scorching ray}), you must choose which roll gains the benefit before you roll the die. You can use this ability a number of times equal to the number of rings on your staff. You regain all expended uses when you finish a short or long rest.", + "Whenever you gain a new wizard level, you can attach a new ring to your staff by spending 8 hours of work with {@item smith's tools|phb|blacksmith's tools} or {@item jeweler's tools|phb} and paying a cost of 5 gp in raw materials." + ] + }, + { + "name": "Master Metalsmith", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you can add twice your normal proficiency bonus when you use the tools you chose at 2nd level. When using your chosen tools to craft nonmagical or magical items, you make twice the normal amount of progress each day.", + "Additionally, you learn the method for crafting a single kind of magic ring chosen from the following list: {@item ring of jumping}, {@item ring of mind shielding}, {@item ring of protection}, {@item ring of the ram}, {@item ring of regeneration}, or {@item ring of resistance}. At the GM's discretion, you can choose a ring not listed here. You must meet all the standard Prerequisites for crafting the ring and pay the required gold as normal, along with providing any Special materials or meeting any conditions set by the GM." + ] + }, + { + "name": "Imbue Ring", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, you can imbue magic into the special rings that decorate your ring-staff. When you cast a spell, instead of having it take effect normally, you can choose to store the spell in one of the rings. As long as the spell is stored, you can't regain the expended spell slot. You can remove an imbued ring from the staff and give it to another creature (or hold it yourself) as an action. A creature holding an imbued ring can release the stored spell as an action. Attack rolls, saving throws, and damage are based on the caster who imbued the ring, but the creature holding the ring counts as the spell's caster for all other purposes.", + "After you remove an imbued ring from the staff, you must create a new Special ring and affix it to the staff by working for 8 hours and spending 5 gp in raw materials. An imbued ring is considered a magical effect for the purpose of {@spell dispel magic}. You can have a number of rings imbued at one time equal to your proficiency bonus." + ] + }, + { + "name": "Ring Bond", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Ring Warden", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level or higher, with 1 hour of work (which can be accomplished during a short rest), you can embed a single magic ring that you possess into your ring-staff. The ring's rarity must be common, uncommon, or rare. As long as you hold the ring-staff, you gain the effect of the embedded ring as if you were attuned to it and wearing it (including any negative effects of attuning to the item, such as curses). This embedded ring doesn't count as one of your three allowable attuned magic items.", + "With one hour of work, you can remove an embedded ring (along with its attunement) and replace it with a new one if desired." + ] + }, + { + "name": "Timekeeper", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Timekeeper", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "For those who understand its Secrets, the flow of time itself is a powerful source of magical power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Timekeeper|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Temporal Magic Savant|Wizard||Timekeeper|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Temporal Points|Wizard||Timekeeper|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Timekeeper", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Wizards who strive to Master Temporal Magic view seconds and minutes not merely as a way to measure Life Span, but as a way of manifesting great and mysterious power.", + "{@b {@i How to Start:}} If you're a wizard who wants to become a timekeeper, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the timekeeper exclusively, you can forego the selection of an arcane tradition and gain the features of the timekeeper specialty instead.", + "You can also pursue the timekeeper specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to {@subclassFeature Temporal Magic Savant|Wizard||Timekeeper|KPDM|2}. Also at 2nd level, you choose whether to gain the {@subclassFeature Temporal Points|Wizard||Timekeeper|KPDM|2} feature or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, an {@class wizard||abjurer|Abjuration} might select {@subclassFeature Arcane Ward|Wizard||Abjuration||2} at 2nd level and {@subclassFeature Temporal Points|Wizard||Timekeeper|KPDM|2} at 6th level, followed by either {@subclassFeature Projected Ward|Wizard||Abjuration||6} or {@subclassFeature Extended Magic|Wizard||Timekeeper|KPDM|6} at 10th level." + ] + }, + { + "name": "Temporal Magic Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Timekeeper", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this school at 2nd level, the gold and time you must spend to copy a temporal spell into your spellbook is halved." + ] + }, + { + "name": "Temporal Points", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Timekeeper", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, you gain access to temporal points, which you can spend to acquire benefits. You receive 2 temporal points at 2nd level, and you gain 1 additional point every time you gain a level, to a maximum of 20 points at 20th level. You regain all spent temporal points when you finish a long rest.", + { + "type": "list", + "items": [ + "You can spend 1 temporal point as a reaction or a bonus action on your turn to gain one of the following effects for 1 round:", + "You can use a bonus action on your next turn to take the {@action Dash}, {@action Disengage}, {@action Hide}, or {@action Use an Object} action.", + "Your Armor Class increases by 2.", + "You have advantage on the next Dexterity check you make.", + "Optionally, you can spend 2 temporal points as a bonus action on your turn to grant a creature you touch one of the listed effects for 1 round." + ] + } + ] + }, + { + "name": "Extended Magic", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Timekeeper", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, when you cast a spell whose duration is 1 minute or longer, you can spend 1 temporal point to double the spell's duration, to a maximum of 24 hours." + ] + }, + { + "name": "Hastened", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Timekeeper", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you add the {@spell haste} spell to your spellbook, if you don't have it already. From now on, you never suffer the negative aftereffects of the {@spell haste} spell and can act normally when the spell ends.", + "Also, you can cast haste on yourself without expending a spell slot. Once you cast haste in this way, you can't do so again until you finish a short or long rest. You can still cast it normally using an available spell slot." + ] + }, + { + "name": "Time Mastery", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Timekeeper", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can choose to ignore the effect of a temporal spell that would otherwise affect you. For instance, you can exempt yourself from the effect of a {@spell slow} spell cast in the area you occupy. Or, if you would be affected by a {@spell quick time|KPDM} spell, you can choose to automatically succeed on the saving throw.", + "Also, you can spend temporal points in the following ways.", + { + "type": "list", + "items": [ + "When you cast a spell with a casting time of 1 action, you can spend 2 temporal points to change the casting time for this casting to 1 bonus action.", + "When you must make a saving throw against a temporal spell, you can spend 2 temporal points to succeed on the saving throw automatically. You can make the decision to spend the points after rolling the {@dice d20} and seeing the result.", + "As a reaction when another creature casts {@spell time stop}, you can spend 5 temporal points to gain the ability to act during the spell's duration. You and the spell's caster alternate taking turns, with the caster acting first. You have the same restrictions as the caster. If the caster ends the spell, it ends for everyone; if you take an action that ends the spell, it ends only for you, not for the caster." + ] + } + ] + }, + { + "name": "Void Caster", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Void", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "Given the Nature of Void Magic, it comes as no Surprise that a specialty of arcane spellcasting sprang up from the study of Void Speech.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||Void|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Void Affinity|Wizard||Void|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Whispers of the Void|Wizard||Void|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Void", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Void casters are a standoffish and secretive lot, prone to delving into monster-prowled ruins and the dark corners of moldering libraries with equal caution; carelessly reading a text that might be sprinkled with Void glyphs can be just as deadly as stumbling into a den of trolls. As Void casters continue to study Void Speech, they learn to properly invoke the words and glyphs to empower a special type of magic that taps the vast potential of the Void.", + "Some Void casters risk the darkness for the sake of gaining knowledge or strengthening one's defenses against that which lies beyond. Others succumb to the madness and corruption that Void magic causes and become living conduits for the horrors seeking entry into the world." + ] + }, + { + "name": "Void Affinity", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Void", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "A Void caster can accumulate twice the normal amount of Void Taint before being affected by exposure to the Void\u2014and has advantage on saving throws made to resist gaining Void Taint." + ] + }, + { + "name": "Whispers of the Void", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Void", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Starting at 2nd level, as a bonus action immediately before {@action cast a spell||casting a spell} of 1st level or higher, a Void caster can utter a few words of Void Speech and weave its Dark Magic into the spell. The tainted spell disorients one creature the caster can see that the spell affects when it is cast. The creature has disadvantage on the next attack roll or ability check it makes before the start of the Void caster's next turn. The caster must be able to speak in order to use this feature." + ] + }, + { + "name": "Rebuke from Beyond", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Void", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, when damaged by a creature within 60 feet, a Void caster can use a reaction to bark a destructive word of Void Speech. If the creature can hear the caster, it takes necrotic damage equal to half the caster's wizard level + his or her Intelligence modifier. A caster can use this ability a number of times equal to his or her Intelligence modifier (minimum of one), and regains all expended uses after finishing a long rest. The caster can't use this feature if he or she is unable to speak." + ] + }, + { + "name": "Powerful Echo", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Void", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, when casting a Void magic spell that targets only one creature, a Void caster can also target a second creature. Additionally, he or she has advantage on Constitution saving throws made to maintain concentration on Void spells." + ] + }, + { + "name": "Manifestation", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Void", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, a Void caster can choose a point he or she can see within 60 feet and use an action to utter a complicated phrase in Void Speech. The area within 20 feet of the point is shrouded in dim light for 1 minute. Any creature in the area that is hostile to the caster gains vulnerability to necrotic damage and has disadvantage on Wisdom checks. An affected creature that starts its turn in the area or that enters the area for the first time on its turn takes {@damage 3d6} necrotic damage, or half that damage with a successful Constitution saving throw (using the Void caster's spell save DC). Once a caster uses this ability, it can't be used again until after finishing a short or long rest. The caster can't use this feature if he or she is unable to speak." + ] + }, + { + "name": "White Necromancer", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "White Necromancer", + "subclassSource": "KPDM", + "level": 2, + "entries": [ + "An enlightened few wizards know that true mastery of life and death requires understanding of the uneasy balance between life, death, and undeath\u2014the necromantic triad.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard Specialty|Wizard||White Necromancer|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Necromancy Savant|Wizard||White Necromancer|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Lore of Life and Death|Wizard||White Necromancer|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rebuke Death|Wizard||White Necromancer|KPDM|2" + } + ] + }, + { + "name": "Wizard Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "White Necromancer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "You don't walk the same path as traditional users of necromantic magic, which your order refers to as \"dark necromancers.\" You have profound respect for life's eternal cycle and use the power you have accumulated to honor the dead and aid the living.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Restriction: Non-Evil", + "entries": [ + "You can choose this wizard specialty only if you have an alignment that isn't evil." + ] + } + ] + } + ] + }, + { + "name": "Necromancy Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "White Necromancer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you select this specialty at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved." + ] + }, + { + "name": "Lore of Life and Death", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "White Necromancer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you gain proficiency in {@skill Medicine} and {@skill Religion} if you don't already have it, your proficiency bonus is doubled for Wisdom ({@skill Medicine}) checks, and you have advantage on Intelligence ({@skill Religion}) checks to recall lore about deities of death, burial practices, and the afterlife. In addition, you learn the {@spell spare the dying} cantrip, which is a wizard cantrip for you and doesn't count against the number of wizard cantrips you know." + ] + }, + { + "name": "Rebuke Death", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "White Necromancer", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Also starting at 2nd level, you can use an action to heal a creature you can touch. The creature regains hit points equal to your Intelligence modifier + your wizard level (minimum of 1). This feature can restore a creature to no more than half its hit point maximum. Once a creature has regained hit points from this feature, it can't do so again until it finishes a long rest." + ] + }, + { + "name": "White Necromancy", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "White Necromancer", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you add the {@spell animate dead} spell to your spellbook if it is not there already. When you cast this spell, it has additional effects:", + { + "type": "list", + "items": [ + "If the undead creature has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand and speak one language of your choice that you speak.", + "The undead creature's alignment is the same as yours.", + "At the end of the undead creature's first 24 hours of serving you, it might continue to serve you for another 24 hours or else return to its eternal rest. You can convince the undead creature to continue serving you with a successful Charisma ({@skill Persuasion}) check against a DC equal to 8 + the creature's challenge rating. On a successful check, the creature remains under your control, and the DC of the next check you make to maintain control 24 hours later increases by 1. You have disadvantage on this check if you were disrespectful to the creature in the previous 24 hours. On a failed check, or if you choose not to maintain control, the undead creature immediately crumbles to dust." + ] + }, + "When you reach 11th level, you add the {@spell create undead} spell to your spellbook. All of the above effects also apply whenever you cast that spell." + ] + }, + { + "name": "Life Bond", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "White Necromancer", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you add the {@spell warding bond} spell to your spellbook, and it is a wizard spell for you. You can cast {@spell warding bond} without expending a spell slot or requiring the material component, and the spell's duration increases to 4 hours.", + "Once you cast {@spell warding bond} in this way, you can't do so again until you finish a long rest. You can still cast warding bond normally using an available spell slot." + ] + }, + { + "name": "Protect Life", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "White Necromancer", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "Once you reach 14th level, you can use an action to cause life-preserving magic to emit from you. When you do so, you and friendly creatures within 20 feet of you have resistance to necrotic damage for 1 minute. In addition, each creature affected by your use of Protect Life has advantage on saving throws against spells and effects that reduce its hit point maximum, such as a {@creature specter||specter's} Life Drain or the {@spell harm} spell.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Angelic Scribe", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Angelic Scribe", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "An angelic scribe studies the angelic seals that harness the power of celestial messengers through their names and shapes that power into magical effects. Beyond the seals and wardings themselves, you learn esoteric spells to call down the essence of the angelic host.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wizard or Cleric Specialty|Wizard||Angelic Scribe|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Angelic Savant|Wizard||Angelic Scribe|KPDM|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Seal Scribe|Wizard||Angelic Scribe|KPDM|2" + } + ] + }, + { + "name": "Wizard or Cleric Specialty", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Angelic Scribe", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Most angelic scribes take up their craft out of reverence and a desire to protect the righteous; a few tempt angelic wrath with their lust for power that's otherwise beyond their grasp.", + "{@b {@i How to Start:}} If you're a {@class wizard} who wants to become an angelic scribe, you make that decision upon reaching 2nd level, when you are also entitled to choose an arcane tradition. If you decide to follow the path of the angelic scribe exclusively, you can forego the selection of an arcane tradition and gain the features of the angelic scribe specialty instead.", + "You can also pursue the angelic scribe specialty in conjunction with one of the standard arcane traditions. If you choose to do this, you gain the Savant feature of your chosen school in addition to {@subclassFeature Angelic Savant|Wizard||Angelic Scribe|KPDM|2}. Also at 2nd level, you choose whether to gain {@subclassFeature Seal Scribe|Wizard||Angelic Scribe|KPDM|2} or the 2nd-level feature of your chosen school. Thereafter, at 6th, 10th, and 14th level, you choose between the lowest-level features still available. For instance, a {@class wizard||conjurer|Conjuration} might select {@subclassFeature Seal Scribe|Wizard||Angelic Scribe|KPDM|2} at 2nd level and {@subclassFeature Minor Conjuration|Wizard||Conjuration||2} at 6th level, followed by either {@subclassFeature Warding Seal|Wizard||Angelic Scribe|KPDM|6} or {@subclassFeature Benign Transposition|Wizard||Conjuration||6} at 10th level.", + "For a {@class cleric}, the process is much the same except that it involves making choices between angelic scribe features and the features provided by your domain. These decisions occur at 2nd, 6th, 8th, and 17th level instead of at the levels indicated for {@class wizard||wizards}.", + "{@class paladin||Paladins}, although they can cast {@filter angelic spells|spells|subschool=angelic} and gain angelic feats, cannot become angelic scribes." + ] + }, + { + "name": "Angelic Savant", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Angelic Scribe", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Beginning when you take up this specialty at 2nd level, the gold and time you must spend to copy an {@filter angelic spell|spells|subschool=angelic} into your spellbook is halved." + ] + }, + { + "name": "Seal Scribe", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Angelic Scribe", + "subclassSource": "KPDM", + "level": 2, + "header": 1, + "entries": [ + "Also at 2nd level, you learn the {@language Celestial} language if you don't already know it, and you gain the ability to scribe angelic seals.", + { + "type": "entries", + "name": "Seals", + "entries": [ + "You learn two {@filter angelic seals|optionalfeatures|feature type=AG} of your choice. You can spend 10 minutes scribing an angelic seal you know on paper, canvas, stone tiles, or some other surface or object that can be carried or displayed. Alternatively, you can spend 8 hours using appropriate {@filter artisan tools|items|source=phb|miscellaneous=mundane|type=artisan's tools} to carve or etch a more permanent seal into harder material. Once you have scribed a seal, you can activate it as an action.", + { + "type": "list", + "items": [ + "You can have one seal active at a time. The number of active seals you can maintain increases by one at 6th level (two seals), 10th level (three seals), and 14th level (four seals).", + "A seal's magic is suppressed while you are concentrating on maintaining a spell or a similar effect. A suppressed seal still counts against the number of active seals you can maintain.", + "As a bonus action, you can deactivate a seal prior to activating another one. A broken or defaced seal deactivates immediately and must be replaced.", + "You can give an active seal to another creature, enabling it to gain the benefit of the seal while it holds or openly wears the seal, except when it is concentrating on maintaining a spell or a similar effect.", + "You learn one additional {@filter angelic seals|optionalfeatures|feature type=AG} of your choice at 6th, 10th, and 14th levels. Each time you learn a new seal, you can also replace one seal you know with a different one." + ] + } + ] + } + ] + }, + { + "name": "Warding Seal", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Angelic Scribe", + "subclassSource": "KPDM", + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you can place warding seals to protect areas. This follows the procedure for scribing an angelic seal, but a warding seal must be fashioned on the ground, the floor, or a similarly suitable portion of a structure such as a wall, column, or ceiling. As an action, you can touch the seal to activate it. You must maintain concentration on the effect as if concentrating on a spell.", + "Once activated, a warding seal creates a spherical \"safe space\" that extends out to 30 feet around it, large enough to surround a small building or series of rooms of appropriate dimensions (a 22-foot cube, for example, or any space of approximately 11,000 cubic feet). An aberration, fey, fiend, or undead cannot physically cross the boundary, cast spells through it, or project its abilities across the boundary unless it makes a successful Charisma saving throw against your spell save DC. A creature that fails the saving throw can try again on its next turn. A creature that makes a sucessful save and moves across the boundary into the protected area isn't affected by the boundary while it remains inside (the boundary impedes only incoming entities and effects, not outgoing ones), but it must contend with the ward again if it leaves the area and tries to reenter." + ] + }, + { + "name": "Greater Seal", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Angelic Scribe", + "subclassSource": "KPDM", + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level (or 8th level for a cleric), you can use an action to empower one of your active angelic seals or warding seals to greater effect. If you choose an angelic seal, its user typically gains the greater benefit of the seal for 1 minute (unless otherwise noted), replacing the normal benefit during that time. If you choose a warding seal, for the next hour a creature that fails its saving throw against the ward takes {@damage 6d6} radiant damage and automatically fails additional saves against the ward during this time.", + "You can use this ability twice, and you regain expended uses when you finish a short or long rest." + ] + }, + { + "name": "Angelic Wrath", + "source": "KPDM", + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Angelic Scribe", + "subclassSource": "KPDM", + "level": 14, + "header": 2, + "entries": [ + "At 14th level (or 17th level for a cleric), you add {@spell conjure celestial} to your spellbook or your spells known if you don't already know it.", + "Additionally, you can use a bonus action to infuse your seals with angelic wrath. For 1 minute, you deal an additional {@damage 1d8} radiant damage with weapon attacks\u2014and so does anyone within 30 feet of you that is in possession of one of your active seals.", + "You can't use this ability again until you finish a short or long rest." + ] + } + ], + "monster": [ + { + "name": "Archaeopteryx", + "familiar": true, + "source": "KPDM", + "page": 291, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 12, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 7, + "formula": "3d4" + }, + "speed": { + "walk": 5, + "fly": 50 + }, + "str": 6, + "dex": 13, + "con": 10, + "int": 2, + "wis": 14, + "cha": 6, + "passive": 12, + "cr": "1/4", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The archaeopteryx doesn't provoke {@action opportunity attack||opportunity attacks} when it flies out of an enemy's reach." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The archaeopteryx makes two attacks: one with its beak and one with its talons." + ] + }, + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage." + ] + }, + { + "name": "Talons", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage." + ] + } + ], + "traitTags": [ + "Flyby" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + "A prehistoric bird native to warm climates except for mountains and deserts, the archaeopteryx makes a faithful familiar." + ] + } + }, + { + "name": "Carrion Crow", + "familiar": true, + "source": "KPDM", + "page": 291, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 21, + "formula": "6d4 + 6" + }, + "speed": { + "walk": 10, + "fly": 50 + }, + "str": 5, + "dex": 16, + "con": 13, + "int": 2, + "wis": 13, + "cha": 10, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "passive": 13, + "resist": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "1/2", + "trait": [ + { + "name": "Mimicry", + "entries": [ + "The carrion crow can mimic complex sounds it has heard, such as a specific person speaking, a bugle call, or various animal calls. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom (Insight) check." + ] + } + ], + "action": [ + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage and the target must succeed on a {@dc 13} Constitution saving throw or lose 1 hit point each round from blood loss until it receives magical healing or until the target or an ally succeeds on a {@dc 10} Wisdom check to stop the bleeding." + ] + }, + { + "name": "Shriek", + "entries": [ + "As an action, the carrion crow emits a raucous caw. Any creature other than a carrion crow within 10 feet of the carrion crow must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} until the start of the creature's next turn. On a successful saving throw, a creature is immune to the shriek of any carrion crow for 1 hour." + ] + } + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "token": { + "name": "Eye Crow", + "source": "GHLoE" + }, + "fluff": { + "entries": [ + "Feasting on the hearts of fallen evil warriors on battlefields has corrupted these crows. They resemble normal crows, but they are easily distinguished by their rust-colored, barbed beaks and a patch of feathers on their breasts of the same color. Sometimes, carrion crows use their mimicry to lure animals and people into danger, in hopes of having more dead meat on which to feast.", + "Evil spellcasters find carrion crows to be capable familiars. The creatures are happy to serve a master if they are provided with a steady supply of dead flesh and blood." + ] + } + }, + { + "name": "Catfish Shark", + "familiar": true, + "source": "KPDM", + "page": 292, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "average": 2, + "formula": "1d4" + }, + "speed": { + "walk": 0, + "swim": 40 + }, + "str": 3, + "dex": 12, + "con": 10, + "int": 1, + "wis": 8, + "cha": 2, + "skill": { + "stealth": "+3" + }, + "senses": [ + "darkvision 90 ft." + ], + "passive": 9, + "cr": "0", + "trait": [ + { + "name": "Bioluminescent", + "entries": [ + "The catfish shark can cause its body to glow with orange light, providing dim light in a 5-foot radius." + ] + }, + { + "name": "Water Breathing", + "entries": [ + "The catfish shark can breathe only underwater." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage." + ] + } + ], + "traitTags": [ + "Water Breathing" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "fluff": { + "entries": [ + "The catfish shark lives in deep water. Most species are less than 1 foot long and range from pale orange to silvery white in color. Some are also bioluminescent. The catfish shark is an ideal familiar for a spellcaster who operates underwater." + ] + } + }, + { + "name": "Goldbug", + "familiar": true, + "source": "KPDM", + "page": 292, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 18, + "formula": "4d4 + 8" + }, + "speed": { + "walk": 10, + "climb": 10 + }, + "str": 3, + "dex": 14, + "con": 15, + "int": 1, + "wis": 10, + "cha": 6, + "senses": [ + "blindsight 20 ft." + ], + "passive": 13, + "languages": [ + "understands Common but can't speak" + ], + "cr": "0", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the goldbug remains motionless, it is indistinguishable from a gold coin." + ] + }, + { + "name": "Scent Gold", + "entries": [ + "The goldbug can pinpoint, by scent, the location of gold within 60 feet of it." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing and 1 poison damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 hour." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + "The goldbug is a strange sort of insect, a creature whose round, flat body resembles a gold coin. This \"disguise\" helps goldbugs get close to their prized food source: gold. When placed in a pouch or chest along with the gold coins it resembles, a goldbug will happily devour the coins at the rate of one per day.", + "Goldbugs live underground near veins of gold and are common in areas where gold is used as coinage and in art objects." + ] + } + }, + { + "name": "Hedgehog", + "familiar": true, + "source": "KPDM", + "page": 292, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 11, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 1, + "formula": "1d4 - 1" + }, + "speed": { + "walk": 20, + "burrow": 5 + }, + "str": 3, + "dex": 10, + "con": 8, + "int": 2, + "wis": 12, + "cha": 5, + "skill": { + "stealth": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "cr": "0", + "trait": [ + { + "name": "Keen Hearing and Smell", + "entries": [ + "The hedgehog has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + } + ], + "reaction": [ + { + "name": "Spiked Roll", + "entries": [ + "As a reaction, a hedgehog can roll into a spiny ball to protect its body from harm. The hedgehog uses this reaction whenever a creature makes an attack roll against it but before the roll takes place. A creature that attacks the hedgehog must succeed on a {@dc 10} Dexterity check or take 1 piercing damage. A creature that uses a reach weapon or a ranged weapon against the hedgehog is unaffected by this ability." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "fluff": { + "entries": [ + "The hedgehog is a small terrestrial mammal that eats insects and worms. Its body is covered in hollow spines that it can extend as a defense mechanism. Hedgehogs are often used as familiars by gnomes and halflings." + ] + } + }, + { + "name": "Mongoose", + "familiar": true, + "source": "KPDM", + "page": 293, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 2, + "formula": "1d4" + }, + "speed": { + "walk": 30, + "burrow": 5 + }, + "str": 4, + "dex": 14, + "con": 10, + "int": 2, + "wis": 10, + "cha": 6, + "skill": { + "perception": "+2", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "cr": "0", + "trait": [ + { + "name": "Keen Hearing and Smell", + "entries": [ + "The mongoose has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Venom Resistance", + "entries": [ + "The mongoose has advantage on saving throws against the poison of snakes and snakelike monsters." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 piercing damage." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + "The mongoose is a sleek mammal with tiny, sharp teeth that lives in forests and deserts and eats insects, eggs, and small lizards. The mongoose is a fierce familiar and has even been known to kill snakes." + ] + } + }, + { + "name": "Parrot", + "familiar": true, + "source": "KPDM", + "page": 293, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 1, + "formula": "1d4 - 1" + }, + "speed": { + "walk": 10, + "fly": 50 + }, + "str": 2, + "dex": 14, + "con": 8, + "int": 2, + "wis": 12, + "cha": 6, + "skill": { + "perception": "+3" + }, + "passive": 13, + "cr": "0", + "trait": [ + { + "name": "Mimicry", + "entries": [ + "The parrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom (Insight) check." + ] + } + ], + "action": [ + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage." + ] + } + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "token": { + "name": "Parrot", + "source": "PSX" + }, + "fluff": { + "entries": [ + "This bird is noted for its colorful plumage and boisterous disposition. Parrots are favored as familiars by spellcasters who like bright and flashy magic." + ] + } + }, + { + "name": "Platypus", + "source": "KPDM", + "familiar": true, + "page": 293, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "average": 1, + "formula": "1d4 - 1" + }, + "speed": { + "walk": 10, + "swim": 40 + }, + "str": 3, + "dex": 12, + "con": 8, + "int": 2, + "wis": 12, + "cha": 5, + "senses": [ + "blindsight 90 ft." + ], + "passive": 11, + "cr": "1/8", + "action": [ + { + "name": "Spur", + "entries": [ + "{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage. A creature struck by the spur must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success." + ] + } + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + "The platypus is a water-dwelling mammal that feeds on worms and other creatures living in the mud of streams and rivers. Because of its odd appearance, the platypus is often taken as a familiar by {@class wizard||transmuters|transmutation}." + ] + } + }, + { + "name": "Shocker Lizard", + "familiar": true, + "source": "KPDM", + "page": 293, + "size": [ + "S" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 16, + "formula": "3d8 + 3" + }, + "speed": { + "walk": 40, + "climb": 20, + "swim": 20 + }, + "str": 8, + "dex": 15, + "con": 13, + "int": 2, + "wis": 8, + "cha": 3, + "senses": [ + "darkvision 30 ft." + ], + "passive": 13, + "cr": "1/2", + "trait": [ + { + "name": "Electricity Sense", + "entries": [ + "The shocker lizard automatically detects any electrical discharge within 100 feet." + ] + }, + { + "name": "Shock", + "entries": [ + "A shocker lizard's body generates a potent charge of electricity. A creature that touches the lizard or makes a successful melee attack against it must make a {@dc 10} Dexterity saving throw, taking 3 ({@damage 1d4}) lightning damage on a failed save, or half as much damage on a successful one. If other shocker lizards are within 20 feet, the fields augment each other to a maximum of 24 ({@damage 8d4}) lightning damage." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage and the target must make a {@dc 10} Dexterity saving throw, taking 2 ({@damage 1d4}) lightning damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "L", + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/CComp/Shocker Lizard.png", + "fluff": { + "entries": [ + "A social beast that dwells in swamps and forests, the shocker lizard can be a suitable familiar for a {@class wizard} who specializes in lightning or storm magic. Taking a shocker lizard as a familiar requires an additional material component of 50 gp worth of fulgurite when the {@spell find familiar} spell is cast." + ] + } + }, + { + "name": "Tortoise", + "familiar": true, + "source": "KPDM", + "page": 294, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 1, + "formula": "1d4 - 1" + }, + "speed": { + "walk": 5 + }, + "str": 3, + "dex": 7, + "con": 8, + "int": 2, + "wis": 10, + "cha": 4, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "cr": "0", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The tortoise has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/CComp/Tortoise.png", + "fluff": { + "entries": [ + "The tortoise is a reptile with a thick shell on its back that grants it superior armor at the expense of speed. The tortoise is a popular familiar among abjurers, dragonborn, and lizardfolk {@class wizard||wizards}, despite its ponderous movement." + ] + } + }, + { + "name": "Tsuchinoko", + "familiar": true, + "source": "KPDM", + "page": 294, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 14 + ], + "hp": { + "average": 14, + "formula": "4d4 + 4" + }, + "speed": { + "walk": 30 + }, + "str": 5, + "dex": 18, + "con": 12, + "int": 2, + "wis": 12, + "cha": 5, + "skill": { + "perception": "+3", + "stealth": "+6" + }, + "senses": [ + "blindsight 10 ft." + ], + "passive": 13, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "1/2", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The tsuchinoko has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Plant Camouflage", + "entries": [ + "The tsuchinoko has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The tsuchinoko's long jump is up to 15 feet and its high jump is up to 5 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The tsuchinoko makes two Leaping Bite attacks. The second attack is made with disadvantage and must be against the same target as the first." + ] + }, + { + "name": "Leaping Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}1 piercing damage plus 5 ({@damage 2d4}) poison damage." + ] + }, + { + "name": "Hoop Formation", + "entries": [ + "The tsuchinoko bites its tail, forming a hoop with its body. While in hoop formation, the tsuchinoko has a walking speed of 60 feet and can't use its Leaping Bite. The tsuchinoko can end its Hoop Formation as a bonus action." + ] + } + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "entries": [ + "A snakelike creature with a fondness for alcohol that lurks in forests, the tsuchinoko is more capable than a typical standard familiar, and as such at least 50 gp worth of wine or spirits must be expended as part of the casting of the {@spell find familiar} spell." + ] + } + }, + { + "name": "Wharfling", + "familiar": true, + "source": "KPDM", + "page": 294, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 6, + "formula": "4d4 - 4" + }, + "speed": { + "walk": 30, + "climb": 30, + "swim": 20 + }, + "str": 4, + "dex": 16, + "con": 8, + "int": 2, + "wis": 12, + "cha": 8, + "skill": { + "perception": "+3", + "sleight of hand": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "cr": "1/8", + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 10}). Until this grapple ends, the wharfling can't use its bite on another target. While the target is {@condition grappled}, the wharfling's bite attack hits it automatically." + ] + }, + { + "name": "Pilfer", + "entries": [ + "A wharfling that has an opponent {@condition grappled} at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action against a DC equal to 10 + the {@condition grappled} target's Dexterity modifier. On a successful check, the wharfling steals a small metallic object from the target, and the theft is unnoticed if the check result equals or exceeds the target's passive Perception. A wharfling flees with its treasure." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled" + ], + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ToB/token/Wharfling.png", + "fluff": { + "entries": [ + "Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions." + ] + } + }, + { + "name": "Abyssal Worm", + "familiar": true, + "source": "KPDM", + "page": 295, + "size": [ + "T" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 21, + "formula": "6d4 + 6" + }, + "speed": { + "walk": 20, + "burrow": 20 + }, + "str": 7, + "dex": 16, + "con": 13, + "int": 4, + "wis": 12, + "cha": 7, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "blindsight 30 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "cold", + "fire", + "bludgeoning" + ], + "note": "from nonmagical weapons", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "1/4", + "trait": [ + { + "name": "Stench", + "entries": [ + "Any creature other than an abyssal worm that starts its turn within 5 feet of the abyssal worm must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all abyssal worms for 1 hour." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, 5 ft. reach, one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 1 poison damage, and the abyssal worm attaches to the target. While attached, the abyssal worm doesn't attack. Instead, at the start of the abyssal worm's turn, the target loses 5 ({@dice 1d4 + 3}) hit points due to blood loss and also takes 1 poison damage.", + "The abyssal worm can detach itself by spending 5 feet of movement. It does so after draining 10 hit points of blood from its target or when the target dies. A creature, including the target, can use an action to detach the abyssal worm." + ] + } + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + "These creatures can be found in vast numbers in the lower planes, mostly providing fodder for demons and other denizens. Typically, an abyssal worm measures a foot to a foot and a half in length, its body gray in color, with mossy green and mustard yellow mottling. The worm's mouth is a round orifice ringed with sharp, needle-like teeth. The worm's skin exudes a slime that leaves a glistening trail in its path.", + "Evil spellcasters often choose the abyssal worm as a familiar as an intimidation tactic. The creature's disgusting appearance makes it an excellent tool for unnerving others, especially if they aren't hardened adventurers. Abyssal worms are happy to serve as familiars, so long as they get a steady diet of flesh and the chance to torment the living.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If an abyssal worm agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the abyssal worm senses, as long as they are within 1 mile of each other. While the abyssal worm is within 10 feet of its master, the master gains the worm's immunity to poison damage and the {@condition poisoned} condition. If its master causes it physical harm, or if it simply chooses to do so, the abyssal worm will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Alkonost", + "familiar": true, + "source": "KPDM", + "page": 296, + "size": [ + "S" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + 12 + ], + "hp": { + "average": 17, + "formula": "5d6" + }, + "speed": { + "walk": 20, + "fly": 40 + }, + "str": 11, + "dex": 14, + "con": 10, + "int": 7, + "wis": 14, + "cha": 13, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "lightning" + ], + "languages": [ + "Common" + ], + "cr": "1/2", + "trait": [ + { + "name": "One with Wind", + "entries": [ + "An alkonost is immune to the effects of magical and natural wind, including effects that would force it to move, would impose disadvantage on Wisdom ({@skill Perception}) checks, or would force it to land when flying." + ] + } + ], + "action": [ + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) slashing damage. The alkonost's weapon attacks deal an extra 2 ({@damage 1d4}) lightning damage if it is within 1 mile of a lightning storm." + ] + }, + { + "name": "Charged Melody {@recharge}", + "entries": [ + "The alkonost sings a beautiful melody. Each creature within 30 feet of it that can hear the melody must succeed on a {@dc 12} Charisma saving throw or take 7 ({@damage 2d6}) lightning damage the next time it moves." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "L", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "charisma" + ], + "fluff": { + "entries": [ + "The alkonost is a graceful bird that has the face of a beautiful man or woman. Flocks of these creatures lurk on the edges of dark clouds. Their plumage is the color of storms, ranging from light gray to dark slate with a shimmer of green or violet hue on the eldest.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If an alkonost agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the alkonost senses, as long as they are within 1 mile of each other. While the alkonost is within 10 feet of its master, the master shares the alkonost's One with Wind trait. If its master causes it physical harm, or if it simply chooses to do so, the alkonost will abandon its service as a familiar, ending the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Crimson Drake", + "familiar": true, + "source": "KPDM", + "page": 296, + "size": [ + "T" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 54, + "formula": "12d4 + 24" + }, + "speed": { + "walk": 15, + "fly": 80 + }, + "str": 10, + "dex": 14, + "con": 14, + "int": 8, + "wis": 9, + "cha": 14, + "save": { + "dex": "+4" + }, + "skill": { + "acrobatics": "+4", + "perception": "+1" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "fire" + ], + "conditionImmune": [ + "paralyzed", + "unconscious" + ], + "languages": [ + "Common", + "Draconic", + "telepathy 60 ft." + ], + "cr": "1", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The drake has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The crimson drake makes one bite attack and one stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 4 ({@damage 1d8}) fire damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target takes 2 ({@damage 1d4}) poison damage at the start of each of its turns for 3 rounds. A target {@condition poisoned} in this way can the saving throw at the end of each of its turns, ending the condition on a success." + ] + }, + { + "name": "Breath Weapon {@recharge}", + "entries": [ + "The drake exhales fire in a 15-foot cone. Each target in that cone takes 18 ({@damage 4d8}) fire damage, or half as much damage with a successful {@dc 12} Dexterity saving throw." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "TP" + ], + "damageTags": [ + "F", + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "fluff": { + "entries": [ + "An evil drake that resembles a pseudodragon, the crimson drake is a popular familiar among evil {@class wizard||evokers|Evocation}, particularly those who favor fire magic. An evil {@class warlock} who has the {@optfeature Pact of the Chain} can acquire a crimson drake companion in place of a {@creature quasit}, while an evil {@class wizard} can procure the services of one through treats and sacrifices worth at least 150 gp.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a crimson drake agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the crimson drake senses, as long as they are within 1 mile of each other. While the crimson drake is within 10 feet of its master, the master shares the drake's Magic Resistance trait. At any time and for any reason, the drake can abandon its service as a familiar, ending the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Infernal Viper", + "familiar": true, + "source": "KPDM", + "page": 297, + "size": [ + "T" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 28, + "formula": "8d4 + 8" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 5, + "dex": 17, + "con": 13, + "int": 3, + "wis": 12, + "cha": 6, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "blindsight 10 ft." + ], + "passive": 13, + "resist": [ + "fire" + ], + "languages": [ + "understands Infernal but can't speak" + ], + "cr": "1/2", + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage; target must make a {@dc 13} Constitution saving throw, taking 5 ({@damage 2d4}) poison damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "CS", + "I" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "token": { + "name": "Poisonous Snake", + "source": "MM" + }, + "fluff": { + "entries": [ + "Infernal vipers resemble earthly vipers, but for the red and black patterns of their scales. They roam the Hells, tormenting the damned souls with their painful bites and burning venom. They have a dim intelligence that makes them more dangerous than common snakes.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If an infernal viper agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the infernal viper senses, as long as they are within 1 mile of each other. While the infernal viper is within 10 feet of its master, the master gains the viper's resistance to fire damage. If its master causes it physical harm, or if it simply chooses to do so, the viper will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Kuunganisha", + "familiar": true, + "source": "KPDM", + "page": 297, + "size": [ + "S" + ], + "type": "fiend", + "alignment": [ + "L", + "NX", + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 17, + "formula": "5d6" + }, + "speed": { + "walk": 20, + "fly": 40 + }, + "str": 6, + "dex": 17, + "con": 11, + "int": 10, + "wis": 12, + "cha": 13, + "skill": { + "insight": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "resist": [ + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with silver", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Common", + "Infernal" + ], + "cr": "2", + "trait": [ + { + "name": "Fiend Sight", + "entries": [ + "Magical darkness doesn't impede the fiend's darkvision." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The kuunganisha has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The kuunganisha regains 1 hp at the start of its turn if it has at least 1 hp." + ] + }, + { + "name": "Will of the Master", + "entries": [ + "The master of a kuunganisha familiar can cast a spell through the creature, using the fiend's senses to target the spell. The range limitations are treated as if the spell originated from the kuunganisha, not the master. The spell effect occurs on the kuunganisha's turn, though the master must cast the spell during the master's turn. Concentration spells must still be maintained by the master." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The kuunganisha makes one claw attack and one bite attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or take 5 ({@damage 2d4}) poison damage and become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The kuunganisha magically turns {@condition invisible} until it attacks, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the fiend wears or carries becomes {@condition invisible} with it." + ] + } + ], + "traitTags": [ + "Magic Resistance", + "Regeneration" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "I" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible", + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + "The kuunganisha is a type of fiend that appears to have been specifically created by the powers of villainy to serve as a familiar. An evil {@class warlock} who has the {@optfeature Pact of the Chain} can summon a kuunganisha in place of a {@creature quasit} or an {@creature imp}, while a {@class wizard} can acquire one only by casting a {@spell planar binding} spell (though the kuunganisha serves the {@class wizard} permanently in this case, rather than for just 24 hours).", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a kuunganisha agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the kuunganisha senses, as long as they are within 1 mile of each other. While the kuunganisha is within 10 feet of its master, the master gains the kuunganisha's Magic Resistance trait. If its master causes it physical harm, or if it simply chooses to do so, the kuunganisha will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Leonino", + "source": "KPDM", + "familiar": true, + "page": 298, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 13, + "formula": "3d4 + 6" + }, + "speed": { + "walk": 30, + "fly": 40 + }, + "str": 10, + "dex": 16, + "con": 14, + "int": 8, + "wis": 8, + "cha": 12, + "save": { + "wis": "+1", + "dex": "+5" + }, + "skill": { + "perception": "+1", + "persuasion": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 30 ft." + ], + "passive": 11, + "languages": [ + "Elvish" + ], + "cr": "1/8", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The leonino doesn't provoke {@action opportunity attack||opportunity attacks} when it flies out of an enemy's reach." + ] + }, + { + "name": "Evasion", + "entries": [ + "If the leonino is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the leonino instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + }, + { + "name": "Silent Wings", + "entries": [ + "The flight of a leonino is especially silent and difficult to notice in forests and urban settings. It has advantage on Dexterity ({@skill Stealth}) checks made while flying in these areas." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage. If this is the first time the leonino has hit the target within the past 24 hours, the target must succeed on a {@dc 10} Wisdom saving throw or be {@condition charmed} by the leonino for 1 hour." + ] + } + ], + "traitTags": [ + "Flyby" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "E" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrowForced": [ + "wisdom" + ], + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/CCodex/leonino_token.png", + "fluff": { + "entries": [ + "Appearing as a wild cat with hawk-like wings, the leonino is a much sought-after familiar by elf wizards, particularly those who have an affinity for air or wind. Acquiring a leonino familiar requires the casting of the {@spell find familiar} spell, with an additional offering of fine fish and at least 200 feet of dyed red yarn. Once the spell is cast, the wizard makes a Charisma check contested by the leonino's Charisma check. If the leonino wins the contest, the creature flies off and the wizard is hated and distrusted by all feline creatures for at least a month.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a leonino agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the leonino senses, as long as they are within 1 mile of each other. While the leonino is within 10 feet of its master, the master gains the leonino's Evasion trait. If its master causes it physical harm, or if it simply chooses to do so, the leonino will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/CCodex/Leonino.jpg" + } + } + ] + } + }, + { + "name": "Library Automaton", + "familiar": true, + "source": "KPDM", + "page": 298, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 7, + "formula": "2d6" + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 13, + "con": 10, + "int": 14, + "wis": 12, + "cha": 8, + "skill": { + "history": "+4", + "investigation": "+4" + }, + "senses": [ + "blindsight 60 ft.", + "truesight 10 ft." + ], + "passive": 11, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "1/2", + "trait": [ + { + "name": "Extradimensional Book Repository", + "entries": [ + "A small door on the chest of the library automaton opens into an extradimensional bookcase. This bookcase functions exactly as a bag of holding, except that it can store only written materials, such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like." + ] + } + ], + "action": [ + { + "name": "Gaze of Confusion", + "entries": [ + "The library automaton chooses one creature it can see within 40 feet. The target must succeed on a {@dc 12} Intelligence saving throw or take 9 ({@damage 3d4 + 2}) psychic damage and have disadvantage on Intelligencebased checks, saving throws, and attack rolls until the end of its next turn. On a successful save, the target takes half as much damage and suffers no other effect." + ] + }, + { + "name": "Bibliotelekinesis", + "entries": [ + "This ability functions as the {@spell mage hand} cantrip but can be used only on books, scrolls, maps, and other printed or written materials." + ] + } + ], + "senseTags": [ + "B", + "U" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "Y" + ], + "savingThrowForced": [ + "intelligence" + ], + "fluff": { + "entries": [ + "These strange-looking constructs are unusually intelligent for creatures of their type and will sometimes serve a lawful or neutral spellcaster (though never a chaotic one) as a familiar.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a library automaton agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the library automaton senses, as long as they are within 1 mile of each other. While the automaton is within 10 feet of its master, the master gains the automaton's immunity to poison damage and the {@condition poisoned} condition. If its master causes it physical harm, or if it simply chooses to do so, the automaton will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Living Shade", + "familiar": true, + "source": "KPDM", + "page": 299, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N" + ], + "ac": [ + 12 + ], + "hp": { + "average": 18, + "formula": "4d8" + }, + "speed": { + "walk": 40 + }, + "str": 6, + "dex": 14, + "con": 10, + "int": 9, + "wis": 10, + "cha": 12, + "skill": { + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": { + "cr": "1/4", + "xp": 100 + }, + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The living shade can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the living shade can take the Hide action as a bonus action." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the living shade has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Shadow Touch", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) cold damage." + ] + } + ], + "traitTags": [ + "Amorphous", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "C" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + "One of the rarer and more bizarre options for a familiar is the living shade, a fey creature often confused with undead creatures such as the {@creature shadow}. {@class wizard||Illusionists|Illusion}, {@class wizard||wizards} who specialize in shadow, and {@class warlock||Pact of the Archfey|Archfey} {@class warlock||warlocks} are the most common masters of these creatures. Obtaining a living shade by casting the {@spell find familiar} spell requires an additional material component: 50 gp worth of powdered jet.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a living shade agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the living shade senses, as long as they are within 1 mile of each other. While the living shade is within 10 feet of its master, the master gains the living shade's Shadow Stealth trait. If its master causes it physical harm, or if it simply chooses to do so, the shade will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Stryx", + "source": "KPDM", + "familiar": true, + "page": 299, + "size": [ + "T" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 10, + "formula": "4d4" + }, + "speed": { + "walk": 10, + "fly": 60 + }, + "str": 3, + "dex": 17, + "con": 11, + "int": 8, + "wis": 15, + "cha": 6, + "skill": { + "perception": "+4", + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Elvish" + ], + "cr": "1/8", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:" + ], + "daily": { + "3": [ + "{@spell comprehend languages}" + ] + }, + "ability": "wis" + } + ], + "trait": [ + { + "name": "False Appearance", + "entries": [ + "Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl." + ] + }, + { + "name": "Flyby", + "entries": [ + "The stryx doesn't provoke {@action opportunity attack||opportunity attacks} when it flies out of an enemy's reach." + ] + }, + { + "name": "Keen Hearing and Sight", + "entries": [ + "The stryx has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight." + ] + } + ], + "action": [ + { + "name": "Talons", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage." + ] + } + ], + "traitTags": [ + "False Appearance", + "Flyby", + "Keen Senses" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "S" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW" + ], + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ToB/token/Stryx.png", + "fluff": { + "entries": [ + "Owl-like monstrosities with vaguely human-like heads, stryx sometimes serve mortal spellcasters, particularly one of elven blood or one who has some tie to the fey, such as a half-elf {@class wizard||enchanter|Enchantment} or a {@class warlock} whose patron is the {@class warlock||Archfey|Archfey}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a stryx agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the stryx senses, as long as they are within 1 mile of each other. While the stryx is within 10 feet of its master, the master senses, the benefit of the spell whenever the stryx casts {@spell comprehend languages}. If its master causes it physical harm, or if it simply chooses to do so, the stryx will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Witchlight", + "familiar": true, + "source": "KPDM", + "page": 299, + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 10, + "formula": "4d4" + }, + "speed": { + "fly": 50 + }, + "str": 1, + "dex": 18, + "con": 10, + "int": 10, + "wis": 13, + "cha": 7, + "skill": { + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "immune": [ + "poison", + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the language of its creator but can't speak" + ], + "cr": "1/4", + "trait": [ + { + "name": "Dispel Magic Weakness", + "entries": [ + "Casting {@spell dispel magic} on a witchlight paralyzes it for {@dice 1d10} rounds." + ] + }, + { + "name": "Luminance", + "entries": [ + "A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity ({@skill Stealth}) checks." + ] + }, + { + "name": "Thin as Light", + "entries": [ + "Although a witchlight is not incorporeal, it can pass through any opening that light can." + ] + } + ], + "action": [ + { + "name": "Light Ray", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 30 ft., one target. {@h}6 ({@damage 1d4 + 4}) radiant damage." + ] + }, + { + "name": "Flash {@recharge 5}", + "entries": [ + "The witchlight emits a bright burst of light that causes any sighted creature within 30 feet to be {@condition blinded} for {@dice 1d4} rounds unless it succeeds on a {@dc 10} Constitution saving throw." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "R" + ], + "miscTags": [ + "RW" + ], + "savingThrowForced": [ + "constitution" + ], + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/ToB/token/Witchlight.png", + "fluff": { + "entries": [ + "These tiny constructs that resemble {@creature will-o'-wisp||will-o-wisps} are similar to {@creature homunculus||homunculi}, in that they are created (from pieces of quartz) and animated by their creators rather than brought into being by the spell. {@class wizard||Conjurers|Conjuration} and spellcasters who concentrate on illumination and light magic are the most common masters of these constructs.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a witchlight agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the witchlight senses, as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its master, the master gains the witchlight's immunity to poison damage and the {@condition poisoned} condition. If its master causes it physical harm, or if it simply chooses to do so, the witchlight will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Wolpertinger", + "familiar": true, + "source": "KPDM", + "page": 300, + "size": [ + "T" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 9, + "formula": "2d4 + 4" + }, + "speed": { + "walk": 30, + "burrow": 10, + "fly": 30 + }, + "str": 6, + "dex": 16, + "con": 14, + "int": 5, + "wis": 12, + "cha": 6, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "cr": "1/4", + "trait": [ + { + "name": "Charge", + "entries": [ + "If the wolpertinger moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2 ({@damage 1d4}) piercing damage." + ] + }, + { + "name": "Flyby", + "entries": [ + "The wolpertinger doesn't provoke an {@action opportunity attack} when it flies out of an enemy's reach." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The wolpertinger's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Keening {@recharge}", + "entries": [ + "The wolpertinger emits a piercing shriek. Each creature within 30 feet that can hear the wolpertinger must succeed on a {@dc 13} Constitution saving throw or be {@condition deafened} for 1 minute. A beast with an Intelligence of 4 or lower that is in the area must also succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} until the start of its next turn." + ] + } + ], + "traitTags": [ + "Charge", + "Flyby" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "deafened" + ], + "savingThrowForced": [ + "constitution" + ], + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/CCodex/wolpertinger_token.png", + "fluff": { + "entries": [ + "Woodland-dwelling monstrosities, wolpertingers are popular familiars among gnomish wizards but will serve just about any spellcaster if they are treated with care and respect. Since these creatures are more powerful than a standard familiar, 25 gp worth of holly berries must also be expended as part of the casting of the {@spell find familiar} spell.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a wolpertinger agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the wolpertinger senses, as long as they are within 1 mile of each other. While the wolpertinger is within 10 feet of its master, the master gains the wolpertinger's Standing Leap trait. If its master causes it physical harm, or if it simply chooses to do so, the wolpertinger will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Zoog", + "source": "KPDM", + "page": 300, + "familiar": true, + "size": [ + "T" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 3, + "formula": "1d4 + 1" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 3, + "dex": 16, + "con": 12, + "int": 11, + "wis": 10, + "cha": 8, + "skill": { + "perception": "+2", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Deep Speech", + "Void Speech" + ], + "cr": "0", + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage." + ] + } + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "DS", + "OTH" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/CCodex/zoog_token.png", + "fluff": { + "entries": [ + "Alien-looking creatures, zoogs are intelligent and will serve an evil-aligned spellcaster as a familiar with the correct sort of inducement (normally the sacrifice of a cat or other feline creature).", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar", + "entries": [ + "If a zoog agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the zoog senses, as long as they are within 1 mile of each other. If its master causes it physical harm, or if it simply chooses to do so, the zoog will abandon its service as a familiar, breaking the telepathic bond." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Bzeldruin's Hundred", + "source": "KPDM", + "page": 286, + "size": [ + "M" + ], + "type": { + "type": "construct", + "swarmSize": "T" + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 88, + "formula": "16d4 + 48" + }, + "speed": { + "walk": 10 + }, + "str": 1, + "dex": 20, + "con": 16, + "int": 5, + "wis": 10, + "cha": 1, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "fire", + "lightning", + "necrotic", + "radiant" + ], + "immune": [ + "cold", + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "damage from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "stunned", + "restrained" + ], + "languages": [ + "understands all languages but can't speak" + ], + "cr": "7", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "Bzeldruin's Hundred is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Bzeldruin's Hundred has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Weapon attacks made by Bzeldrin's Hundred are magical." + ] + }, + { + "name": "Perfect Mimicry", + "entries": [ + "The scores of individual figures that make up the swarm can perfectly mimic the actions of a single humanoid creature within 30 feet as an action. The swarm can mimic only one creature at a time, and the act of doing so grants the construct advantage on attack rolls and saving throws it makes involving the mimicked creature until the start of the construct's next turn." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny figurine. The swarm can't regain hit points or gain temporary hit points." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "If Bzeldruin's Hundred is reduced to 0 hit points, it collapses and disintegrates into dust, then re-forms 24 hours later in the same location with its full hit points. There is no way to stop this rejuvenation from happening, short of a carefully worded {@spell wish} spell or divine intervention." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 0 ft., one target in the swarm's space. {@h}33 ({@damage 8d6 + 5}) bludgeoning damage. If the swarm is reduced to half its hit points or fewer, the bludgeoning damage from its slam attack is 19 ({@dice 4d6 + 5})." + ] + }, + { + "name": "Hindering Strike", + "entries": [ + "Any Medium or smaller creature damaged by the swarm must make a {@dc 15} Strength saving throw. On a failed save, several of the figures cling to its body, reducing its speed by 10 feet and giving it disadvantage on Dexterity saving throws and Dexterity checks. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons", + "Rejuvenation" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "XX" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "strength" + ], + "fluff": { + "entries": [ + "{@i Spread out across the ground before you is an impressive collection of close to a hundred wooden miniatures. Each figure resembles an adult male, an adult female, or a child. Most seem to be human, but you can see elves, dwarves, halflings, and even a few centaurs and other creatures scattered among them. As soon as you notice them, the figures begin to mimic your every movement.}", + "Bzeldruin's Hundred is a group of one hundred wooden miniature figures created by the gnomish transmuter Bzeldruin Tiwaskar to represent his friends and family. Bzeldruin created them in celebration of his life's many achievements, but their creation was flawed and they became inhabited by an evil spirit that sought to slay the very people they were modeled after. Unable to bring himself to destroy them, Bzeldruin tried to seal them away in the depths of his tower\u2014and although he succeeded, the effort cost him his life. Now his tower lies deserted, enticing explorers with the promise of powerful magic if they can overcome the horrors within." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0102.webp" + } + } + ] + } + }, + { + "name": "Leothar's Bust", + "source": "KPDM", + "page": 286, + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 42, + "formula": "12d4 + 12" + }, + "speed": { + "walk": 5, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 8, + "dex": 16, + "con": 12, + "int": 18, + "wis": 10, + "cha": 8, + "save": { + "dex": "+5", + "int": "+6" + }, + "skill": { + "arcana": "+6", + "history": "+6", + "investigation": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "damage from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "Common", + "Draconic", + "Elvish" + ], + "cr": "3", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The bust's spellcasting ability is Intelligence (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell light}", + "{@spell mending}", + "{@spell prestidigitation}" + ], + "daily": { + "5e": [ + "{@spell detect magic}", + "{@spell floating disk}" + ], + "3e": [ + "{@spell knock}", + "{@spell suggestion}" + ], + "1e": [ + "{@spell fear}", + "{@spell sending}" + ] + }, + "ability": "int" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The bust has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bust makes two ray attacks or a single slam attack." + ] + }, + { + "name": "Arcane Ray", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 120 ft., one target. {@h}14 ({@damage 4d4 + 4}) force damage." + ] + }, + { + "name": "Paralysis Ray", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}The target must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage." + ] + } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "E" + ], + "damageTags": [ + "B", + "O" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "paralyzed" + ], + "conditionInflictSpell": [ + "frightened" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ], + "fluff": { + "entries": [ + "{@i Floating before you is an exquisitely-crafted bust of a middle-aged man with a balding pate and a well-cropped beard. The bust appears to be constructed out of white marble. Its features are animated, and the entity is watching you with an expectant expression. Close behind the bust are two maids' uniforms, suspended in the air as though being worn by unseen creatures.}", + "The archmage Leothar Wickerfrost is a noted explorer and adventurer, and as such is often away from home for long periods of time. During some of these absences, thieves raided his tower, and after he surprised them on his return, he ended up spending a lot of time cleaning up their corpses. To rid himself of this chore, the wizard decided to create the perfect servant, a bust in his own magnificent image endowed with magical power.", + "Leothar's bust shares many traits with its creator. It has the same haughty and egomaniacal attitude and looks down on those who cannot wield magic. The construct is scrupulous in its duties and is in command of the tower's many servants, including a pair of modified unseen servants wearing maid outfits. Leothar's bust welcomes visitors with the same abrasive manner its creator displays, whether they are legitimate guests or intruders, but will not take hostile action against creatures until it can discern the details of their intentions." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0103.webp" + } + } + ] + } + }, + { + "name": "Nisruel's Coachfly", + "source": "KPDM", + "page": 287, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 60, + "formula": "8d10 + 16" + }, + "speed": { + "walk": 20, + "fly": 80 + }, + "str": 12, + "dex": 18, + "con": 14, + "int": 3, + "wis": 10, + "cha": 1, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 90 ft." + ], + "passive": 14, + "immune": [ + "poison", + "psychic", + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "understands Common and Elvish but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "Compartment", + "entries": [ + "One Medium creature, two Small creatures, or four Tiny creatures can comfortably fit inside the compartment at the rear of the coachfly. A creature inside the compartment is protected from the effects of wind, rain, and snow, and can share any spell it casts on itself with the coachfly if the spell also affects constructs. A creature can enter or leave the compartment as an action but cannot fall out even if the coachfly is upside down and has advantage on grapple checks to avoid being dragged out. Creatures in the compartment also have total cover against all attacks, though if the coachfly fails a saving throw against an area attack that deals damage, those in the compartment take half as much damage. If the coachfly is destroyed, occupants are ejected into an unoccupied space within 5 feet of it.", + "An occupant of the compartment can direct the coachfly to move and to make attacks against a target within range. Only one occupant can direct the coachfly in each round, even if it has multiple occupants. If the coachfly is not being controlled, it moves and attacks only to defend itself." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The coachfly is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The coachfly has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The coachfly makes two Light Ray attacks." + ] + }, + { + "name": "Light Ray", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}13 ({@damage 2d8 + 4}) radiant damage. A creature struck by the ray must also make a successful {@dc 14} Constitution saving throw or be {@condition blinded} until the end of its next turn." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS", + "E" + ], + "damageTags": [ + "R" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "constitution" + ], + "fluff": { + "entries": [ + "{@i This long, narrow contraption resembles a clockwork dragonfly that's larger than a horse. It is fashioned from silver and lapis lazuli, with panes of delicate-looking multicolored stained glass for wings. The back of the construct contains a hollow that looks like it could hold one or more occupants.}", + "Decades ago, the noble half-elf wizard Nisruel created a beautiful clockwork construct fashioned after the enormous dragonflies of her marshy homeland. Though she was usually content to teleport when she wanted to go somewhere, sometimes Nisruel wanted to travel in style\u2014so she crafted this construct to impress her friends and others in the elven court. Word of her wondrous carriage spread throughout the land shortly after she revealed it, and Nisruel enjoyed receiving recognition for her work. Sadly, her fame also drew the ire of her rival, the sorceress Ymelda, who lured Nisruel and her construct into the web of a gargantuan spider before ambushing the wizard with foul magic. Both Nisruel and Ymelda died in this struggle, but Nisruel's construct survived intact, and it still lies caught up in the webs of the great arachnid, awaiting rescue." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0104.webp" + } + } + ] + } + }, + { + "name": "Sivvar's Writing Desk", + "source": "KPDM", + "page": 288, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 47, + "formula": "5d8 + 25" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 12, + "con": 20, + "int": 2, + "wis": 8, + "cha": 1, + "save": { + "str": "+7" + }, + "senses": [ + "tremorsense 60 ft. (blind beyond this radius)" + ], + "passive": 9, + "resist": [ + "cold", + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "damage from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Antimagic Susceptibility", + "entries": [ + "The desk is incapacitated while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the desk must succeed on a Constitution saving throw against the caster's spell save DC or become inanimate for 1 minute." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The desk is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the desk remains motionless, it is indistinguishable from a normal writing desk." + ] + }, + { + "name": "Locked Drawers", + "entries": [ + "The drawers of the desk are locked by a modified version of the {@spell arcane lock} spell. The desk opens its drawers when someone speaks the appropriate command word. If someone tries to open the drawers without the correct password, the desk animates and attacks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The desk makes two claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage." + ] + }, + { + "name": "Rake", + "entries": [ + "If the desk hits the same target with both claw attacks, it rakes the victim for an extra 10 ({@damage 3d6}) slashing damage." + ] + } + ], + "reaction": [ + { + "name": "Desperate Escape (1/Day)", + "entries": [ + "The desk can use {@spell dimension door} as a bonus action. It uses this ability only when reduced to 10 hit points or fewer." + ] + } + ], + "traitTags": [ + "Antimagic Susceptibility", + "False Appearance", + "Immutable Form" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + "{@i This large ebony writing table has glossy brass fittings and a broad, flat top, dangling from which is a thin brass chain. Carved at the end of the desk's wooden legs are the claws of some sort of beast. As you approach, these claws animate and paw menacingly at the ground.}", + "Over a century ago, the wizard Sivvar was counted among the most learned historians of his age. So respected was he that people came from miles around to ask him for help in tracking down lost relics, forgotten tombs, and ancient ruins. The knowledge he amassed came with a price, though, and Sivvar eventually gathered many secrets that were too dangerous to be shared openly. To protect himself and his works, Sivvar fashioned a construct out of his writing desk. Not only would this piece of simple furniture store the knowledge he had gathered, it would protect itself from harm if someone tried to take the contents by force.", + "Recently, after years of foiling or dodging enemy attacks, Sivvar suddenly vanished, leaving his desk and other worldly possessions in the care of his sister's granddaughter, Emelia Nightmace. Emelia knows that her great-uncle's mansion and possessions are potentially dangerous and seeks the help of adventurers to enter the place and catalogue its contents. What she doesn't know is that Sivvar is still alive somewhere inside the mansion, and his desk holds the key to contacting him." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0105.webp" + } + } + ] + } + }, { - "name": "Animated Objects Swarm", - "source": "DMS", + "name": "Animated Object Swarm", + "source": "KPDM", "page": 37, "size": [ "M" @@ -82,12 +20209,10 @@ ] } ], - "fluff": { - "entries": [ - "Created from the Animate Object Swarm Spell." - ] + "token": { + "name": "Swarm of Books", + "source": "WDH" }, - "tokenUrl": "https://5etools-mirror-1.github.io/img/WDH/Swarm%20of%20Books.png", "senseTags": [ "B" ], @@ -100,7 +20225,7 @@ }, { "name": "Forest Defender", - "source": "DMS", + "source": "KPDM", "page": 53, "size": [ "M" @@ -136,7 +20261,12 @@ "passive": 12, "resist": [ { - "special": "bludgeoning and piercing from nonmagical attacks not made with adamantine weapons" + "resist": [ + "bludgeoning", + "piercing" + ], + "note": "from nonmagical attacks not made with adamantine weapons", + "cond": true } ], "immune": [ @@ -172,7 +20302,7 @@ { "name": "Plant Camouflage", "entries": [ - "The forest defender has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life." + "The forest defender has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life." ] } ], @@ -196,11 +20326,6 @@ ] } ], - "fluff": { - "entries": [ - "Created from the Conjure Forest Defender spell." - ] - }, "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/TEB/Wolf_of_the_Forest.png", "traitTags": [ "Immutable Form", @@ -232,7 +20357,7 @@ }, { "name": "Avatar Form", - "source": "DMS", + "source": "KPDM", "page": 72, "size": [ "L" @@ -264,16 +20389,14 @@ "resist": [ { "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks" - } + "bludgeoning", + "piercing", + "slashing" ], - "note": "plus one additional type of your choice" + "note": "from nonmagical attacks" + }, + { + "special": "plus one additional type of your choice" } ], "languages": [ @@ -284,7 +20407,7 @@ { "name": "Awesome Presence", "entries": [ - "Each creature of your choice within 60 feet of you must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A {@condition frightened} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Once a creature makes a successful saving throw, that creature is immune to your {@italic Awesome Presence} for 24 hours." + "Each creature of your choice within 60 feet of you must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A {@condition frightened} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Once a creature makes a successful saving throw, that creature is immune to your {@i Awesome Presence} for 24 hours." ] } ], @@ -308,12 +20431,10 @@ ] } ], - "fluff": { - "entries": [ - "You enter this form when you cast the {@spell Form of the Gods|DMS} spell." - ] + "token": { + "name": "Avatar of Death", + "source": "DMG" }, - "tokenUrl": "https://5etools-mirror-1.github.io/img/DMG/Avatar%20of%20Death.png", "senseTags": [ "D" ], @@ -321,7 +20442,7 @@ "Multiattack" ], "languageTags": [ - "XX" + "LF" ], "damageTags": [ "B", @@ -339,7 +20460,7 @@ }, { "name": "Ice Soldier", - "source": "DMS", + "source": "KPDM", "page": 82, "size": [ "M" @@ -412,11 +20533,6 @@ ] } ], - "fluff": { - "entries": [ - "Created from the Ice Soldiers spell." - ] - }, "tokenUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/TEB/Ice_Elemental.png", "actionTags": [ "Multiattack" @@ -433,7 +20549,7 @@ }, { "name": "Shadow Mastiff", - "source": "DMS", + "source": "KPDM", "page": 247, "size": [ "M" @@ -474,21 +20590,21 @@ "cr": "2", "trait": [ { - "name": "Scent", + "name": "Bay", "entries": [ - "The shadow mastiff has advantage on Wisdom checks that rely on their sense of smell." + "When a shadow mastiff howls, all creatures within a 300-foot radius who are not evil monstrosities must succeed on a {@dc 13} Wisdom saving throw or be panicked. On each of its turns, a panicked creature must take the {@action Dash} action and move away from the mastiff by the safest and shortest route, if such a route exists. If the target moves out of range of this ability, the effect ends." ] }, { - "name": "Shadow Blend", + "name": "Scent", "entries": [ - "Shadow mastiffs can hide in any condition of illumination other than bright light." + "The shadow mastiff has advantage on Wisdom checks that rely on their sense of smell." ] }, { - "name": "Bay", + "name": "Shadow Blend", "entries": [ - "When a shadow mastiff howls, all creatures within a 300-foot radius who are not evil monstrosities must succeed on a {@dc 13} Wisdom saving throw or be panicked. On each of its turns, a panicked creature must take the Dash action and move away from the mastiff by the safest and shortest route, if such a route exists. If the target moves out of range of this ability, the effect ends." + "Shadow mastiffs can hide in any condition of illumination other than bright light." ] }, { @@ -506,68 +20622,18 @@ ] } ], - "environment": [ - "forest", - "hill", - "swamp" + "traitTags": [ + "Keen Senses" ], - "fluff": { - "name": "Shadow Mastiff", - "source": "VGM", - "entries": [ - { - "type": "entries", - "entries": [ - { - "type": "entries", - "entries": [ - { - "type": "entries", - "entries": [ - "These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.", - { - "name": "Ravenous Lurkers", - "entries": [ - " Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced.", - "When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight." - ], - "type": "entries" - }, - { - "name": "Summoned for Service", - "entries": [ - " Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds." - ], - "type": "entries" - }, - { - "name": "Ethereal Sight", - "entries": [ - " In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely." - ], - "type": "entries" - } - ] - } - ] - } - ] - } - ], - "images": [ - { - "type": "image", - "href": { - "type": "internal", - "path": "bestiary/VGM/Shadow Mastiff.jpg" - } - } - ] + "token": { + "name": "Shadow Mastiff Alpha", + "source": "MPMM" }, - "tokenUrl": "https://5etools-mirror-1.github.io/img/VGM/Shadow Mastiff.png", - "soundClip": { - "type": "external", - "url": "https://5e.tools/audio/bestiary/shadow-mastiff.mp3" + "fluff": { + "_monsterFluff": { + "name": "Shadow Mastiff", + "source": "KPDM" + } }, "senseTags": [ "D" @@ -582,18 +20648,18 @@ "AOE", "MW" ], - "hasFluff": true, - "hasFluffImages": true, "savingThrowForced": [ "dexterity", "wisdom" - ] + ], + "hasFluff": true, + "hasFluffImages": true } ], "spell": [ { "name": "Lesser Charm", - "source": "DMS", + "source": "KPDM", "page": 349, "level": 0, "school": "E", @@ -603,6 +20669,9 @@ "unit": "action" } ], + "subschools": [ + "variant" + ], "range": { "type": "point", "distance": { @@ -659,10 +20728,13 @@ }, { "name": "Charm of Long Standing", - "source": "DMS", + "source": "KPDM", "page": 349, "level": 1, "school": "E", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -721,10 +20793,13 @@ }, { "name": "Bedazzling Charm", - "source": "DMS", + "source": "KPDM", "page": 349, "level": 2, "school": "E", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -780,10 +20855,13 @@ }, { "name": "Charm of Great Fondness", - "source": "DMS", + "source": "KPDM", "page": 349, "level": 2, "school": "E", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -848,10 +20926,13 @@ }, { "name": "Moonlight Charm", - "source": "DMS", + "source": "KPDM", "page": 350, "level": 5, "school": "E", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -915,10 +20996,13 @@ }, { "name": "Raise Ghost", - "source": "DMS", + "source": "KPDM", "page": 350, "level": 3, "school": "N", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -951,7 +21035,7 @@ "This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't remove magical diseases, curses, or similar effects; if these aren't removed prior to casting the spell, they take effect when the creature returns to life.", "The spell also closes mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell automatically fails.", "Coming back from the dead is an ordeal. The target has a \u22124 penalty to saving throws and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", - "A creature affected by {@italic raise ghost} is restored to normal, physical life by {@spell raise dead} or comparable magic. {@italic Raise ghost} has no effect if cast on an undead creature." + "A creature affected by {@i raise ghost} is restored to normal, physical life by {@spell raise dead} or comparable magic. {@i Raise ghost} has no effect if cast on an undead creature." ], "miscTags": [ "PRM" @@ -982,10 +21066,13 @@ }, { "name": "Raise Hero", - "source": "DMS", + "source": "KPDM", "page": 350, "level": 4, "school": "N", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -1041,10 +21128,13 @@ }, { "name": "Raise Shade", - "source": "DMS", + "source": "KPDM", "page": 351, "level": 4, "school": "N", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -1072,7 +21162,7 @@ } ], "entries": [ - "This spell is identical to {@spell raise ghost|DMS} in every way, except the ghostly figure can manipulate, hold, or carry objects weighing up to 5 pounds. Note that while 5 pounds of force is enough to pick up many melee weapons, it's not sufficient to wield one in combat, or to draw a bow." + "This spell is identical to {@spell raise ghost|KPDM} in every way, except the ghostly figure can manipulate, hold, or carry objects weighing up to 5 pounds. Note that while 5 pounds of force is enough to pick up many melee weapons, it's not sufficient to wield one in combat, or to draw a bow." ], "miscTags": [ "PRM" @@ -1103,10 +21193,13 @@ }, { "name": "Raise Nemesis", - "source": "DMS", + "source": "KPDM", "page": 351, "level": 5, "school": "N", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -1154,10 +21247,13 @@ }, { "name": "Raise Elder", - "source": "DMS", + "source": "KPDM", "page": 352, "level": 6, "school": "N", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -1185,7 +21281,7 @@ ], "entries": [ "This spell is identical to {@spell raise dead}, but it works only on a creature that died of old age. The spell grants the raised elder one additional year of life. The raised creature has entirely white hair, its eyes are weak, and it loses 2 points each from Strength and Constitution; no magic less potent than a {@spell wish} can restore these lost points. In all other respects, the creature can live out its life normally until the added year elapses.", - "{@italic Raise elder} has no effect if it's cast on the same creature a second time." + "{@i Raise elder} has no effect if it's cast on the same creature a second time." ], "miscTags": [ "PRM" @@ -1204,10 +21300,13 @@ }, { "name": "Raise Questing Dead", - "source": "DMS", + "source": "KPDM", "page": 352, "level": 6, "school": "N", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -1253,10 +21352,13 @@ }, { "name": "Solitary Fireball", - "source": "DMS", + "source": "KPDM", "page": 353, "level": 2, "school": "V", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -1281,7 +21383,7 @@ } ], "entries": [ - "A bright streak flashes from your pointing finger to a point you choose within range, where it blossoms with a low roar to engulf a single creature in searing flame. That creature takes {@damage 6d6} fire damage, or half damage with a successful Dexterity saving throw. {@italic Solitary fireball} does not ignite other flammable objects." + "A bright streak flashes from your pointing finger to a point you choose within range, where it blossoms with a low roar to engulf a single creature in searing flame. That creature takes {@damage 6d6} fire damage, or half damage with a successful Dexterity saving throw. {@i Solitary fireball} does not ignite other flammable objects." ], "entriesHigherLevel": [ { @@ -1320,10 +21422,13 @@ }, { "name": "Slow-Burn Fireball", - "source": "DMS", + "source": "KPDM", "page": 353, "level": 3, "school": "V", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -1391,10 +21496,13 @@ }, { "name": "Bouncing Fireball", - "source": "DMS", + "source": "KPDM", "page": 353, "level": 6, "school": "V", + "subschools": [ + "variant" + ], "time": [ { "number": 1, @@ -1457,7 +21565,7 @@ }, { "name": "Abhorrence", - "source": "DMS", + "source": "KPDM", "page": 33, "level": 0, "school": "E", @@ -1523,7 +21631,7 @@ }, { "name": "Abhorrent Apparition", - "source": "DMS", + "source": "KPDM", "page": 33, "level": 4, "school": "I", @@ -1591,7 +21699,7 @@ }, { "name": "Absorbing Field", - "source": "DMS", + "source": "KPDM", "page": 34, "level": 6, "school": "A", @@ -1643,7 +21751,7 @@ }, { "name": "Acumen", - "source": "DMS", + "source": "KPDM", "page": 34, "level": 0, "school": "T", @@ -1699,7 +21807,7 @@ }, { "name": "Adjust Position", - "source": "DMS", + "source": "KPDM", "page": 34, "level": 1, "school": "T", @@ -1725,7 +21833,7 @@ } ], "entries": [ - "You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path." + "You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke {@action opportunity attack||opportunity attacks}. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path." ], "entriesHigherLevel": [ { @@ -1762,7 +21870,7 @@ }, { "name": "Agonizing Mark", - "source": "DMS", + "source": "KPDM", "page": 34, "level": 1, "school": "V", @@ -1832,7 +21940,7 @@ }, { "name": "Ale-dritch Blast", - "source": "DMS", + "source": "KPDM", "page": 34, "level": 0, "school": "C", @@ -1896,7 +22004,7 @@ }, { "name": "Allure", - "source": "DMS", + "source": "KPDM", "page": 34, "level": 0, "school": "T", @@ -1959,7 +22067,7 @@ }, { "name": "Ally Aegis", - "source": "DMS", + "source": "KPDM", "page": 34, "level": 6, "school": "A", @@ -1991,7 +22099,7 @@ } ], "entries": [ - "When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy's spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. {@italic Ally aegis} offers no protection, however, against psychic damage from any source." + "When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy's spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. {@i Ally aegis} offers no protection, however, against psychic damage from any source." ], "entriesHigherLevel": [ { @@ -2032,7 +22140,7 @@ }, { "name": "Alone", - "source": "DMS", + "source": "KPDM", "page": 35, "level": 3, "school": "E", @@ -2098,7 +22206,7 @@ }, { "name": "Alter Arrow's Fortune", - "source": "DMS", + "source": "KPDM", "page": 35, "level": 1, "school": "D", @@ -2164,7 +22272,7 @@ }, { "name": "Althea's Travel Tent", - "source": "DMS", + "source": "KPDM", "page": 35, "level": 2, "school": "C", @@ -2204,10 +22312,10 @@ { "name": "At Higher Levels", "entries": [ - "When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. ", - "With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. ", - "With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). ", - "With a 6th-level slot, a third room is added that has three two-person beds. ", + "When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged.", + "With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen.", + "With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies).", + "With a 6th-level slot, a third room is added that has three two-person beds.", "With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons." ], "type": "entries" @@ -2228,7 +22336,7 @@ }, { "name": "Amplify Gravity", - "source": "DMS", + "source": "KPDM", "page": 35, "level": 7, "school": "T", @@ -2288,12 +22396,12 @@ }, { "name": "Analyze Device", - "source": "DMS", + "source": "KPDM", "page": 35, "level": 1, "school": "D", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -2338,7 +22446,7 @@ }, { "name": "Ancestor's Strength", - "source": "DMS", + "source": "KPDM", "page": 36, "level": 1, "school": "T", @@ -2396,7 +22504,7 @@ }, { "name": "Anchoring Rope", - "source": "DMS", + "source": "KPDM", "page": 36, "level": 1, "school": "V", @@ -2469,7 +22577,7 @@ }, { "name": "Ancient Shade", - "source": "DMS", + "source": "KPDM", "page": 36, "level": 5, "school": "N", @@ -2521,11 +22629,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0004.webp" + } + } + ] } }, { "name": "Animal Spy", - "source": "DMS", + "source": "KPDM", "page": 37, "level": 2, "school": "D", @@ -2581,7 +22700,7 @@ }, { "name": "Animate Ghoul", - "source": "DMS", + "source": "KPDM", "page": 37, "level": 2, "school": "N", @@ -2647,7 +22766,7 @@ }, { "name": "Animate Greater Undead", - "source": "DMS", + "source": "KPDM", "page": 37, "level": 6, "school": "N", @@ -2711,7 +22830,7 @@ }, { "name": "Animated Object Swarm", - "source": "DMS", + "source": "KPDM", "page": 37, "level": 5, "school": "C", @@ -2744,7 +22863,7 @@ ], "entries": [ "Myriad Tiny objects animate at your command, forming a swarm. The objects' abilities conform to the rules stated in the {@spell animate objects} spell, except that you animate only Tiny objects, which gather together into a Medium swarm.", - "The area of the swarm is considered difficult terrain, and creatures in it are lightly obscured. The swarm has the following statistics: {@creature Animated Objects Swarm|DMS}" + "The area of the swarm is considered difficult terrain, and creatures in it are lightly obscured. The swarm has the following statistics: {@creature animated object swarm|KPDM}" ], "miscTags": [ "SMN" @@ -2768,7 +22887,7 @@ }, { "name": "Animated Scroll", - "source": "DMS", + "source": "KPDM", "page": 38, "level": 0, "school": "T", @@ -2799,7 +22918,8 @@ } ], "entries": [ - "The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.", + "The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any {@filter beast that has a challenge rating of 0|bestiary|type=beast|challenge rating=[&0;&0]}. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper {@creature owl} can fly and attack with its talons, a paper {@creature frog} can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.", + "You can't have more than one animated paper animal at a time. If you cast this spell while you already have an animated paper animal, you instead cause it to adopt a new form. Choose any {@filter beast that has a challenge rating of 0|bestiary|type=beast|challenge rating=[&0;&0]}. Your animated paper animal transforms into the chosen creature.", "The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours)." ], "miscTags": [ @@ -2825,7 +22945,7 @@ }, { "name": "Arcane Parasite", - "source": "DMS", + "source": "KPDM", "page": 38, "level": 7, "school": "T", @@ -2883,7 +23003,7 @@ }, { "name": "Arcane Sight", - "source": "DMS", + "source": "KPDM", "page": 38, "level": 8, "school": "D", @@ -2936,7 +23056,7 @@ }, { "name": "As You Were", - "source": "DMS", + "source": "KPDM", "page": 38, "level": 2, "school": "N", @@ -2966,7 +23086,7 @@ "When cast on a dead or undead body, this spell returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal.", "If this spell is cast on a corpse, its effect is identical to that of {@spell gentle repose}, except that the corpse's appearance is restored to that of a healthy, uninjured (albeit dead) person.", "If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life.", - "Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to {@classFeature Turn Undead|Cleric||2} as normal.", + "Friends and family can tell something is wrong only with a successful Wisdom ({@skill Insight}) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to {@classFeature Channel Divinity: Turn Undead|Cleric||2||Turn Undead} as normal.", "This spell doesn't confer the ability to speak on undead that normally can't speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before.", "The effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.", "If this spell is cast on an undead creature that isn't your ally or under your control, it makes a Charisma saving throw to resist the effect." @@ -2986,7 +23106,7 @@ }, { "name": "Ashen Memories", - "source": "DMS", + "source": "KPDM", "page": 39, "level": 2, "school": "D", @@ -3036,7 +23156,7 @@ }, { "name": "Aspect of the Ape", - "source": "DMS", + "source": "KPDM", "page": 39, "level": 2, "school": "T", @@ -3067,7 +23187,7 @@ } ], "entries": [ - "You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing speed equal to its normal walking speed, and gains advantage on Strength (Athletics) checks made when jumping or climbing. When up in a tree's branches (or in a similar area, at the GM's discretion) the target can move up to its climbing speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot." + "You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing speed equal to its normal walking speed, and gains advantage on Strength ({@skill Athletics}) checks made when jumping or climbing. When up in a tree's branches (or in a similar area, at the GM's discretion) the target can move up to its climbing speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot." ], "areaTags": [ "ST" @@ -3091,7 +23211,7 @@ }, { "name": "Aspect of the Firebird", - "source": "DMS", + "source": "KPDM", "page": 39, "level": 6, "school": "T", @@ -3150,7 +23270,7 @@ }, { "name": "Aspect of the Ram", - "source": "DMS", + "source": "KPDM", "page": 39, "level": 2, "school": "T", @@ -3183,7 +23303,7 @@ "entries": [ "You take on the aspect of a ram, including some physical attributes. Your body hair grows thick and woolly, and a curling pair of horns sprouts from your head. You can make a ram attack with these horns as an action, and you are proficient with this attack. You deal {@damage 1d6} bludgeoning damage on a hit.", "If you move at least 20 feet straight toward a target and hit with a ram attack on the same turn, the target takes an extra {@damage 1d6} bludgeoning damage. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked {@condition prone}.", - "You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength (Athletics) checks made while climbing or jumping, and Dexterity (Acrobatics) checks made for balance or to stay on your feet." + "You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength ({@skill Athletics}) checks made while climbing or jumping, and Dexterity ({@skill Acrobatics}) checks made for balance or to stay on your feet." ], "damageInflict": [ "bludgeoning" @@ -3205,11 +23325,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0005.webp" + } + } + ] } }, { "name": "Aspect of the Serpent", - "source": "DMS", + "source": "KPDM", "page": 40, "level": 3, "school": "T", @@ -3241,8 +23372,8 @@ } ], "entries": [ - "A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals {@damage 2d6} poison damage on a hit.", - "As an action, the target can make a bite attack using either Strength or Dexterity ({@italic Melee Weapon Attack}: range 5 ft., one creature; {@italic Hit}: {@damage 2d6} piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature {@condition paralyzed} in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success)." + "A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains {@sense darkvision} with a range of 60 feet and {@sense blindsight} with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals {@damage 2d6} poison damage on a hit.", + "As an action, the target can make a bite attack using either Strength or Dexterity ({@i Melee Weapon Attack}: range 5 ft., one creature; {@i Hit}: {@damage 2d6} piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature {@condition paralyzed} in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success)." ], "damageInflict": [ "piercing", @@ -3279,7 +23410,7 @@ }, { "name": "Aura of Listlessness", - "source": "DMS", + "source": "KPDM", "page": 40, "level": 3, "school": "E", @@ -3312,7 +23443,7 @@ } ], "entries": [ - "You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the Disengage action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round. Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell." + "You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the {@action Disengage} action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round. Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell." ], "savingThrow": [ "wisdom" @@ -3339,7 +23470,7 @@ }, { "name": "Aura of Protection or Destruction", - "source": "DMS", + "source": "KPDM", "page": 40, "level": 3, "school": "A", @@ -3395,7 +23526,7 @@ }, { "name": "Avoid Grievous Injury", - "source": "DMS", + "source": "KPDM", "page": 40, "level": 1, "school": "D", @@ -3455,7 +23586,7 @@ }, { "name": "Avronin's Astral Assembly", - "source": "DMS", + "source": "KPDM", "page": 40, "level": 6, "school": "N", @@ -3514,7 +23645,7 @@ }, { "name": "Awaken Object", - "source": "DMS", + "source": "KPDM", "page": 41, "level": 8, "school": "T", @@ -3563,14 +23694,23 @@ "Cha" ], "colStyles": [ - "col-1 text-center" + "col-1", + "col-1", + "col-1", + "col-3", + "col-1", + "col-1", + "col-1", + "col-1", + "col-1", + "col-1" ], "rows": [ [ - "Tiny", + "T", "20", "18", - "+8 to hit, {@damage 1d4 + 4} damage", + "{@hit 8} to hit, {@damage 1d4 + 4} damage", "4", "18", "10", @@ -3579,10 +23719,10 @@ "{@dice 2d6}" ], [ - "Small", + "S", "25", "16", - "+6 to hit, {@damage 1d8 + 2} damage", + "{@hit 6} to hit, {@damage 1d8 + 2} damage", "6", "14", "10", @@ -3591,10 +23731,10 @@ "{@dice 2d6}" ], [ - "Medium", + "M", "40", "13", - "+5 to hit, {@damage 2d6 + 1} damage", + "{@hit 5} to hit, {@damage 2d6 + 1} damage", "10", "12", "10", @@ -3603,10 +23743,10 @@ "{@dice 2d6}" ], [ - "Large", + "L", "50", "10", - "+6 to hit, {@damage 2d10 + 2} damage", + "{@hit 6} to hit, {@damage 2d10 + 2} damage", "14", "10", "10", @@ -3631,7 +23771,7 @@ }, { "name": "Batsense", - "source": "DMS", + "source": "KPDM", "page": 41, "level": 2, "school": "T", @@ -3662,7 +23802,7 @@ } ], "entries": [ - "For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while {@condition deafened}, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing." + "For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it {@sense blindsight} out to a range of 60 feet. The target cannot use its {@sense blindsight} while {@condition deafened}, and its {@sense blindsight} doesn't penetrate areas of magical silence. While using {@sense blindsight}, the target has disadvantage on Dexterity ({@skill Stealth}) checks that rely on being silent. Additionally, the target has advantage on Wisdom ({@skill Perception}) checks that rely on hearing." ], "classes": { "fromClassList": [ @@ -3690,7 +23830,7 @@ }, { "name": "Battle Mind", - "source": "DMS", + "source": "KPDM", "page": 41, "level": 5, "school": "D", @@ -3725,14 +23865,14 @@ "ritual": true }, "entries": [ - "You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):", + "You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom ({@skill Perception}) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):", { "type": "list", "items": [ "One ally gains advantage on its next attack roll, saving throw, or ability check.", "An enemy has disadvantage on the next attack roll it makes against you or an ally.", "You divine the location of an {@condition invisible} or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.", - "Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost." + "Three allies who can see and hear you on your turn are given the benefit of a {@spell bless}, {@spell guidance}, or {@spell resistance} spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost." ] } ], @@ -3763,7 +23903,7 @@ }, { "name": "Beguiling Bet", - "source": "DMS", + "source": "KPDM", "page": 42, "level": 2, "school": "E", @@ -3794,7 +23934,7 @@ } ], "entries": [ - "You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become {@condition charmed}. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.", + "You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become {@condition charmed}. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength ({@skill Athletics}) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity ({@skill Acrobatics}) check to perform a backflip; or you could make a Charisma ({@skill Performance}) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.", "The {@condition charmed} creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action\u2014it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute\u2014it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest." ], "entriesHigherLevel": [ @@ -3830,7 +23970,7 @@ }, { "name": "Bestial Fury", - "source": "DMS", + "source": "KPDM", "page": 42, "level": 2, "school": "E", @@ -3892,7 +24032,7 @@ }, { "name": "Bewilderment", - "source": "DMS", + "source": "KPDM", "page": 42, "level": 0, "school": "E", @@ -3958,7 +24098,7 @@ }, { "name": "Binding Oath", - "source": "DMS", + "source": "KPDM", "page": 42, "level": 4, "school": "N", @@ -4013,7 +24153,7 @@ }, { "name": "Black Sunshine", - "source": "DMS", + "source": "KPDM", "page": 43, "level": 8, "school": "I", @@ -4075,7 +24215,7 @@ }, { "name": "Black Swan Storm", - "source": "DMS", + "source": "KPDM", "page": 43, "level": 2, "school": "V", @@ -4147,7 +24287,7 @@ }, { "name": "Blade of My Brother", - "source": "DMS", + "source": "KPDM", "page": 43, "level": 4, "school": "T", @@ -4197,7 +24337,7 @@ }, { "name": "Bleating Call", - "source": "DMS", + "source": "KPDM", "page": 43, "level": 2, "school": "E", @@ -4229,7 +24369,7 @@ ], "entries": [ "You create a sound on a point within range. The sound's volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.", - "Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell's effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.", + "Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the {@action Dash} or {@action Disengage} action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell's effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.", "Creatures that can't be {@condition charmed} are immune to this spell." ], "savingThrow": [ @@ -4261,7 +24401,7 @@ }, { "name": "Bleed", - "source": "DMS", + "source": "KPDM", "page": 44, "level": 1, "school": "N", @@ -4294,7 +24434,7 @@ ], "entries": [ "Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra {@damage 1d4} necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).", - "Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs." + "Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom ({@skill Medicine}) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs." ], "damageInflict": [ "necrotic" @@ -4314,7 +24454,7 @@ }, { "name": "Blessed Rest", - "source": "DMS", + "source": "KPDM", "page": 44, "level": 2, "school": "E", @@ -4380,7 +24520,7 @@ }, { "name": "Bless the Dead", - "source": "DMS", + "source": "KPDM", "page": 45, "level": 0, "school": "A", @@ -4430,7 +24570,7 @@ }, { "name": "Blood Offering", - "source": "DMS", + "source": "KPDM", "page": 45, "level": 3, "school": "N", @@ -4456,7 +24596,7 @@ } ], "entries": [ - "You touch the corpse of a creature that isn't undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to {@dice 1d4} × the creature's challenge rating (minimum of {@dice 1d4}). The creature can be restored to life only by means of a true resurrection or a wish spell." + "You touch the corpse of a creature that isn't undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to {@dice 1d4} × the creature's challenge rating (minimum of {@dice 1d4}). The creature can be restored to life only by means of a {@spell true resurrection} or a {@spell wish} spell." ], "miscTags": [ "HL" @@ -4491,7 +24631,7 @@ }, { "name": "Bloodhound", - "source": "DMS", + "source": "KPDM", "page": 45, "level": 1, "school": "T", @@ -4522,13 +24662,13 @@ } ], "entries": [ - "You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks." + "You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom ({@skill Perception}) checks that rely on smell and on Wisdom ({@skill Survival}) checks to follow tracks." ], "entriesHigherLevel": [ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you also grant the target blindsight out to a range of 30 feet for the duration." + "When you cast this spell using a spell slot of 3rd level or higher, you also grant the target {@sense blindsight} out to a range of 30 feet for the duration." ], "type": "entries" } @@ -4562,7 +24702,7 @@ }, { "name": "Bolster Undead", - "source": "DMS", + "source": "KPDM", "page": 45, "level": 1, "school": "N", @@ -4634,7 +24774,7 @@ }, { "name": "Bolstering Brew", - "source": "DMS", + "source": "KPDM", "page": 45, "level": 3, "school": "C", @@ -4669,7 +24809,7 @@ "ritual": true }, "entries": [ - "Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being {@condition frightened}, and makes all Constitution saving throws with advantage. These benefits last for 8 hours." + "Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being {@condition frightened}, and makes all Constitution saving throws with advantage. These benefits last for 8 hours." ], "areaTags": [ "MT" @@ -4688,7 +24828,7 @@ }, { "name": "Bones of Stone", - "source": "DMS", + "source": "KPDM", "page": 46, "level": 3, "school": "T", @@ -4747,7 +24887,7 @@ }, { "name": "Booster Shot", - "source": "DMS", + "source": "KPDM", "page": 46, "level": 3, "school": "V", @@ -4778,7 +24918,7 @@ } ], "entries": [ - "You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a {@dice d6} to determine the additional effect for each casting of this spell.", + "You imbue a {@filter two-handed ranged weapon|items|type=ranged weapon|property=two-handed} (typically a {@item shortbow|PHB}, {@item longbow|PHB}, {@item light crossbow|PHB}, or {@item heavy crossbow|PHB}) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a {@dice d6} to determine the additional effect for each casting of this spell.", { "type": "table", "caption": "Booster Shot Additional Effect", @@ -4887,7 +25027,7 @@ }, { "name": "Boulder Toss", - "source": "DMS", + "source": "KPDM", "page": 46, "level": 2, "school": "T", @@ -4947,7 +25087,7 @@ }, { "name": "Brawn Boost", - "source": "DMS", + "source": "KPDM", "page": 46, "level": 0, "school": "T", @@ -5013,7 +25153,7 @@ }, { "name": "Breeze Compass", - "source": "DMS", + "source": "KPDM", "page": 46, "level": 3, "school": "D", @@ -5045,7 +25185,7 @@ } ], "entries": [ - "When you cast this spell, you must clearly imagine or mentally describe a location. It doesn't need to be a location you've been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn't avoid enemies or hostile creatures." + "When you cast this spell, you must clearly imagine or mentally describe a location. It doesn't need to be a location you've been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence ({@skill Arcana}) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn't avoid enemies or hostile creatures." ], "abilityCheck": [ "intelligence" @@ -5065,12 +25205,12 @@ }, { "name": "Broken Charge", - "source": "DMS", + "source": "KPDM", "page": 47, "level": 1, "school": "E", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -5131,12 +25271,12 @@ }, { "name": "By the Light of the Moon", - "source": "DMS", + "source": "KPDM", "page": 47, "level": 2, "school": "D", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -5166,7 +25306,7 @@ } ], "entries": [ - "The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage." + "The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom ({@skill Perception}) and Intelligence ({@skill Investigation}) checks made in the area are made with advantage." ], "abilityCheck": [ "intelligence", @@ -5195,7 +25335,7 @@ }, { "name": "By the Light of the Watchful Moon", - "source": "DMS", + "source": "KPDM", "page": 47, "level": 4, "school": "D", @@ -5261,7 +25401,7 @@ }, { "name": "Candle's Insight", - "source": "DMS", + "source": "KPDM", "page": 47, "level": 1, "school": "D", @@ -5294,7 +25434,7 @@ ], "entries": [ "This spell is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it's extinguished normally or by the spell's effect. While the candle burns, the caster can question the spell's target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it's true.", - "{@italic Candle's insight} is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle's insight without the consent of the spell's target is considered a serious breach of hospitality." + "{@i Candle's insight} is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle's insight without the consent of the spell's target is considered a serious breach of hospitality." ], "classes": { "fromClassList": [ @@ -5315,7 +25455,7 @@ }, { "name": "Carmello-Volta's Irksome Preserves", - "source": "DMS", + "source": "KPDM", "page": 47, "level": 2, "school": "C", @@ -5372,12 +25512,12 @@ }, { "name": "Catapult", - "source": "DMS", + "source": "KPDM", "page": 48, "level": 6, "school": "T", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -5445,7 +25585,7 @@ }, { "name": "Caustic Touch", - "source": "DMS", + "source": "KPDM", "page": 48, "level": 0, "school": "V", @@ -5509,12 +25649,12 @@ }, { "name": "Chains of the Goddess", - "source": "DMS", + "source": "KPDM", "page": 48, "level": 5, "school": "E", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -5570,7 +25710,7 @@ }, { "name": "Chains of Torment", - "source": "DMS", + "source": "KPDM", "page": 48, "level": 4, "school": "C", @@ -5646,7 +25786,7 @@ }, { "name": "Champion's Weapon", - "source": "DMS", + "source": "KPDM", "page": 48, "level": 2, "school": "C", @@ -5702,7 +25842,7 @@ }, { "name": "Cherub's Burning Blade", - "source": "DMS", + "source": "KPDM", "page": 49, "level": 4, "school": "V", @@ -5763,11 +25903,22 @@ }, "miscTags": [ "UBA" - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0007.webp" + } + } + ] + } }, { "name": "Chilling Words", - "source": "DMS", + "source": "KPDM", "page": 49, "level": 3, "school": "E", @@ -5836,7 +25987,7 @@ }, { "name": "Cloak of Serpents", - "source": "DMS", + "source": "KPDM", "page": 49, "level": 4, "school": "A", @@ -5867,7 +26018,7 @@ } ], "entries": [ - "A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it. ", + "A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it.", "For the duration of the spell, you gain resistance to poison damage and immunity to the {@condition poisoned} condition. In addition, whenever a creature within 5 feet hits you with a melee attack, that creature is struck by one of the serpents. The attacker takes {@damage 2d8} poison damage and must succeed on a Constitution saving throw or be {@condition poisoned} for 1 minute. A successful saving throw halves the damage and negates the {@condition poisoned} effect." ], "damageInflict": [ @@ -5887,7 +26038,7 @@ }, { "name": "Cloak of Vermin", - "source": "DMS", + "source": "KPDM", "page": 50, "level": 3, "school": "C", @@ -5945,12 +26096,12 @@ }, { "name": "Clockwork Bodyguard", - "source": "DMS", + "source": "KPDM", "page": 50, "level": 5, "school": "C", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -5981,9 +26132,14 @@ ], "entries": [ "You summon clockwork minions to fight for you. Choose one of the following options for what appears (refer to Tome of Beasts, p. 62-65, for statistics):", - "• One {@creature clockwork huntsman|TOB}", - "• Two {@creature clockwork hound|TOB}", - "• Four {@creature clockwork watchman|TOB}", + { + "type": "list", + "items": [ + "One {@creature clockwork huntsman|TOB}", + "Two {@creature clockwork hound|TOB}", + "Four {@creature clockwork watchman|TOB}" + ] + }, "The clockwork creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands you issue to them (no action required by you). If you don't issue commands, the clockwork creatures defend themselves or you from hostile creatures but otherwise take no actions. The clockwork creatures disappear when they drop to 0 hit points or when the spell ends." ], "entriesHigherLevel": [ @@ -6017,12 +26173,12 @@ }, { "name": "Clockwork Bolt", - "source": "DMS", + "source": "KPDM", "page": 50, "level": 0, "school": "V", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -6081,7 +26237,7 @@ }, { "name": "Closing In", - "source": "DMS", + "source": "KPDM", "page": 50, "level": 3, "school": "I", @@ -6150,7 +26306,7 @@ }, { "name": "Clumsiness", - "source": "DMS", + "source": "KPDM", "page": 51, "level": 0, "school": "N", @@ -6216,7 +26372,7 @@ }, { "name": "Cobra Fangs", - "source": "DMS", + "source": "KPDM", "page": 51, "level": 1, "school": "T", @@ -6281,7 +26437,7 @@ }, { "name": "Command Undead", - "source": "DMS", + "source": "KPDM", "page": 51, "level": 3, "school": "N", @@ -6335,7 +26491,7 @@ }, { "name": "Compelled Movement", - "source": "DMS", + "source": "KPDM", "page": 51, "level": 3, "school": "E", @@ -6411,7 +26567,7 @@ }, { "name": "Compelling Fate", - "source": "DMS", + "source": "KPDM", "page": 51, "level": 3, "school": "D", @@ -6446,9 +26602,14 @@ ], "entries": [ "You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature's actions. This has the following effects:", - "• You have advantage on attack rolls against the target.", - "• For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target's turn when it has completed its movement. This is deducted from your next turn's movement.", - "• As a reaction at the start of the target's turn, you can warn yourself and allies that can hear you of the target's offensive intentions; any creature targeted by the target's next attack gains a +2 bonus to AC or to its saving throw against that attack." + { + "type": "list", + "items": [ + "You have advantage on attack rolls against the target.", + "For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target's turn when it has completed its movement. This is deducted from your next turn's movement.", + "As a reaction at the start of the target's turn, you can warn yourself and allies that can hear you of the target's offensive intentions; any creature targeted by the target's next attack gains a +2 bonus to AC or to its saving throw against that attack." + ] + } ], "entriesHigherLevel": [ { @@ -6480,7 +26641,7 @@ }, { "name": "Comprehend Wild Shape", - "source": "DMS", + "source": "KPDM", "page": 52, "level": 2, "school": "D", @@ -6511,7 +26672,7 @@ } ], "entries": [ - "Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn't a telepathic link; you simply understand each other's verbal communication, similar to the effect of a speak with animals spell. This effect doesn't allow a druid in beast shape to cast spells." + "Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn't a telepathic link; you simply understand each other's verbal communication, similar to the effect of a {@spell speak with animals} spell. This effect doesn't allow a druid in beast shape to cast spells." ], "entriesHigherLevel": [ { @@ -6537,12 +26698,12 @@ }, { "name": "Confound Senses", - "source": "DMS", + "source": "KPDM", "page": 52, "level": 3, "school": "E", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -6573,7 +26734,7 @@ } ], "entries": [ - "This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from." + "This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom ({@skill Survival}) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from." ], "savingThrow": [ "intelligence" @@ -6607,7 +26768,7 @@ }, { "name": "Conjure Fey Hound", - "source": "DMS", + "source": "KPDM", "page": 52, "level": 5, "school": "C", @@ -6678,7 +26839,7 @@ }, { "name": "Conjure Forest Defender", - "source": "DMS", + "source": "KPDM", "page": 52, "level": 6, "school": "C", @@ -6709,13 +26870,13 @@ } ], "entries": [ - "When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a {@creature forest defender|DMS}. The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don't issue any commands to the forest defender, if you are out of its line of sight, or if you are {@condition unconscious}, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a {@spell true resurrection} or a {@spell wish} spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust." + "When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a {@creature forest defender|KPDM}. The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don't issue any commands to the forest defender, if you are out of its line of sight, or if you are {@condition unconscious}, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a {@spell true resurrection} or a {@spell wish} spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust." ], "entriesHigherLevel": [ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 9th\u2011level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time." + "When you cast this spell using a 9th-level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time." ], "type": "entries" } @@ -6734,7 +26895,7 @@ }, { "name": "Conjure Greater Spectral Dead", - "source": "DMS", + "source": "KPDM", "page": 53, "level": 7, "school": "C", @@ -6771,9 +26932,14 @@ ], "entries": [ "You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears:", - "• One {@creature wraith}", - "• One {@creature spectral guardian|TOB} (Tome of Beasts, p. 358)", - "• One {@creature wolf spirit swarm|TOB} (Tome of Beasts, p. 377)", + { + "type": "list", + "items": [ + "One {@creature wraith}", + "One {@creature spectral guardian|ToB}", + "One {@creature wolf spirit swarm|ToB}" + ] + }, "Summoned creatures disappear when they drop to 0 hit points or when the spell ends.", "The summoned creature doesn't attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature's turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take {@damage 1d6} psychic damage at the end of the turn. If your concentration is broken, the creature doesn't disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can't dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it." ], @@ -6781,7 +26947,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 9th\u2011level spell slot, you summon a {@creature deathwisp|TOB} (Tome of Beasts, p. 72) or two {@creature ghost}s instead." + "When you cast this spell using a 9th-level spell slot, you summon a {@creature deathwisp|ToB} or two {@creature ghost||ghosts} instead." ], "type": "entries" } @@ -6808,7 +26974,7 @@ }, { "name": "Conjure Mantelet", - "source": "DMS", + "source": "KPDM", "page": 53, "level": 2, "school": "A", @@ -6852,7 +27018,7 @@ }, { "name": "Conjure Mock Animals", - "source": "DMS", + "source": "KPDM", "page": 53, "level": 1, "school": "C", @@ -6914,7 +27080,7 @@ }, { "name": "Conjure Scarab Swarm", - "source": "DMS", + "source": "KPDM", "page": 54, "level": 2, "school": "C", @@ -6972,7 +27138,7 @@ }, { "name": "Conjure Spectral Dead", - "source": "DMS", + "source": "KPDM", "page": 54, "level": 2, "school": "C", @@ -7011,7 +27177,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 3rd\u2011level spell slot, you can choose to summon two {@creature shroud|TOB}s or one {@creature specter}. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four {@creature shroud|TOB}s or one {@creature will-o'-wisp}." + "When you cast this spell using a 3rd-level spell slot, you can choose to summon two {@creature shroud|TOB|shrouds} or one {@creature specter}. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four {@creature shroud|TOB|shrouds} or one {@creature will-o'-wisp}." ], "type": "entries" } @@ -7038,7 +27204,7 @@ }, { "name": "Conjure Undead", - "source": "DMS", + "source": "KPDM", "page": 54, "level": 3, "school": "C", @@ -7104,7 +27270,7 @@ }, { "name": "Consult the Storm", - "source": "DMS", + "source": "KPDM", "page": 54, "level": 4, "school": "D", @@ -7166,7 +27332,7 @@ }, { "name": "Convoluted Dictum", - "source": "DMS", + "source": "KPDM", "page": 54, "level": 2, "school": "E", @@ -7235,7 +27401,7 @@ }, { "name": "Costly Victory", - "source": "DMS", + "source": "KPDM", "page": 55, "level": 8, "school": "V", @@ -7290,7 +27456,7 @@ }, { "name": "Create Thunderstaff", - "source": "DMS", + "source": "KPDM", "page": 55, "level": 7, "school": "T", @@ -7338,12 +27504,12 @@ }, { "name": "Crushing Trample", - "source": "DMS", + "source": "KPDM", "page": 55, "level": 2, "school": "T", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -7371,8 +27537,8 @@ } ], "entries": [ - "Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked {@condition prone} and take {@damage 4d6} bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage. ", - "You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of this spell." + "Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked {@condition prone} and take {@damage 4d6} bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage.", + "You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke {@action opportunity attack||opportunity attacks} while moving under the effect of this spell." ], "damageInflict": [ "bludgeoning" @@ -7406,7 +27572,7 @@ }, { "name": "Cure Beast", - "source": "DMS", + "source": "KPDM", "page": 55, "level": 1, "school": "V", @@ -7466,7 +27632,7 @@ }, { "name": "Curse of Dust", - "source": "DMS", + "source": "KPDM", "page": 55, "level": 7, "school": "N", @@ -7528,7 +27694,7 @@ }, { "name": "Curse of Hostility", - "source": "DMS", + "source": "KPDM", "page": 56, "level": 3, "school": "N", @@ -7560,9 +27726,14 @@ ], "entries": [ "You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed with the antipathy of a certain type of creature, chosen by you when you cast the spell. Choose from one of the following: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, plants, or undead. In situations involving creatures of the selected type, the following effects apply.", - "• In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets.", - "• A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter.", - "• The target has disadvantage on any Charisma-based checks made against creatures of the chosen type.", + { + "type": "list", + "items": [ + "In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets.", + "A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter.", + "The target has disadvantage on any Charisma-based checks made against creatures of the chosen type." + ] + }, "A {@spell remove curse} spell ends this effect." ], "entriesHigherLevel": [ @@ -7598,7 +27769,7 @@ }, { "name": "Curse of Incompetence", - "source": "DMS", + "source": "KPDM", "page": 56, "level": 3, "school": "N", @@ -7668,7 +27839,7 @@ "exact": 3 } }, - "Target flees or fights (50 percent chance of each)." + "Target flees or fights ({@chance 50} chance of each)." ], [ { @@ -7714,7 +27885,7 @@ }, { "name": "Curse of the Grave", - "source": "DMS", + "source": "KPDM", "page": 56, "level": 7, "school": "N", @@ -7747,9 +27918,14 @@ "entries": [ "You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature's soul.", "Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A {@spell remove curse} spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:", - "• The target fails death saving throws on any roll but a 20.", - "• If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.", - "• The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control." + { + "type": "list", + "items": [ + "The target fails death saving throws on any roll but a 20.", + "If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.", + "The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control." + ] + } ], "savingThrow": [ "constitution" @@ -7784,7 +27960,7 @@ }, { "name": "Cursed Gift", - "source": "DMS", + "source": "KPDM", "page": 56, "level": 4, "school": "A", @@ -7849,7 +28025,7 @@ }, { "name": "Cynophobia", - "source": "DMS", + "source": "KPDM", "page": 57, "level": 3, "school": "E", @@ -7932,7 +28108,7 @@ }, { "name": "Daggerhawk", - "source": "DMS", + "source": "KPDM", "page": 57, "level": 2, "school": "T", @@ -7979,7 +28155,7 @@ }, { "name": "Dark Heraldry", - "source": "DMS", + "source": "KPDM", "page": 57, "level": 3, "school": "N", @@ -8052,7 +28228,7 @@ }, { "name": "Dark Maw", - "source": "DMS", + "source": "KPDM", "page": 57, "level": 0, "school": "N", @@ -8121,7 +28297,7 @@ }, { "name": "Dark Web of the Spider Monarch", - "source": "DMS", + "source": "KPDM", "page": 58, "level": 5, "school": "C", @@ -8187,11 +28363,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0162.webp" + } + } + ] } }, { "name": "Dead Walking", - "source": "DMS", + "source": "KPDM", "page": 58, "level": 2, "school": "I", @@ -8230,7 +28417,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 3rd\u2011level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd." + "When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd." ], "type": "entries" } @@ -8261,7 +28448,7 @@ }, { "name": "Death God's Touch", - "source": "DMS", + "source": "KPDM", "page": 59, "level": 7, "school": "N", @@ -8330,7 +28517,7 @@ }, { "name": "Decay", - "source": "DMS", + "source": "KPDM", "page": 59, "level": 0, "school": "N", @@ -8392,7 +28579,7 @@ }, { "name": "Deep Breath", - "source": "DMS", + "source": "KPDM", "page": 59, "level": 1, "school": "T", @@ -8459,7 +28646,7 @@ }, { "name": "Deep Focus", - "source": "DMS", + "source": "KPDM", "page": 59, "level": 3, "school": "V", @@ -8519,7 +28706,7 @@ }, { "name": "Defensive Quills", - "source": "DMS", + "source": "KPDM", "page": 59, "level": 3, "school": "T", @@ -8573,7 +28760,7 @@ }, { "name": "Defile Healing", - "source": "DMS", + "source": "KPDM", "page": 59, "level": 7, "school": "N", @@ -8630,7 +28817,7 @@ }, { "name": "Desiccating Breath", - "source": "DMS", + "source": "KPDM", "page": 60, "level": 4, "school": "V", @@ -8692,12 +28879,12 @@ }, { "name": "Dimensional Shove", - "source": "DMS", + "source": "KPDM", "page": 60, "level": 3, "school": "C", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -8760,7 +28947,7 @@ }, { "name": "Discern Weakness", - "source": "DMS", + "source": "KPDM", "page": 60, "level": 2, "school": "D", @@ -8813,7 +29000,7 @@ }, { "name": "Disquieting Gaze", - "source": "DMS", + "source": "KPDM", "page": 60, "level": 1, "school": "N", @@ -8843,7 +29030,7 @@ } ], "entries": [ - "Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes." + "Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma ({@skill Intimidation}) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes." ], "classes": { "fromClassList": [ @@ -8867,7 +29054,7 @@ }, { "name": "Disruptive Aura", - "source": "DMS", + "source": "KPDM", "page": 60, "level": 8, "school": "V", @@ -8905,7 +29092,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 9th\u2011level spell slot, the cube is 20 feet on a side." + "When you cast this spell using a 9th-level spell slot, the cube is 20 feet on a side." ], "type": "entries" } @@ -8939,7 +29126,7 @@ }, { "name": "Distracting Divination", - "source": "DMS", + "source": "KPDM", "page": 61, "level": 2, "school": "D", @@ -9001,7 +29188,7 @@ }, { "name": "Distraction Cascade", - "source": "DMS", + "source": "KPDM", "page": 61, "level": 2, "school": "D", @@ -9072,7 +29259,7 @@ }, { "name": "Distressing Resonance", - "source": "DMS", + "source": "KPDM", "page": 61, "level": 4, "school": "V", @@ -9105,7 +29292,7 @@ ], "entries": [ "You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, that causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be {@condition incapacitated} until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being {@condition incapacitated}. Constructs, {@condition deafened} creatures, oozes, plants, and undead are not affected by this spell.", - "The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell's area." + "The vibrations from the distressing resonance interfere with {@sense tremorsense}, negating any use of that ability in the spell's area." ], "conditionInflict": [ "incapacitated" @@ -9135,7 +29322,7 @@ }, { "name": "Dome of Silence", - "source": "DMS", + "source": "KPDM", "page": 61, "level": 2, "school": "A", @@ -9191,7 +29378,7 @@ }, { "name": "Doom of Blue Crystal", - "source": "DMS", + "source": "KPDM", "page": 61, "level": 3, "school": "T", @@ -9253,7 +29440,7 @@ }, { "name": "Doom of Consuming Fire", - "source": "DMS", + "source": "KPDM", "page": 62, "level": 2, "school": "V", @@ -9291,8 +29478,8 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 3rd level spell slot, the purple fire extends 10 feet from you, you take {@damage 1d8} cold damage, and other creatures take {@damage 1d10} cold damage. ", - "When you cast this spell using a 4th\u2011level slot, the fire extends 15 feet from you, you take {@damage 1d10} cold damage, and other creatures take {@damage 1d12} cold damage. ", + "When you cast this spell using a 3rd level spell slot, the purple fire extends 10 feet from you, you take {@damage 1d8} cold damage, and other creatures take {@damage 1d10} cold damage.", + "When you cast this spell using a 4th-level slot, the fire extends 15 feet from you, you take {@damage 1d10} cold damage, and other creatures take {@damage 1d12} cold damage.", "When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take {@damage 1d12} cold damage, and other creatures take {@damage 1d20} cold damage." ], "type": "entries" @@ -9323,7 +29510,7 @@ }, { "name": "Doom of Dancing Blades", - "source": "DMS", + "source": "KPDM", "page": 62, "level": 3, "school": "I", @@ -9387,7 +29574,7 @@ }, { "name": "Doom of Disenchantment", - "source": "DMS", + "source": "KPDM", "page": 62, "level": 3, "school": "A", @@ -9418,7 +29605,7 @@ } ], "entries": [ - "When you cast this spell, your worn armor and clothing glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.", + "When you cast this spell, your worn armor and clothing glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a {@item +1 weapon} would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.", "The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can't cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it's affected as if you had cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected." ], "classes": { @@ -9440,7 +29627,7 @@ }, { "name": "Doom of Serpent Coils", - "source": "DMS", + "source": "KPDM", "page": 62, "level": 4, "school": "N", @@ -9468,7 +29655,7 @@ } ], "entries": [ - "You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of {@italic doom of serpent coils} for 24 hours. On a failed save, a target doesn't suffer the poison's usual effect; instead, it takes {@damage 4d6} poison damage and is {@condition poisoned}. While {@condition poisoned} in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes {@damage 4d6} poison damage and is still {@condition poisoned}. On a subsequent successful save, it is no longer {@condition poisoned} and is immune to further {@italic castings of doom of serpent coils} for 24 hours.", + "You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of {@i doom of serpent coils} for 24 hours. On a failed save, a target doesn't suffer the poison's usual effect; instead, it takes {@damage 4d6} poison damage and is {@condition poisoned}. While {@condition poisoned} in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes {@damage 4d6} poison damage and is still {@condition poisoned}. On a subsequent successful save, it is no longer {@condition poisoned} and is immune to further {@i castings of doom of serpent coils} for 24 hours.", "Multiple castings of this spell have no additional effect on creatures that are already {@condition poisoned} by it. The effect can be ended by protection from poison or comparable magic." ], "damageInflict": [ @@ -9506,7 +29693,7 @@ }, { "name": "Doom of the Cracked Shield", - "source": "DMS", + "source": "KPDM", "page": 63, "level": 1, "school": "T", @@ -9545,7 +29732,7 @@ }, { "name": "Doom of the Earthen Maw", - "source": "DMS", + "source": "KPDM", "page": 63, "level": 4, "school": "V", @@ -9603,7 +29790,7 @@ }, { "name": "Doom of the Pit", - "source": "DMS", + "source": "KPDM", "page": 63, "level": 4, "school": "C", @@ -9636,8 +29823,8 @@ ], "entries": [ "You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.", - "The pit's radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal. ", - "The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take {@damage 1d6} necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage; then the spell ends and you are {@condition incapacitated} for 2 rounds. When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is {@condition stunned} for 2 rounds after the spell ends." + "The pit's radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal.", + "The walls of the pit are slick and slimy, requiring a DC 15 Strength ({@skill Athletics}) check to climb. Creatures and objects that remain in the pit take {@damage 1d6} necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage; then the spell ends and you are {@condition incapacitated} for 2 rounds. When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is {@condition stunned} for 2 rounds after the spell ends." ], "entriesHigherLevel": [ { @@ -9676,7 +29863,7 @@ }, { "name": "Doom of the Slippery Rogue", - "source": "DMS", + "source": "KPDM", "page": 63, "level": 2, "school": "C", @@ -9708,7 +29895,7 @@ } ], "entries": [ - "This spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls {@condition prone} unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls {@condition prone}." + "This spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength ({@skill Athletics}) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls {@condition prone} unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls {@condition prone}." ], "savingThrow": [ "strength", @@ -9736,7 +29923,7 @@ }, { "name": "Drain Item", - "source": "DMS", + "source": "KPDM", "page": 64, "level": 4, "school": "V", @@ -9768,7 +29955,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, you can drain more charges from an item: {@dice 1d4} for a 5th\u2011level slot, {@dice 1d6} for a 6th-level slot, {@dice 1d8} for a 7th\u2011level slot, or {@dice 2d6} for an 8th- or 9th-level slot." + "When you cast this spell using a spell slot of 5th level or higher, you can drain more charges from an item: {@dice 1d4} for a 5th-level slot, {@dice 1d6} for a 6th-level slot, {@dice 1d8} for a 7th-level slot, or {@dice 2d6} for an 8th- or 9th-level slot." ], "type": "entries" } @@ -9798,7 +29985,7 @@ }, { "name": "Dread Wings", - "source": "DMS", + "source": "KPDM", "page": 64, "level": 4, "school": "N", @@ -9860,11 +30047,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0008.webp" + } + } + ] } }, { "name": "Drown", - "source": "DMS", + "source": "KPDM", "page": 64, "level": 3, "school": "V", @@ -9930,7 +30128,7 @@ }, { "name": "Dryad's Kiss", - "source": "DMS", + "source": "KPDM", "page": 65, "level": 3, "school": "C", @@ -9962,7 +30160,7 @@ } ], "entries": [ - "You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes {@damage 3d8} necrotic damage; a successful Wisdom saving throw negates the damage but doesn't prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a {@spell greater restoration} or {@spell blight} spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra {@damage 1d8} necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.", + "You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes {@damage 3d8} necrotic damage; a successful Wisdom saving throw negates the damage but doesn't prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence ({@skill Nature}) or Wisdom ({@skill Medicine}) check against your spell save DC, or by a {@spell greater restoration} or {@spell blight} spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra {@damage 1d8} necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.", "If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month." ], "entriesHigherLevel": [ @@ -9994,7 +30192,7 @@ }, { "name": "Ears of the Bat", - "source": "DMS", + "source": "KPDM", "page": 65, "level": 3, "school": "T", @@ -10026,8 +30224,8 @@ } ], "entries": [ - "You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet.", - "You cannot use the blindsight ability while {@condition deafened}. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage." + "You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom ({@skill Perception}) checks that rely on hearing, and you gain {@sense blindsight} out to a range of 60 feet.", + "You cannot use the {@sense blindsight} ability while {@condition deafened}. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage." ], "classes": { "fromClassList": [ @@ -10047,7 +30245,7 @@ }, { "name": "Earthskimmer", - "source": "DMS", + "source": "KPDM", "page": 65, "level": 4, "school": "T", @@ -10080,7 +30278,7 @@ ], "entries": [ "You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.", - "Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes {@damage 4d6} bludgeoning damage and is knocked {@condition prone} on a failed save, or takes half as much damage and isn't knocked {@condition prone} on a succesful one." + "Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the {@action Dash} action. The creature must make a Strength saving throw. It takes {@damage 4d6} bludgeoning damage and is knocked {@condition prone} on a failed save, or takes half as much damage and isn't knocked {@condition prone} on a succesful one." ], "damageInflict": [ "bludgeoning" @@ -10113,7 +30311,7 @@ }, { "name": "Earth Wave", - "source": "DMS", + "source": "KPDM", "page": 65, "level": 5, "school": "T", @@ -10145,11 +30343,11 @@ } ], "entries": [ - "You command the earth beneath your feet to rise and surge forward, carrying you and your companions where you bid while rolling over enemies and obstacles in your path. The earth rises in a 15-foot-high, 15-foot\u2011radius swell that can carry you and up to eight other Medium creatures, propelling you in whatever direction you choose at a rate of up to 90 feet per round. You use a bonus action to direct the wave each round. Your movement is limited to the surface of the wave to maintain control. If you move off the wave, it continues on the same course you directed it, then the spell ends at the beginning of your next turn.", + "You command the earth beneath your feet to rise and surge forward, carrying you and your companions where you bid while rolling over enemies and obstacles in your path. The earth rises in a 15-foot-high, 15-foot-radius swell that can carry you and up to eight other Medium creatures, propelling you in whatever direction you choose at a rate of up to 90 feet per round. You use a bonus action to direct the wave each round. Your movement is limited to the surface of the wave to maintain control. If you move off the wave, it continues on the same course you directed it, then the spell ends at the beginning of your next turn.", "Natural obstacles do not impede the spell's movement; trees, rocks, and other natural obstacles simply rise up and around the swell and settle back into place behind it. The wave can travel up or down natural slopes with angles as great as 60 degrees.", "You can direct the wave to surge over man-made obstacles and creatures in its path. The swell washes over walls and other manufactured obstacles up to 15 feet high and 10 feet thick with no loss of movement, dealing {@damage 6d6} bludgeoning damage to an object as it passes. Resolve this damage against larger, rigid objects, such as walls, vehicles, or other similar structures; smaller or malleable objects such as unsecured ropes or cloth are simply buried by the swell's passing. Larger objects are subject to the damage, but the wave cannot move over them unless the damage is enough to destroy the object.", - "Creatures of Large size or smaller in the path of the wave take {@damage 6d6} bludgeoning damage and are buried. Buried creatures are considered {@condition restrained} and must hold their breath or begin to suffocate. A creature in the path of the wave can make a Dexterity saving throw against your spell save DC. On a successful save, the creature takes half as much damage and avoids being buried. Each round, a buried creature can use an action to make a Strength check against your spell save DC to dig itself out. ", - "You can cast {@italic earth wave} only when standing on natural earth or stone. The spell can be cast underground, but not inside buildings unless they have no floor." + "Creatures of Large size or smaller in the path of the wave take {@damage 6d6} bludgeoning damage and are buried. Buried creatures are considered {@condition restrained} and must hold their breath or begin to suffocate. A creature in the path of the wave can make a Dexterity saving throw against your spell save DC. On a successful save, the creature takes half as much damage and avoids being buried. Each round, a buried creature can use an action to make a Strength check against your spell save DC to dig itself out.", + "You can cast {@i earth wave} only when standing on natural earth or stone. The spell can be cast underground, but not inside buildings unless they have no floor." ], "damageInflict": [ "bludgeoning" @@ -10174,7 +30372,7 @@ }, { "name": "Earworm Melody", - "source": "DMS", + "source": "KPDM", "page": 66, "level": 1, "school": "E", @@ -10238,7 +30436,7 @@ }, { "name": "Echoes of Steel", - "source": "DMS", + "source": "KPDM", "page": 66, "level": 4, "school": "V", @@ -10294,7 +30492,7 @@ }, { "name": "Eidetic Memory", - "source": "DMS", + "source": "KPDM", "page": 66, "level": 5, "school": "T", @@ -10354,12 +30552,12 @@ }, { "name": "Elemental Horns", - "source": "DMS", + "source": "KPDM", "page": 66, "level": 2, "school": "V", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -10431,7 +30629,7 @@ }, { "name": "Encrypt / Decrypt", - "source": "DMS", + "source": "KPDM", "page": 66, "level": 0, "school": "D", @@ -10486,7 +30684,7 @@ }, { "name": "Endow Attribute", - "source": "DMS", + "source": "KPDM", "page": 67, "level": 4, "school": "T", @@ -10529,7 +30727,7 @@ { "name": "At Higher Levels", "entries": [ - "If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th\u2011level spell slot, the duration is 24 hours." + "If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th-level spell slot, the duration is 24 hours." ], "type": "entries" } @@ -10559,7 +30757,7 @@ }, { "name": "Energy Absorption", - "source": "DMS", + "source": "KPDM", "page": 67, "level": 5, "school": "A", @@ -10626,7 +30824,7 @@ }, { "name": "Energy Foreknowledge", - "source": "DMS", + "source": "KPDM", "page": 67, "level": 4, "school": "D", @@ -10691,7 +30889,7 @@ }, { "name": "Enhance Familiar", - "source": "DMS", + "source": "KPDM", "page": 67, "level": 2, "school": "T", @@ -10750,7 +30948,7 @@ }, { "name": "Entomb", - "source": "DMS", + "source": "KPDM", "page": 67, "level": 6, "school": "T", @@ -10810,7 +31008,7 @@ }, { "name": "Enumerate", - "source": "DMS", + "source": "KPDM", "page": 68, "level": 0, "school": "D", @@ -10857,7 +31055,7 @@ }, { "name": "Essence Instability", - "source": "DMS", + "source": "KPDM", "page": 68, "level": 5, "school": "T", @@ -10925,7 +31123,7 @@ }, { "name": "Exceptional Wit", - "source": "DMS", + "source": "KPDM", "page": 68, "level": 0, "school": "T", @@ -10991,7 +31189,7 @@ }, { "name": "Extract Knowledge", - "source": "DMS", + "source": "KPDM", "page": 68, "level": 6, "school": "N", @@ -11049,7 +31247,7 @@ }, { "name": "Exude Acid", - "source": "DMS", + "source": "KPDM", "page": 68, "level": 2, "school": "T", @@ -11103,7 +31301,7 @@ }, { "name": "Fault Line", - "source": "DMS", + "source": "KPDM", "page": 69, "level": 6, "school": "V", @@ -11130,7 +31328,7 @@ } ], "entries": [ - "The ground thrusts sharply upward along a 5-foot-wide, 60\u2011foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked {@condition prone} and take {@damage 8d6} bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked {@condition prone}. This spell doesn't damage permanent structures." + "The ground thrusts sharply upward along a 5-foot-wide, 60-foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked {@condition prone} and take {@damage 8d6} bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked {@condition prone}. This spell doesn't damage permanent structures." ], "damageInflict": [ "bludgeoning" @@ -11164,7 +31362,7 @@ }, { "name": "Feather Field", - "source": "DMS", + "source": "KPDM", "page": 69, "level": 1, "school": "A", @@ -11230,7 +31428,7 @@ }, { "name": "Feather Travel", - "source": "DMS", + "source": "KPDM", "page": 69, "level": 2, "school": "T", @@ -11287,7 +31485,7 @@ }, { "name": "Fey Crown", - "source": "DMS", + "source": "KPDM", "page": 69, "level": 5, "school": "A", @@ -11359,7 +31557,7 @@ }, { "name": "Fey Glamer", - "source": "DMS", + "source": "KPDM", "page": 69, "level": 1, "school": "I", @@ -11417,7 +31615,7 @@ }, { "name": "Find Kin", - "source": "DMS", + "source": "KPDM", "page": 69, "level": 1, "school": "D", @@ -11476,7 +31674,7 @@ }, { "name": "Fire Darts", - "source": "DMS", + "source": "KPDM", "page": 70, "level": 2, "school": "V", @@ -11543,7 +31741,7 @@ }, { "name": "Fire Under the Tongue", - "source": "DMS", + "source": "KPDM", "page": 70, "level": 1, "school": "T", @@ -11604,7 +31802,7 @@ }, { "name": "Firewalk", - "source": "DMS", + "source": "KPDM", "page": 70, "level": 6, "school": "T", @@ -11669,16 +31867,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0009.webp" + } + } + ] } }, { "name": "Fist of Iron", - "source": "DMS", + "source": "KPDM", "page": 70, "level": 0, "school": "T", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -11735,7 +31944,7 @@ }, { "name": "Flame Wave", - "source": "DMS", + "source": "KPDM", "page": 71, "level": 4, "school": "V", @@ -11802,7 +32011,7 @@ }, { "name": "Flesh to Paper", - "source": "DMS", + "source": "KPDM", "page": 71, "level": 3, "school": "T", @@ -11833,7 +32042,7 @@ } ], "entries": [ - "A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can't cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved." + "A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can't cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity ({@skill Stealth}) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved." ], "entriesHigherLevel": [ { @@ -11866,7 +32075,7 @@ }, { "name": "Fog of War", - "source": "DMS", + "source": "KPDM", "page": 71, "level": 4, "school": "I", @@ -11898,7 +32107,7 @@ } ], "entries": [ - "You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies.", + "You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom ({@skill Perception}) checks made to locate enemies.", "If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it\u2014friend or foe\u2014the targeted creature must roll a {@dice d20}. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. At the start of their turn, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round." ], "savingThrow": [ @@ -11930,7 +32139,7 @@ }, { "name": "Forest Affinity", - "source": "DMS", + "source": "KPDM", "page": 71, "level": 1, "school": "I", @@ -11961,7 +32170,7 @@ } ], "entries": [ - "The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your initiative rolls. The spell ends if you attack or cast a spell." + "The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity ({@skill Stealth}) checks to hide. While hidden in a forest, you have advantage on your initiative rolls. The spell ends if you attack or cast a spell." ], "entriesHigherLevel": [ { @@ -12002,7 +32211,7 @@ }, { "name": "Forest Native", - "source": "DMS", + "source": "KPDM", "page": 71, "level": 1, "school": "T", @@ -12052,7 +32261,7 @@ }, { "name": "Forest of Spears", - "source": "DMS", + "source": "KPDM", "page": 71, "level": 5, "school": "V", @@ -12086,7 +32295,7 @@ ], "entries": [ "A forest of stone spears rises up from the ground in a 30-foot radius around a point you designate within range. Creatures in the area take {@damage 5d8} piercing damage and are {@condition restrained}. A successful Dexterity saving throw reduces the damage by half and negates the {@condition restrained} condition. A creature that starts its turn in the area and is already {@condition restrained} by the spears takes an extra {@damage 2d8} damage from the pain of being held aloft as well as bleeding from its wounds.", - "A creature {@condition restrained} by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself. ", + "A creature {@condition restrained} by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself.", "For the duration of the spell, the area is difficult terrain. The spears (AC 14) can be damaged; they are immune to piercing damage and have resistance to bludgeoning and slashing damage from nonmagical attacks. If a 5-foot square section of spears takes 15 damage, that's enough to free a {@condition restrained} creature or clear the section of spears." ], "damageInflict": [ @@ -12113,7 +32322,7 @@ }, { "name": "Forest Sanctuary", - "source": "DMS", + "source": "KPDM", "page": 72, "level": 9, "school": "A", @@ -12165,7 +32374,7 @@ }, { "name": "Form of the Gods", - "source": "DMS", + "source": "KPDM", "page": 72, "level": 9, "school": "T", @@ -12197,11 +32406,16 @@ } ], "entries": [ - "By drawing on the energy of the gods, you can temporarily assume the form of your patron's avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the {@creature avatar form|DMS} stat block).", - "• Your size becomes Large, unless you were already at least that big.", - "• You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.", - "• You gain a Multiattack action option, allowing you to make two slam attacks and a bite.", - "• Your ability scores change to reflect your new form, as shown in the stat block.", + "By drawing on the energy of the gods, you can temporarily assume the form of your patron's avatar. {@i Form of the gods} transforms you into an entirely new shape and brings about the following changes (summarized below and in the {@creature avatar form|KPDM} stat block).", + { + "type": "list", + "items": [ + "Your size becomes Large, unless you were already at least that big.", + "You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.", + "You gain a Multiattack action option, allowing you to make two slam attacks and a bite.", + "Your ability scores change to reflect your new form, as shown in the stat block." + ] + }, "You remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form." ], "classes": { @@ -12215,7 +32429,7 @@ }, { "name": "Fortitude", - "source": "DMS", + "source": "KPDM", "page": 73, "level": 0, "school": "T", @@ -12281,7 +32495,7 @@ }, { "name": "Frailty", - "source": "DMS", + "source": "KPDM", "page": 73, "level": 0, "school": "N", @@ -12350,7 +32564,7 @@ }, { "name": "Freezing Fog", - "source": "DMS", + "source": "KPDM", "page": 73, "level": 3, "school": "C", @@ -12421,7 +32635,7 @@ }, { "name": "Frozen Razors", - "source": "DMS", + "source": "KPDM", "page": 73, "level": 3, "school": "V", @@ -12491,16 +32705,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0010.webp" + } + } + ] } }, { "name": "Furious Hooves", - "source": "DMS", + "source": "KPDM", "page": 74, "level": 2, "school": "T", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -12558,12 +32783,12 @@ }, { "name": "Gear Barrage", - "source": "DMS", + "source": "KPDM", "page": 74, "level": 2, "school": "C", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -12622,7 +32847,7 @@ }, { "name": "Ghoul King's Cloak", - "source": "DMS", + "source": "KPDM", "page": 74, "level": 8, "school": "T", @@ -12653,10 +32878,15 @@ ], "entries": [ "You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration:", - "• Its Armor Class increases by 2, to a maximum of 20.", - "• When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.", - "• It is immune to necrotic damage and radiant damage.", - "• It can't be reduced to less than 1 hit point." + { + "type": "list", + "items": [ + "Its Armor Class increases by 2, to a maximum of 20.", + "When it uses the {@action Attack} action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.", + "It is immune to necrotic damage and radiant damage.", + "It can't be reduced to less than 1 hit point." + ] + } ], "entriesHigherLevel": [ { @@ -12685,7 +32915,7 @@ }, { "name": "Giant's Jest", - "source": "DMS", + "source": "KPDM", "page": 74, "level": 4, "school": "T", @@ -12747,7 +32977,7 @@ }, { "name": "Gift of Luck", - "source": "DMS", + "source": "KPDM", "page": 74, "level": 2, "school": "D", @@ -12811,7 +33041,7 @@ }, { "name": "Gift of Resilience", - "source": "DMS", + "source": "KPDM", "page": 74, "level": 2, "school": "E", @@ -12874,7 +33104,7 @@ }, { "name": "Gird the Spirit", - "source": "DMS", + "source": "KPDM", "page": 75, "level": 1, "school": "A", @@ -12930,7 +33160,7 @@ }, { "name": "Glamer of Mundanity", - "source": "DMS", + "source": "KPDM", "page": 75, "level": 1, "school": "I", @@ -12962,7 +33192,7 @@ } ], "entries": [ - "You lay a glamer upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom (Perception) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage. The target gains advantage on Dexterity (Stealth) checks, but has disadvantage on any Charisma checks made while under the glamer." + "You lay a glamer upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom ({@skill Perception}) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage. The target gains advantage on Dexterity ({@skill Stealth}) checks, but has disadvantage on any Charisma checks made while under the glamer." ], "areaTags": [ "ST" @@ -12985,7 +33215,7 @@ }, { "name": "Gliding Step", - "source": "DMS", + "source": "KPDM", "page": 75, "level": 1, "school": "A", @@ -13041,7 +33271,7 @@ }, { "name": "Gloomwrought Barrier", - "source": "DMS", + "source": "KPDM", "page": 75, "level": 3, "school": "C", @@ -13105,7 +33335,7 @@ }, { "name": "Glyph of Shifting", - "source": "DMS", + "source": "KPDM", "page": 75, "level": 2, "school": "C", @@ -13177,7 +33407,7 @@ }, { "name": "Goat's Hoof Charm", - "source": "DMS", + "source": "KPDM", "page": 76, "level": 1, "school": "T", @@ -13246,7 +33476,7 @@ }, { "name": "Going in Circles", - "source": "DMS", + "source": "KPDM", "page": 76, "level": 3, "school": "I", @@ -13277,8 +33507,8 @@ } ], "entries": [ - "You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts {@spell find the path} automatically succeeds in discovering a way out of the terrain.", - "When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell. ", + "You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom ({@skill Survival}) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature that succeeds on two Wisdom ({@skill Survival}) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with {@sense truesight} can see through the illusion and is unaffected by the spell. A creature that casts {@spell find the path} automatically succeeds in discovering a way out of the terrain.", + "When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell.", "If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled." ], "abilityCheck": [ @@ -13314,7 +33544,7 @@ }, { "name": "Gordolay's Pleasant Aroma", - "source": "DMS", + "source": "KPDM", "page": 76, "level": 1, "school": "T", @@ -13380,7 +33610,7 @@ }, { "name": "Grain of Truth", - "source": "DMS", + "source": "KPDM", "page": 76, "level": 2, "school": "D", @@ -13439,7 +33669,7 @@ }, { "name": "Grasp of the Tupilak", - "source": "DMS", + "source": "KPDM", "page": 76, "level": 5, "school": "N", @@ -13470,7 +33700,7 @@ } ], "entries": [ - "This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes {@damage 2d4} necrotic damage and one or more of the victim's available spell slots are transferred to you, to be used as your own. Roll a {@dice d6}; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots. ", + "This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes {@damage 2d4} necrotic damage and one or more of the victim's available spell slots are transferred to you, to be used as your own. Roll a {@dice d6}; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots.", "For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target's highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available.", "If the target has no available spell slots of an appropriate level\u2014for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots\u2014then this spell has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you're able to use, treat it as of the highest level you can use.", "Unused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of {@spell remove curse}, {@spell greater restoration}, or comparable magic." @@ -13498,12 +33728,12 @@ }, { "name": "Greater Analyze Device", - "source": "DMS", + "source": "KPDM", "page": 77, "level": 2, "school": "D", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -13545,12 +33775,12 @@ }, { "name": "Greater Maze", - "source": "DMS", + "source": "KPDM", "page": 77, "level": 9, "school": "C", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -13607,7 +33837,7 @@ }, { "name": "Green Mantle", - "source": "DMS", + "source": "KPDM", "page": 77, "level": 1, "school": "T", @@ -13638,7 +33868,7 @@ } ], "entries": [ - "You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your flesh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to Stealth checks in the appropriate terrain." + "You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your flesh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to {@skill Stealth} checks in the appropriate terrain." ], "entriesHigherLevel": [ { @@ -13668,7 +33898,7 @@ }, { "name": "Grudge Match", - "source": "DMS", + "source": "KPDM", "page": 77, "level": 2, "school": "V", @@ -13728,7 +33958,7 @@ }, { "name": "Hamstring", - "source": "DMS", + "source": "KPDM", "page": 77, "level": 0, "school": "V", @@ -13793,7 +34023,7 @@ }, { "name": "Hard Heart", - "source": "DMS", + "source": "KPDM", "page": 78, "level": 1, "school": "E", @@ -13856,7 +34086,7 @@ }, { "name": "Harry", - "source": "DMS", + "source": "KPDM", "page": 78, "level": 4, "school": "E", @@ -13889,7 +34119,7 @@ } ], "entries": [ - "You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is {@condition frightened} of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can't take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.", + "You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity ({@skill Stealth}) checks to avoid your notice and is {@condition frightened} of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom ({@skill Survival}) checks to track the target, and the target can't take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.", "On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours." ], "entriesHigherLevel": [ @@ -13940,7 +34170,7 @@ }, { "name": "Harsh Light of Summer's Glare", - "source": "DMS", + "source": "KPDM", "page": 78, "level": 8, "school": "E", @@ -13971,7 +34201,7 @@ } ], "entries": [ - "You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are {@condition blinded} and {@condition stunned}. Creatures without darkvision that fail a Constitution saving throw are {@condition blinded}. This is not a gaze attack, and it cannot be avoided by averting one's eyes or wearing a blindfold." + "You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with {@sense darkvision} that fail a Constitution saving throw are {@condition blinded} and {@condition stunned}. Creatures without {@sense darkvision} that fail a Constitution saving throw are {@condition blinded}. This is not a gaze attack, and it cannot be avoided by averting one's eyes or wearing a blindfold." ], "savingThrow": [ "constitution" @@ -14001,7 +34231,7 @@ }, { "name": "Heart-Seeking Arrow", - "source": "DMS", + "source": "KPDM", "page": 79, "level": 4, "school": "T", @@ -14063,7 +34293,7 @@ }, { "name": "Heart to Heart", - "source": "DMS", + "source": "KPDM", "page": 79, "level": 1, "school": "N", @@ -14122,7 +34352,7 @@ }, { "name": "Heartache", - "source": "DMS", + "source": "KPDM", "page": 79, "level": 2, "school": "E", @@ -14193,12 +34423,12 @@ }, { "name": "Heartstop", - "source": "DMS", + "source": "KPDM", "page": 79, "level": 2, "school": "N", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -14251,7 +34481,7 @@ }, { "name": "Heartstrike", - "source": "DMS", + "source": "KPDM", "page": 79, "level": 2, "school": "D", @@ -14298,7 +34528,7 @@ }, { "name": "Heavenly Crown", - "source": "DMS", + "source": "KPDM", "page": 79, "level": 6, "school": "E", @@ -14354,7 +34584,7 @@ }, { "name": "Hedren's Birds of Clay", - "source": "DMS", + "source": "KPDM", "page": 80, "level": 3, "school": "C", @@ -14415,7 +34645,7 @@ }, { "name": "Hematomancy", - "source": "DMS", + "source": "KPDM", "page": 80, "level": 3, "school": "D", @@ -14443,10 +34673,15 @@ ], "entries": [ "You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you're casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:", - "• The target's most common name (if any).", - "• The target's creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).", - "• The target's current status (alive, dead, sick, wounded, healthy, etc.).", - "• The circumstances of the target shedding the blood you're holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).", + { + "type": "list", + "items": [ + "The target's most common name (if any).", + "The target's creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).", + "The target's current status (alive, dead, sick, wounded, healthy, etc.).", + "The circumstances of the target shedding the blood you're holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.)." + ] + }, "Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target's location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location." ], "classes": { @@ -14468,7 +34703,7 @@ }, { "name": "Hero's Steel", - "source": "DMS", + "source": "KPDM", "page": 80, "level": 3, "school": "T", @@ -14502,7 +34737,7 @@ } ], "entries": [ - "You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon's wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be {@condition stunned} for 1 round. If the creature has more than 30 hit points but fewer than the weapon's wielder currently has, it becomes {@condition frightened} instead; a {@condition frightened} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours." + "You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon's wielder has advantage on Charisma ({@skill Intimidation}) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be {@condition stunned} for 1 round. If the creature has more than 30 hit points but fewer than the weapon's wielder currently has, it becomes {@condition frightened} instead; a {@condition frightened} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours." ], "savingThrow": [ "charisma" @@ -14533,7 +34768,7 @@ }, { "name": "Hobble", - "source": "DMS", + "source": "KPDM", "page": 80, "level": 0, "school": "V", @@ -14607,7 +34842,7 @@ }, { "name": "Hobble Mount", - "source": "DMS", + "source": "KPDM", "page": 80, "level": 1, "school": "N", @@ -14680,7 +34915,7 @@ }, { "name": "Holy Ground", - "source": "DMS", + "source": "KPDM", "page": 81, "level": 5, "school": "V", @@ -14745,7 +34980,7 @@ }, { "name": "Holy Vow", - "source": "DMS", + "source": "KPDM", "page": 81, "level": 3, "school": "A", @@ -14797,7 +35032,7 @@ }, { "name": "Holy Warding", - "source": "DMS", + "source": "KPDM", "page": 81, "level": 2, "school": "A", @@ -14856,7 +35091,7 @@ }, { "name": "Hunter's Cunning", - "source": "DMS", + "source": "KPDM", "page": 81, "level": 2, "school": "D", @@ -14886,7 +35121,7 @@ } ], "entries": [ - "You grant a creature you touch preternatural senses and insight into its immediate environment. Until the spell ends, the target gains advantage on Wisdom (Perception) and Wisdom (Survival) checks and ignores the effect of natural (nonmagical) difficult terrain." + "You grant a creature you touch preternatural senses and insight into its immediate environment. Until the spell ends, the target gains advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks and ignores the effect of natural (nonmagical) difficult terrain." ], "areaTags": [ "ST" @@ -14909,7 +35144,7 @@ }, { "name": "Hunter's Endurance", - "source": "DMS", + "source": "KPDM", "page": 81, "level": 1, "school": "E", @@ -14940,8 +35175,8 @@ } ], "entries": [ - "You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren't familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. ", - "Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don't suffer from {@condition exhaustion} levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of {@condition exhaustion} that were suspended by the spell. ", + "You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren't familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell.", + "Until the spell ends, you have advantage on all Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don't suffer from {@condition exhaustion} levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of {@condition exhaustion} that were suspended by the spell.", "The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is {@condition restrained} in your line of sight." ], "conditionInflict": [ @@ -14965,7 +35200,7 @@ }, { "name": "Hunting Stand", - "source": "DMS", + "source": "KPDM", "page": 82, "level": 4, "school": "C", @@ -14997,7 +35232,7 @@ } ], "entries": [ - "You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter's camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter." + "You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter's camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom ({@skill Perception}) and Intelligence ({@skill Investigation}) checks to detect or locate a creature within the shelter." ], "classes": { "fromClassList": [ @@ -15014,7 +35249,7 @@ }, { "name": "Hypnotic Missive", - "source": "DMS", + "source": "KPDM", "page": 82, "level": 2, "school": "E", @@ -15051,8 +35286,8 @@ "ritual": true }, "entries": [ - "You write on parchment, paper, or some other suitable writing material and imbue it with a powerful enchantment that lasts for the duration. What is actually written is unimportant; the enchantment laid upon the words works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered. A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue reading and rereading the writing, attempting to glean its meaning and importance. ", - "During combat, a creature so enthralled it can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence of the hypnotic missive can make a new saving throw against the effects at the beginning of its turn if in a combat situation. In nonthreatening conditions, the creature can make a new saving throw against the effects every hour.", + "You write on parchment, paper, or some other suitable writing material and imbue it with a powerful enchantment that lasts for the duration. What is actually written is unimportant; the enchantment laid upon the words works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered. A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue reading and rereading the writing, attempting to glean its meaning and importance.", + "During combat, a creature so enthralled it can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence of the hypnotic missive can make a new saving throw against the effects at the beginning of its turn if in a combat situation. In nonthreatening conditions, the creature can make a new saving throw against the effects every hour.", "Once a creature has made a successful save, it recognizes the magical compulsion that has affected it. This does not provide immunity from the spell, however, and if the creature reads the words again, it must make another save or fall under the spell's effects once more." ], "savingThrow": [ @@ -15073,7 +35308,7 @@ }, { "name": "Ice Soldiers", - "source": "DMS", + "source": "KPDM", "page": 82, "level": 7, "school": "C", @@ -15103,13 +35338,13 @@ } ], "entries": [ - "You pour water from the vial and cause two {@creature ice soldier|DMS}s to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts." + "You pour water from the vial and cause two {@creature ice soldier|KPDM|ice soldiers} to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts." ], "entriesHigherLevel": [ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 8th level or higher, you create one additional {@creature ice soldier|DMS}." + "When you cast this spell using a spell slot of 8th level or higher, you create one additional {@creature ice soldier|KPDM}." ], "type": "entries" } @@ -15136,11 +35371,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0224.webp" + } + } + ] } }, { "name": "Icy Manipulation", - "source": "DMS", + "source": "KPDM", "page": 83, "level": 6, "school": "T", @@ -15204,7 +35450,7 @@ }, { "name": "Illuminate Spoor", - "source": "DMS", + "source": "KPDM", "page": 83, "level": 1, "school": "D", @@ -15236,7 +35482,7 @@ } ], "entries": [ - "You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.", + "You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom ({@skill Survival}) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom ({@skill Survival}) checks to follow the tracks.", "If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks." ], "entriesHigherLevel": [ @@ -15266,7 +35512,7 @@ }, { "name": "Illusory Trap", - "source": "DMS", + "source": "KPDM", "page": 84, "level": 3, "school": "I", @@ -15331,7 +35577,7 @@ }, { "name": "Impending Ally", - "source": "DMS", + "source": "KPDM", "page": 84, "level": 3, "school": "C", @@ -15397,7 +35643,7 @@ }, { "name": "Impotence", - "source": "DMS", + "source": "KPDM", "page": 84, "level": 0, "school": "N", @@ -15463,7 +35709,7 @@ }, { "name": "Indecision", - "source": "DMS", + "source": "KPDM", "page": 84, "level": 2, "school": "E", @@ -15523,7 +35769,7 @@ }, { "name": "Insightful Maneuver", - "source": "DMS", + "source": "KPDM", "page": 84, "level": 1, "school": "D", @@ -15588,7 +35834,7 @@ }, { "name": "Inspiring Speech", - "source": "DMS", + "source": "KPDM", "page": 85, "level": 4, "school": "E", @@ -15645,7 +35891,7 @@ }, { "name": "Instant Fortification", - "source": "DMS", + "source": "KPDM", "page": 85, "level": 5, "school": "T", @@ -15681,7 +35927,7 @@ }, "entries": [ "Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof).", - "Each wall has two arrow slits. One wall also includes a metal door with an {@spell arcane lock} effect on it. You designate at the time of the fort's creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification." + "Each wall has two arrow slits. One wall also includes a metal door with an {@spell arcane lock} effect on it. You designate at the time of the fort's creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength ({@skill Athletics}) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification." ], "entriesHigherLevel": [ { @@ -15702,11 +35948,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0012.webp" + } + } + ] } }, { "name": "Instant Siege Weapon", - "source": "DMS", + "source": "KPDM", "page": 85, "level": 4, "school": "T", @@ -15766,7 +36023,7 @@ }, { "name": "Instant Snare", - "source": "DMS", + "source": "KPDM", "page": 85, "level": 2, "school": "A", @@ -15798,8 +36055,8 @@ } ], "entries": [ - "You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.", - "When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is {@condition restrained} and hangs upside down 5 feet above the snare's location for 1 minute. A {@condition restrained} creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the {@condition restrained} target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the {@condition restrained} creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.", + "You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check against your spell save DC to find the trap.", + "When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is {@condition restrained} and hangs upside down 5 feet above the snare's location for 1 minute. A {@condition restrained} creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the {@condition restrained} target, can use its action to make an Intelligence ({@skill Arcana}) check against your spell save DC. On a success, the {@condition restrained} creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.", "This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping." ], "entriesHigherLevel": [ @@ -15828,7 +36085,7 @@ }, { "name": "Invested Champion", - "source": "DMS", + "source": "KPDM", "page": 86, "level": 3, "school": "V", @@ -15893,7 +36150,7 @@ }, { "name": "Ire of the Mountain", - "source": "DMS", + "source": "KPDM", "page": 86, "level": 3, "school": "T", @@ -15963,7 +36220,7 @@ }, { "name": "Iron Hand", - "source": "DMS", + "source": "KPDM", "page": 86, "level": 0, "school": "A", @@ -15994,7 +36251,7 @@ } ], "entries": [ - "This spell is common among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you're protected by iron hand, you have resistance to fire damage until the start of your next turn." + "This spell is common among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the {@action Dodge} action while you're protected by iron hand, you have resistance to fire damage until the start of your next turn." ], "classes": { "fromClassList": [ @@ -16015,7 +36272,7 @@ }, { "name": "Iron Mind", - "source": "DMS", + "source": "KPDM", "page": 86, "level": 3, "school": "A", @@ -16046,7 +36303,7 @@ } ], "entries": [ - "One willing creature you touch becomes immune to psychic damage and mind\u2011altering effects for the spell's duration." + "One willing creature you touch becomes immune to psychic damage and mind-altering effects for the spell's duration." ], "classes": { "fromClassList": [ @@ -16067,7 +36324,7 @@ }, { "name": "Iron Stomach", - "source": "DMS", + "source": "KPDM", "page": 87, "level": 2, "school": "T", @@ -16119,7 +36376,7 @@ }, { "name": "Jeweled Fissure", - "source": "DMS", + "source": "KPDM", "page": 87, "level": 3, "school": "C", @@ -16174,7 +36431,7 @@ }, { "name": "Kareef's Entreaty", - "source": "DMS", + "source": "KPDM", "page": 87, "level": 1, "school": "A", @@ -16230,7 +36487,7 @@ }, { "name": "Kavelin's Instant Aerosol", - "source": "DMS", + "source": "KPDM", "page": 87, "level": 2, "school": "T", @@ -16274,7 +36531,7 @@ }, { "name": "Keening Wail", - "source": "DMS", + "source": "KPDM", "page": 87, "level": 4, "school": "N", @@ -16341,7 +36598,7 @@ }, { "name": "Killing Fields", - "source": "DMS", + "source": "KPDM", "page": 88, "level": 5, "school": "T", @@ -16380,10 +36637,10 @@ "While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.", "When you cast this spell, you can specify individuals that are helped by the area's effects. All other creatures in the area are hindered by the area's effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area's effects.", "This spell creates the following effects within the area:", - "{@bold Pack Hunters}. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn't {@condition incapacitated}.", - "{@bold Slaying}. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra {@damage 1d6} damage of the same type dealt by its weapon to a hindered creature.", - "{@bold Tracking}. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.", - "You can create a permanent {@italic killing field} by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell." + "{@b Pack Hunters}. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn't {@condition incapacitated}.", + "{@b Slaying}. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra {@damage 1d6} damage of the same type dealt by its weapon to a hindered creature.", + "{@b Tracking}. A helped creature has advantage on Wisdom ({@skill Survival}) and Dexterity ({@skill Stealth}) checks against a hindered creature.", + "You can create a permanent {@i killing field} by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell." ], "savingThrow": [ "wisdom" @@ -16406,7 +36663,7 @@ }, { "name": "Kiss of the Succubus", - "source": "DMS", + "source": "KPDM", "page": 88, "level": 5, "school": "N", @@ -16478,12 +36735,12 @@ }, { "name": "Labyrinth Mastery", - "source": "DMS", + "source": "KPDM", "page": 88, "level": 4, "school": "D", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -16516,7 +36773,7 @@ "Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route.", "In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.", "You gain a perfect memory of all portions of the structure you move through during the spell's duration. If you revisit such a portion, you recognize that you've been there before and automatically notice any changes to the environment.", - "Also, while under the effect of this spell, you can exit any {@spell maze} spell (and its {@spell lesser maze|DMS|lesser} varieties) and {@spell greater maze|DMS|greater} varieties) as an action without needing to make an Intelligence check." + "Also, while under the effect of this spell, you can exit any {@spell maze} spell (and its {@spell lesser maze|KPDM|lesser} varieties) and {@spell greater maze|KPDM|greater} varieties) as an action without needing to make an Intelligence check." ], "classes": { "fromClassList": [ @@ -16548,12 +36805,12 @@ }, { "name": "Labyrinthine Howl", - "source": "DMS", + "source": "KPDM", "page": 88, "level": 5, "school": "I", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -16618,7 +36875,7 @@ }, { "name": "Lacerate", - "source": "DMS", + "source": "KPDM", "page": 89, "level": 2, "school": "V", @@ -16692,7 +36949,7 @@ }, { "name": "Lance of the Sun God", - "source": "DMS", + "source": "KPDM", "page": 89, "level": 3, "school": "V", @@ -16741,11 +36998,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0013.webp" + } + } + ] } }, { "name": "Laugh in the Face of Fear", - "source": "DMS", + "source": "KPDM", "page": 89, "level": 3, "school": "A", @@ -16793,7 +37061,7 @@ }, { "name": "Lava Stone", - "source": "DMS", + "source": "KPDM", "page": 89, "level": 4, "school": "T", @@ -16819,7 +37087,7 @@ } ], "entries": [ - "When you cast this spell on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes {@damage 1d8} bludgeoning damage plus {@damage 6d6} fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with {@dice 4d6}, then {@dice 2d6}, and then {@dice 1d6}. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn't used immediately." + "When you cast this spell on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes {@damage 1d8} bludgeoning damage plus {@damage 6d6} fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with {@dice 4d6}, then {@dice 2d6}, and then {@dice 1d6}. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom ({@skill Medicine}) check against your spellcasting save DC. The spell ends if the heated sling stone isn't used immediately." ], "damageInflict": [ "bludgeoning", @@ -16845,7 +37113,7 @@ }, { "name": "Lay to Rest", - "source": "DMS", + "source": "KPDM", "page": 90, "level": 5, "school": "V", @@ -16900,7 +37168,7 @@ }, { "name": "Legion of Rabid Squirrels", - "source": "DMS", + "source": "KPDM", "page": 90, "level": 3, "school": "C", @@ -16966,12 +37234,12 @@ }, { "name": "Lesser Maze", - "source": "DMS", + "source": "KPDM", "page": 90, "level": 3, "school": "C", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -17028,7 +37296,7 @@ }, { "name": "Liar's Gift", - "source": "DMS", + "source": "KPDM", "page": 90, "level": 1, "school": "E", @@ -17058,7 +37326,7 @@ } ], "entries": [ - "This spell makes even the most barefaced untruth seem plausible: you gain advantage on Charisma (Deception) checks to convince another creature of the truth of whatever you're saying. On a failed check, the creature knows that you tried to manipulate it with magic. If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling." + "This spell makes even the most barefaced untruth seem plausible: you gain advantage on Charisma ({@skill Deception}) checks to convince another creature of the truth of whatever you're saying. On a failed check, the creature knows that you tried to manipulate it with magic. If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling." ], "savingThrow": [ "charisma" @@ -17088,7 +37356,7 @@ }, { "name": "Life from Death", - "source": "DMS", + "source": "KPDM", "page": 90, "level": 3, "school": "N", @@ -17157,7 +37425,7 @@ }, { "name": "Life Sense", - "source": "DMS", + "source": "KPDM", "page": 91, "level": 3, "school": "D", @@ -17233,7 +37501,7 @@ }, { "name": "Life Transference Arrow", - "source": "DMS", + "source": "KPDM", "page": 91, "level": 1, "school": "N", @@ -17261,8 +37529,13 @@ ], "entries": [ "You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.", - "• The arrow deals {@damage 2d6} necrotic damage to the target, and you heal the same amount of hit points.", - "• You take {@damage 2d6} necrotic damage, and the target heals the same amount of hit points." + { + "type": "list", + "items": [ + "The arrow deals {@damage 2d6} necrotic damage to the target, and you heal the same amount of hit points.", + "You take {@damage 2d6} necrotic damage, and the target heals the same amount of hit points." + ] + } ], "entriesHigherLevel": [ { @@ -17300,7 +37573,7 @@ }, { "name": "Litany of Sure Hands", - "source": "DMS", + "source": "KPDM", "page": 91, "level": 1, "school": "D", @@ -17350,12 +37623,12 @@ }, { "name": "Lock Armor", - "source": "DMS", + "source": "KPDM", "page": 91, "level": 2, "school": "T", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -17386,8 +37659,8 @@ } ], "entries": [ - "You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. ", - "Metal constructs, as well as creatures wearing metal armor (according to DM discretion) are {@condition paralyzed}. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A {@spell grease} spell dispels {@italic lock armor} on everything in its area." + "You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected.", + "Metal constructs, as well as creatures wearing metal armor (according to DM discretion) are {@condition paralyzed}. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A {@spell grease} spell dispels {@i lock armor} on everything in its area." ], "entriesHigherLevel": [ { @@ -17423,7 +37696,7 @@ }, { "name": "Looping Trail", - "source": "DMS", + "source": "KPDM", "page": 91, "level": 4, "school": "T", @@ -17454,7 +37727,7 @@ } ], "entries": [ - "You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop." + "You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom ({@skill Survival}) check to notice that the trail is leading it in a closed loop." ], "classes": { "fromClassList": [ @@ -17483,7 +37756,7 @@ }, { "name": "Lovesick", - "source": "DMS", + "source": "KPDM", "page": 92, "level": 4, "school": "E", @@ -17516,7 +37789,7 @@ } ], "entries": [ - "This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. ", + "This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.", "An affected target can't take reactions and must roll a {@dice d10} at the start of each of its turns to determine its behavior for that turn.", { "type": "table", @@ -17548,7 +37821,7 @@ "max": 5 } }, - "The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a {@dice d8} and assign a direction to each die face." + "The creature bursts into tears, takes the {@action Dash} action, and uses all its movement to run off in a random direction. To determine the direction, roll a {@dice d8} and assign a direction to each die face." ], [ { @@ -17567,7 +37840,7 @@ "max": 8 } }, - "The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action." + "The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the {@action Attack} action." ], [ { @@ -17633,7 +37906,7 @@ }, { "name": "Lower the Veil", - "source": "DMS", + "source": "KPDM", "page": 92, "level": 8, "school": "D", @@ -17690,7 +37963,7 @@ }, { "name": "Magnetize", - "source": "DMS", + "source": "KPDM", "page": 92, "level": 5, "school": "V", @@ -17752,7 +38025,7 @@ }, { "name": "Maim", - "source": "DMS", + "source": "KPDM", "page": 93, "level": 5, "school": "N", @@ -17779,9 +38052,9 @@ ], "entries": [ "Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes {@damage 4d6} necrotic damage and a section of its body of your choosing withers:", - "{@bold Upper Limb}. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.", - "{@bold Lower Limb}. The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.", - "{@bold Body}. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn't have resistance to the chosen damage type, it is vulnerable to that damage type instead. The effect is permanent until removed by {@spell remove curse}, {@spell greater restoration}, or similar magic." + "{@b Upper Limb}. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.", + "{@b Lower Limb}. The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.", + "{@b Body}. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn't have resistance to the chosen damage type, it is vulnerable to that damage type instead. The effect is permanent until removed by {@spell remove curse}, {@spell greater restoration}, or similar magic." ], "damageInflict": [ "necrotic" @@ -17815,7 +38088,7 @@ }, { "name": "Malevolent Waves", - "source": "DMS", + "source": "KPDM", "page": 93, "level": 8, "school": "A", @@ -17847,7 +38120,7 @@ } ], "entries": [ - "You create an {@condition invisible} miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are {@condition poisoned} while within that radius." + "You create an {@condition invisible} miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity ({@skill Stealth}) checks they make within 30 feet of you, and all your enemies are {@condition poisoned} while within that radius." ], "classes": { "fromClassList": [ @@ -17871,7 +38144,7 @@ }, { "name": "Mammon's Due", - "source": "DMS", + "source": "KPDM", "page": 93, "level": 9, "school": "C", @@ -17951,7 +38224,7 @@ }, { "name": "Mantle of the Brave", - "source": "DMS", + "source": "KPDM", "page": 93, "level": 2, "school": "A", @@ -18001,7 +38274,7 @@ }, { "name": "Mark Prey", - "source": "DMS", + "source": "KPDM", "page": 93, "level": 2, "school": "D", @@ -18032,7 +38305,7 @@ } ], "entries": [ - "You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can't benefit from being {@condition invisible} against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey." + "You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can't benefit from being {@condition invisible} against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey." ], "entriesHigherLevel": [ { @@ -18065,7 +38338,7 @@ }, { "name": "Mass Hobble Mount", - "source": "DMS", + "source": "KPDM", "page": 94, "level": 3, "school": "N", @@ -18137,7 +38410,7 @@ }, { "name": "Maw of Needles", - "source": "DMS", + "source": "KPDM", "page": 94, "level": 1, "school": "T", @@ -18167,7 +38440,7 @@ } ], "entries": [ - "A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes {@damage 2d6} piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take {@damage 1d6} piercing damage from the spines. ", + "A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes {@damage 2d6} piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take {@damage 1d6} piercing damage from the spines.", "If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don't break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target." ], "entriesHigherLevel": [ @@ -18197,7 +38470,7 @@ }, { "name": "Memento Mori", - "source": "DMS", + "source": "KPDM", "page": 94, "level": 0, "school": "N", @@ -18210,7 +38483,8 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 5 } }, "components": { @@ -18227,7 +38501,7 @@ } ], "entries": [ - "You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be {@condition stunned} until the end of your next turn.", + "You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature within range that can see you must succeed on a Charisma saving throw or be {@condition stunned} until the end of its next turn.", "A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours." ], "conditionInflict": [ @@ -18266,7 +38540,7 @@ }, { "name": "Mire", - "source": "DMS", + "source": "KPDM", "page": 94, "level": 3, "school": "T", @@ -18329,12 +38603,12 @@ }, { "name": "Misstep", - "source": "DMS", + "source": "KPDM", "page": 94, "level": 0, "school": "E", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -18359,7 +38633,7 @@ } ], "entries": [ - "You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction." + "You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke {@action opportunity attack||opportunity attacks}. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction." ], "savingThrow": [ "wisdom" @@ -18382,7 +38656,7 @@ }, { "name": "Monstrous Empathy", - "source": "DMS", + "source": "KPDM", "page": 95, "level": 3, "school": "E", @@ -18447,12 +38721,12 @@ }, { "name": "Moon Trap", - "source": "DMS", + "source": "KPDM", "page": 95, "level": 4, "school": "A", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -18515,7 +38789,7 @@ }, { "name": "Mortal Insight", - "source": "DMS", + "source": "KPDM", "page": 95, "level": 3, "school": "D", @@ -18546,7 +38820,7 @@ } ], "entries": [ - "A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn't have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn't have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn't have all of its hit points. The spell has no effect on creatures that don't have blood." + "A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn't have all of its hit points within 30 feet of you, and you have advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks to track a creature that doesn't have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn't have all of its hit points. The spell has no effect on creatures that don't have blood." ], "classes": { "fromClassList": [ @@ -18574,7 +38848,7 @@ }, { "name": "Mosquito Bane", - "source": "DMS", + "source": "KPDM", "page": 95, "level": 1, "school": "N", @@ -18635,7 +38909,7 @@ }, { "name": "Mud Pack", - "source": "DMS", + "source": "KPDM", "page": 95, "level": 1, "school": "C", @@ -18669,7 +38943,7 @@ "ritual": true }, "entries": [ - "This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.", + "This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity ({@skill Stealth}) checks while traveling at a slow pace in the terrain related to the component for this spell.", "If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell." ], "entriesHigherLevel": [ @@ -18711,7 +38985,7 @@ }, { "name": "Nature's Aegis", - "source": "DMS", + "source": "KPDM", "page": 96, "level": 1, "school": "A", @@ -18742,7 +39016,7 @@ } ], "entries": [ - "Grass, vines, branches, and other vegetation weave themselves over your body into a temporary suit of armor. The armor weighs 8 pounds, gives you an Armor Class of 14 + your Dexterity modifier, and provides you with advantage on Dexterity (Stealth) checks made to hide in the terrain from which you used the vegetation. You can use an action to dismiss this spell, which causes the armor to degrade back into its former natural vegetation." + "Grass, vines, branches, and other vegetation weave themselves over your body into a temporary suit of armor. The armor weighs 8 pounds, gives you an Armor Class of 14 + your Dexterity modifier, and provides you with advantage on Dexterity ({@skill Stealth}) checks made to hide in the terrain from which you used the vegetation. You can use an action to dismiss this spell, which causes the armor to degrade back into its former natural vegetation." ], "miscTags": [ "MAC" @@ -18762,7 +39036,7 @@ }, { "name": "Necrotic Leech", - "source": "DMS", + "source": "KPDM", "page": 96, "level": 5, "school": "N", @@ -18835,7 +39109,7 @@ }, { "name": "Night Terrors", - "source": "DMS", + "source": "KPDM", "page": 96, "level": 4, "school": "I", @@ -18898,7 +39172,7 @@ }, { "name": "Nightfall", - "source": "DMS", + "source": "KPDM", "page": 96, "level": 3, "school": "V", @@ -18957,7 +39231,7 @@ }, { "name": "Nimbleness", - "source": "DMS", + "source": "KPDM", "page": 96, "level": 0, "school": "T", @@ -19019,7 +39293,7 @@ }, { "name": "Nip at the Heels", - "source": "DMS", + "source": "KPDM", "page": 96, "level": 2, "school": "I", @@ -19087,7 +39361,7 @@ }, { "name": "Not Dead Yet", - "source": "DMS", + "source": "KPDM", "page": 97, "level": 4, "school": "N", @@ -19126,7 +39400,7 @@ }, "entries": [ "You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body's limbs in order to make it move, and you can see and hear through the body's eyes and ears, but your own body becomes {@condition unconscious}. The animated body can neither attack nor defend itself. This spell doesn't change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it's still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.", - "You can't use any of the target's abilities except for nonmagical movement and darkvision. You don't have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can't make it speak." + "You can't use any of the target's abilities except for nonmagical movement and {@sense darkvision}. You don't have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can't make it speak." ], "miscTags": [ "SGT" @@ -19157,7 +39431,7 @@ }, { "name": "Not This Day!", - "source": "DMS", + "source": "KPDM", "page": 97, "level": 5, "school": "A", @@ -19188,7 +39462,7 @@ ], "entries": [ "The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell.", - "A character can be under the effect of only a single {@italic not this day!} spell at one time; a second casting on the same target cancels the preexisting protection." + "A character can be under the effect of only a single {@i not this day!} spell at one time; a second casting on the same target cancels the preexisting protection." ], "areaTags": [ "ST" @@ -19211,7 +39485,7 @@ }, { "name": "Nourishing Repast", - "source": "DMS", + "source": "KPDM", "page": 97, "level": 1, "school": "T", @@ -19244,7 +39518,7 @@ "ritual": true }, "entries": [ - "You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell. The effects of the spell last for 24 hours or until the food is eaten. ", + "You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell. The effects of the spell last for 24 hours or until the food is eaten.", "If the food is eaten during a short rest, it provides a +1 bonus to each Hit Die spent to regain hit points. If the food is eaten as part of a long rest instead, then each creature partaking in the meal gains advantage on saving throws against disease or poison for the next 8 hours." ], "miscTags": [ @@ -19266,7 +39540,7 @@ }, { "name": "Obtuse", - "source": "DMS", + "source": "KPDM", "page": 97, "level": 0, "school": "E", @@ -19335,7 +39609,7 @@ }, { "name": "Opportunistic Foresight", - "source": "DMS", + "source": "KPDM", "page": 97, "level": 3, "school": "D", @@ -19366,7 +39640,7 @@ } ], "entries": [ - "You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an opportunity attack against a provoking opponent. The target gains advantage on any opportunity attacks it takes while the spell is in effect." + "You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an {@action opportunity attack} against a provoking opponent. The target gains advantage on any {@action opportunity attack||opportunity attacks} it takes while the spell is in effect." ], "areaTags": [ "ST" @@ -19398,7 +39672,7 @@ }, { "name": "Outflanking Boon", - "source": "DMS", + "source": "KPDM", "page": 98, "level": 3, "school": "I", @@ -19471,12 +39745,12 @@ }, { "name": "Pendulum", - "source": "DMS", + "source": "KPDM", "page": 98, "level": 1, "school": "E", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -19544,7 +39818,7 @@ }, { "name": "Phase Bolt", - "source": "DMS", + "source": "KPDM", "page": 98, "level": 3, "school": "V", @@ -19615,7 +39889,7 @@ }, { "name": "Pitfall", - "source": "DMS", + "source": "KPDM", "page": 98, "level": 4, "school": "T", @@ -19676,7 +39950,7 @@ }, { "name": "Poisonous Flesh", - "source": "DMS", + "source": "KPDM", "page": 98, "level": 2, "school": "T", @@ -19739,7 +40013,7 @@ }, { "name": "Portal Jaunt", - "source": "DMS", + "source": "KPDM", "page": 99, "level": 3, "school": "C", @@ -19775,7 +40049,7 @@ }, "entries": [ "You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell.", - "On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling. ", + "On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.", "For the purpose of this spell, any locks, bars, or magical effects such as {@spell arcane lock} are ineffectual for the spell's duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as {@spell clairvoyance} count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends." ], "entriesHigherLevel": [ @@ -19801,11 +40075,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0015.webp" + } + } + ] } }, { "name": "Potency of the Pack", - "source": "DMS", + "source": "KPDM", "page": 99, "level": 3, "school": "T", @@ -19838,9 +40123,26 @@ ], "entries": [ "You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:", - "• {@bold Thick Fur}. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.", - "• {@bold Keen Hearing and Smell}. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.", - "• {@bold Pack Tactics.} Each affected creature has advantage on an attack roll against a target if at least one of the attacker's allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn't {@condition incapacitated}." + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Thick Fur.", + "entry": "Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class." + }, + { + "type": "item", + "name": "Keen Hearing and Smell.", + "entry": "Each target has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + }, + { + "type": "item", + "name": "Pack Tactics.", + "entry": "Each affected creature has advantage on an attack roll against a target if at least one of the attacker's allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn't {@condition incapacitated}." + } + ] + } ], "entriesHigherLevel": [ { @@ -19876,7 +40178,7 @@ }, { "name": "Power Word Kneel", - "source": "DMS", + "source": "KPDM", "page": 100, "level": 2, "school": "E", @@ -19942,7 +40244,7 @@ }, { "name": "Power Word Pain", - "source": "DMS", + "source": "KPDM", "page": 100, "level": 4, "school": "E", @@ -20004,7 +40306,7 @@ }, { "name": "Primal Infusion", - "source": "DMS", + "source": "KPDM", "page": 100, "level": 5, "school": "T", @@ -20037,11 +40339,16 @@ ], "entries": [ "You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:", - "• You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.", - "• You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn't {@condition incapacitated}.", - "• Your weapon attacks deal an extra {@damage 1d10} damage of the same type dealt by the weapon on a hit.", - "• You gain a +2 bonus to AC.", - "• You have proficiency on Constitution saving throws." + { + "type": "list", + "items": [ + "You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.", + "You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn't {@condition incapacitated}.", + "Your weapon attacks deal an extra {@damage 1d10} damage of the same type dealt by the weapon on a hit.", + "You gain a +2 bonus to AC.", + "You have proficiency on Constitution saving throws." + ] + } ], "miscTags": [ "ADV", @@ -20058,7 +40365,7 @@ }, { "name": "Prismatic Ray", - "source": "DMS", + "source": "KPDM", "page": 100, "level": 5, "school": "V", @@ -20096,7 +40403,10 @@ "Saving Throw" ], "colStyles": [ - "col-1 text-center" + "col-1 text-center", + "col-3-5", + "col-4", + "col-3-5" ], "rows": [ [ @@ -20210,6 +40520,13 @@ "areaTags": [ "ST" ], + "conditionInflict": [ + "poisoned", + "deafened", + "frightened", + "stunned", + "blinded" + ], "classes": { "fromClassList": [ { @@ -20225,7 +40542,7 @@ }, { "name": "Pummelstone", - "source": "DMS", + "source": "KPDM", "page": 100, "level": 0, "school": "C", @@ -20287,7 +40604,7 @@ }, { "name": "Pyroclasm", - "source": "DMS", + "source": "KPDM", "page": 101, "level": 9, "school": "V", @@ -20349,11 +40666,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0305.webp" + } + } + ] } }, { "name": "Quench", - "source": "DMS", + "source": "KPDM", "page": 101, "level": 3, "school": "T", @@ -20381,7 +40709,7 @@ } ], "entries": [ - "You extinguish all nonmagical fires in a 30-foot\u2011radius area centered on the point at which you cast the spell. You can extinguish fire spells in the area as well. For each fire spell in the area, make a spellcasting ability check. The DC equals 10 + the fire spell's level. On a successful check, the spell ends.", + "You extinguish all nonmagical fires in a 30-foot-radius area centered on the point at which you cast the spell. You can extinguish fire spells in the area as well. For each fire spell in the area, make a spellcasting ability check. The DC equals 10 + the fire spell's level. On a successful check, the spell ends.", "Fire elementals in the area take {@damage 8d6} cold damage. A successful Constitution saving throw reduces the damage by half." ], "entriesHigherLevel": [ @@ -20420,7 +40748,7 @@ }, { "name": "Rain of Blades", - "source": "DMS", + "source": "KPDM", "page": 101, "level": 5, "school": "C", @@ -20459,7 +40787,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears." + "When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical {@item +1 weapon} until it disappears." ], "type": "entries" } @@ -20488,11 +40816,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0016.webp" + } + } + ] } }, { "name": "Ray of Life Suppression", - "source": "DMS", + "source": "KPDM", "page": 102, "level": 4, "school": "N", @@ -20554,7 +40893,7 @@ }, { "name": "Read Object", - "source": "DMS", + "source": "KPDM", "page": 102, "level": 2, "school": "D", @@ -20589,12 +40928,17 @@ }, "entries": [ "By handling an object and reading the psychic residue on it, you can divine information about the item's history. After you cast the spell, you continue to handle the object, reading any impressions that might be left upon it. Each round, the GM may give you one piece of information related to the item's ownership and handling. The GM might determine that a particular item does not have enough psychic residue to provide any clear impressions. The following are examples of information you can obtain through use of this spell:", - "• The item's name, if it has one", - "• A visual image of the last creature to handle the item", - "• An impression of the emotional state of the creature that last used the item", - "• If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it", - "• A visual image of the item's owner or crafter", - "• Information regarding the item's historical significance, if any" + { + "type": "list", + "items": [ + "The item's name, if it has one", + "A visual image of the last creature to handle the item", + "An impression of the emotional state of the creature that last used the item", + "If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it", + "A visual image of the item's owner or crafter", + "Information regarding the item's historical significance, if any" + ] + } ], "classes": { "fromClassList": [ @@ -20615,7 +40959,7 @@ }, { "name": "Reaver Spirit", - "source": "DMS", + "source": "KPDM", "page": 102, "level": 3, "school": "E", @@ -20681,7 +41025,7 @@ }, { "name": "Recharge", - "source": "DMS", + "source": "KPDM", "page": 102, "level": 5, "school": "V", @@ -20757,7 +41101,7 @@ }, { "name": "Remove Scent", - "source": "DMS", + "source": "KPDM", "page": 102, "level": 3, "school": "T", @@ -20786,7 +41130,7 @@ ], "entries": [ "You magically remove strong odors from an area, person, or object. Up to a 40-foot cube or a single creature or object of up to Large size can be affected. A room full of garbage or carrion ceases to smell, for example, or someone sprayed by a skunk no longer bears the odor. If there is still material producing odors in the area, however, the smell will return within an hour. If cast upon the area of a {@spell stinking cloud} spell, it removes the odor and the spell's nauseating qualities, but not the obscuring fog itself.", - "This spell can also be cast on a single creature of up to Large size, except for one that already gives off a strong odor (such as a {@creature troglodyte}). For the next hour, the creature has no scent, and it cannot be detected by Wisdom (Perception) checks relying on scent." + "This spell can also be cast on a single creature of up to Large size, except for one that already gives off a strong odor (such as a {@creature troglodyte}). For the next hour, the creature has no scent, and it cannot be detected by Wisdom ({@skill Perception}) checks relying on scent." ], "areaTags": [ "ST", @@ -20807,7 +41151,7 @@ }, { "name": "Reposition", - "source": "DMS", + "source": "KPDM", "page": 103, "level": 4, "school": "C", @@ -20873,7 +41217,7 @@ }, { "name": "Revive Beast", - "source": "DMS", + "source": "KPDM", "page": 103, "level": 2, "school": "N", @@ -20927,7 +41271,7 @@ }, { "name": "Riptide", - "source": "DMS", + "source": "KPDM", "page": 103, "level": 3, "school": "C", @@ -20960,8 +41304,21 @@ "entries": [ "With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is {@condition restrained} and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder.", "At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options.", - "• {@bold Riptide}. The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes {@damage 3d8} bludgeoning damage and is pushed 40 feet in the chosen direction, landing {@condition prone}.", - "• {@bold Undertow.} The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked {@condition prone} and must make a successful Constitution saving throw or be {@condition stunned} until the start of your next turn." + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Riptide", + "entry": "The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes {@damage 3d8} bludgeoning damage and is pushed 40 feet in the chosen direction, landing {@condition prone}." + }, + { + "type": "item", + "name": "Undertow", + "entry": "The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked {@condition prone} and must make a successful Constitution saving throw or be {@condition stunned} until the start of your next turn." + } + ] + } ], "damageInflict": [ "bludgeoning" @@ -20997,7 +41354,7 @@ }, { "name": "Rolling Thunder", - "source": "DMS", + "source": "KPDM", "page": 103, "level": 2, "school": "V", @@ -21068,7 +41425,7 @@ }, { "name": "Rotting Corpse", - "source": "DMS", + "source": "KPDM", "page": 103, "level": 2, "school": "N", @@ -21133,7 +41490,7 @@ }, { "name": "Rune of Imprisonment", - "source": "DMS", + "source": "KPDM", "page": 104, "level": 3, "school": "A", @@ -21193,7 +41550,7 @@ }, { "name": "Sacrificial Healing", - "source": "DMS", + "source": "KPDM", "page": 104, "level": 4, "school": "N", @@ -21251,7 +41608,7 @@ }, { "name": "Sand Ship", - "source": "DMS", + "source": "KPDM", "page": 104, "level": 4, "school": "T", @@ -21302,7 +41659,7 @@ }, { "name": "Scentless", - "source": "DMS", + "source": "KPDM", "page": 104, "level": 1, "school": "T", @@ -21333,7 +41690,7 @@ } ], "entries": [ - "You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is {@condition invisible} to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as {@creature ghast}s." + "You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom ({@skill Perception}) checks to detect the target and Wisdom ({@skill Survival}) checks to track the target. The target is {@condition invisible} to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as {@creature ghast||ghasts}." ], "conditionInflict": [ "invisible" @@ -21364,7 +41721,7 @@ }, { "name": "Screaming Ray", - "source": "DMS", + "source": "KPDM", "page": 104, "level": 1, "school": "V", @@ -21434,7 +41791,7 @@ }, { "name": "Scribe", - "source": "DMS", + "source": "KPDM", "page": 105, "level": 0, "school": "T", @@ -21481,7 +41838,7 @@ }, { "name": "See Beyond", - "source": "DMS", + "source": "KPDM", "page": 105, "level": 5, "school": "D", @@ -21539,7 +41896,7 @@ }, { "name": "Seeping Death", - "source": "DMS", + "source": "KPDM", "page": 105, "level": 3, "school": "N", @@ -21569,9 +41926,9 @@ } ], "entries": [ - "Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature's Dexterity score is reduced by {@dice 1d4}, and it is afflicted with the {@italic seeping death} disease for the duration.", + "Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature's Dexterity score is reduced by {@dice 1d4}, and it is afflicted with the {@i seeping death} disease for the duration.", "Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it and can end the spell early.", - "{@bold Seeping Death}. The creature's flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by {@dice 1d4}. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies." + "{@b Seeping Death}. The creature's flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by {@dice 1d4}. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies." ], "spellAttack": [ "M" @@ -21598,7 +41955,7 @@ }, { "name": "Shared Sacrifice", - "source": "DMS", + "source": "KPDM", "page": 105, "level": 2, "school": "V", @@ -21652,7 +42009,7 @@ }, { "name": "Shocking Shroud", - "source": "DMS", + "source": "KPDM", "page": 105, "level": 4, "school": "V", @@ -21712,7 +42069,7 @@ }, { "name": "Shroud of Death", - "source": "DMS", + "source": "KPDM", "page": 106, "level": 4, "school": "N", @@ -21771,7 +42128,7 @@ }, { "name": "Sidestep Arrow", - "source": "DMS", + "source": "KPDM", "page": 106, "level": 3, "school": "D", @@ -21798,7 +42155,7 @@ } ], "entries": [ - "With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast this spell. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not {@condition restrained} or {@condition grappled} or prevented from moving for any other reason), and this move does not provoke opportunity attacks. After you move, the ranged attack is resolved with the intervening foe as the target instead of you." + "With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast this spell. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not {@condition restrained} or {@condition grappled} or prevented from moving for any other reason), and this move does not provoke {@action opportunity attack||opportunity attacks}. After you move, the ranged attack is resolved with the intervening foe as the target instead of you." ], "classes": { "fromClassList": [ @@ -21835,7 +42192,7 @@ }, { "name": "Sir Mittinz's Move Curse", - "source": "DMS", + "source": "KPDM", "page": 106, "level": 3, "school": "T", @@ -21899,7 +42256,7 @@ }, { "name": "Slippery Fingers", - "source": "DMS", + "source": "KPDM", "page": 106, "level": 1, "school": "E", @@ -21965,7 +42322,7 @@ }, { "name": "Smiting Arrow", - "source": "DMS", + "source": "KPDM", "page": 106, "level": 6, "school": "V", @@ -22018,7 +42375,7 @@ }, { "name": "Snap the Leash", - "source": "DMS", + "source": "KPDM", "page": 107, "level": 2, "school": "E", @@ -22074,7 +42431,7 @@ }, { "name": "Soothing Chant", - "source": "DMS", + "source": "KPDM", "page": 107, "level": 3, "school": "A", @@ -22132,7 +42489,7 @@ }, { "name": "Soul Borrowing", - "source": "DMS", + "source": "KPDM", "page": 107, "level": 3, "school": "N", @@ -22199,7 +42556,7 @@ }, { "name": "Speak with Inanimate Object", - "source": "DMS", + "source": "KPDM", "page": 107, "level": 1, "school": "D", @@ -22249,7 +42606,7 @@ }, { "name": "Spectral Herd", - "source": "DMS", + "source": "KPDM", "page": 107, "level": 4, "school": "C", @@ -22325,12 +42682,12 @@ }, { "name": "Spin", - "source": "DMS", + "source": "KPDM", "page": 108, "level": 2, "school": "E", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -22386,7 +42743,7 @@ }, { "name": "Spiteful Weapon", - "source": "DMS", + "source": "KPDM", "page": 108, "level": 3, "school": "N", @@ -22465,7 +42822,7 @@ }, { "name": "Spur Mount", - "source": "DMS", + "source": "KPDM", "page": 108, "level": 1, "school": "T", @@ -22496,7 +42853,7 @@ } ], "entries": [ - "You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding." + "You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the {@action Dash} or {@action Disengage} action as a bonus action. This spell has no effect on a creature that you are not riding." ], "classes": { "fromClassList": [ @@ -22516,7 +42873,7 @@ }, { "name": "Spy My Shadow", - "source": "DMS", + "source": "KPDM", "page": 108, "level": 2, "school": "T", @@ -22547,7 +42904,7 @@ ], "entries": [ "You bring your shadow to life as a tenebrous spy that can slip under doors, between shutters, and through the narrowest of cracks. You can stretch your shadow up to ten times your height and move it as you desire. It remains two-dimensional and cannot interact with physical objects.", - "You can spy through your shadow's eyes and ears as if they were your own, but magically enhanced senses do not work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow's presence a secret: it gains advantage on Dexterity (Stealth) checks in dim lighting but disadvantage on Dexterity (Stealth) checks in brightly lit areas." + "You can spy through your shadow's eyes and ears as if they were your own, but magically enhanced senses do not work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow's presence a secret: it gains advantage on Dexterity ({@skill Stealth}) checks in dim lighting but disadvantage on Dexterity ({@skill Stealth}) checks in brightly lit areas." ], "classes": { "fromClassList": [ @@ -22568,7 +42925,7 @@ }, { "name": "Staff of Violet Fire", - "source": "DMS", + "source": "KPDM", "page": 108, "level": 4, "school": "V", @@ -22602,8 +42959,13 @@ "entries": [ "You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell.", "This staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects:", - "• By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes {@damage 5d10} necrotic damage.", - "• By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for {@damage 1d8 + 4} necrotic damage each.", + { + "type": "list", + "items": [ + "By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes {@damage 5d10} necrotic damage.", + "By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for {@damage 1d8 + 4} necrotic damage each." + ] + }, "The staff disappears and the spell ends when all the staff's charges have been expended or if you stop concentrating on the spell." ], "entriesHigherLevel": [ @@ -22644,7 +43006,7 @@ }, { "name": "Starry Vision", - "source": "DMS", + "source": "KPDM", "page": 109, "level": 7, "school": "D", @@ -22680,7 +43042,7 @@ } ], "entries": [ - "This spell acts as {@spell compelling fate|DMS}, except as noted above ({@italic starry vision} can be cast as a reaction, has twice the range of {@italic compelling fate}, and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success." + "This spell acts as {@spell compelling fate|KPDM}, except as noted above ({@i starry vision} can be cast as a reaction, has twice the range of {@i compelling fate}, and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success." ], "entriesHigherLevel": [ { @@ -22708,12 +43070,12 @@ }, { "name": "Steam Blast", - "source": "DMS", + "source": "KPDM", "page": 109, "level": 4, "school": "V", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -22778,12 +43140,12 @@ }, { "name": "Steam Whistle", - "source": "DMS", + "source": "KPDM", "page": 109, "level": 8, "school": "V", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -22835,7 +43197,7 @@ }, { "name": "Stench of Rot", - "source": "DMS", + "source": "KPDM", "page": 109, "level": 2, "school": "N", @@ -22867,8 +43229,8 @@ } ], "entries": [ - "Choose one creature you can see within range that isn't a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. ", - "The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target.", + "Choose one creature you can see within range that isn't a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell.", + "The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) checks to find the target.", "A {@spell remove curse} spell or similar magic ends the spell early." ], "entriesHigherLevel": [ @@ -22917,7 +43279,7 @@ }, { "name": "Step Like Me", - "source": "DMS", + "source": "KPDM", "page": 109, "level": 1, "school": "T", @@ -22949,7 +43311,7 @@ } ], "entries": [ - "Choose a creature within one size category of yourself that you can see within range. The target must succeed on a Constitution saving throw or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through tremorsense mistake you for a creature of the target's kind." + "Choose a creature within one size category of yourself that you can see within range. The target must succeed on a Constitution saving throw or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through {@sense tremorsense} mistake you for a creature of the target's kind." ], "savingThrow": [ "charisma" @@ -22976,7 +43338,7 @@ }, { "name": "Sting of the Scorpion Goddess", - "source": "DMS", + "source": "KPDM", "page": 110, "level": 3, "school": "T", @@ -23039,7 +43401,7 @@ }, { "name": "Storm Form", - "source": "DMS", + "source": "KPDM", "page": 110, "level": 6, "school": "T", @@ -23104,7 +43466,7 @@ }, { "name": "Storm God's Doom", - "source": "DMS", + "source": "KPDM", "page": 110, "level": 3, "school": "V", @@ -23170,7 +43532,7 @@ }, { "name": "Storm of Wings", - "source": "DMS", + "source": "KPDM", "page": 110, "level": 4, "school": "C", @@ -23205,9 +43567,9 @@ "entries": [ "You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm.", "As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.", - "{@bold Bats}. The creature takes {@damage 4d6} necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.", - "{@bold Birds}. The creature takes {@damage 4d6} slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature's attacks.", - "{@bold Insects}. The creature takes {@damage 4d6} poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot." + "{@b Bats}. The creature takes {@damage 4d6} necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.", + "{@b Birds}. The creature takes {@damage 4d6} slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature's attacks.", + "{@b Insects}. The creature takes {@damage 4d6} poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot." ], "damageInflict": [ "necrotic", @@ -23239,7 +43601,7 @@ }, { "name": "Strength of an Ox", - "source": "DMS", + "source": "KPDM", "page": 111, "level": 1, "school": "T", @@ -23313,7 +43675,7 @@ }, { "name": "Sudden Dawn", - "source": "DMS", + "source": "KPDM", "page": 111, "level": 3, "school": "V", @@ -23377,7 +43739,7 @@ }, { "name": "Sudden Stampede", - "source": "DMS", + "source": "KPDM", "page": 111, "level": 4, "school": "C", @@ -23438,7 +43800,7 @@ }, { "name": "Sun's Bounty", - "source": "DMS", + "source": "KPDM", "page": 111, "level": 5, "school": "T", @@ -23500,7 +43862,7 @@ }, { "name": "Surprise Blessing", - "source": "DMS", + "source": "KPDM", "page": 111, "level": 5, "school": "A", @@ -23532,13 +43894,13 @@ "entries": [ "You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition's normal effect on the target is suspended, and the indicated effect applies instead. This spell's effect on the target lasts for the duration of", "the original condition or until the spell ends. If this spell ends before the original condition's duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.", - "{@bold Blinded}: The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.", - "{@bold Charmed}: The target's Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.", - "{@bold Frightened}: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be {@condition frightened} of the target. A creature {@condition frightened} in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.", - "{@bold Paralyzed}: The target can use one extra bonus action or reaction per round.", - "{@bold Petrified}: The target gains a +2 bonus to AC.", - "{@bold Poisoned}: The target heals {@dice 2d6} hit points at the start of its next turn, and it gains immunity to poison damage and the {@condition poisoned} condition.", - "{@bold Stunned}: The target has advantage on Intelligence, Wisdom, and Charisma saving throws." + "{@b Blinded}: The target gains {@sense truesight} out to a range of 10 feet and can see 10 feet into the Ethereal Plane.", + "{@b Charmed}: The target's Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.", + "{@b Frightened}: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be {@condition frightened} of the target. A creature {@condition frightened} in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.", + "{@b Paralyzed}: The target can use one extra bonus action or reaction per round.", + "{@b Petrified}: The target gains a +2 bonus to AC.", + "{@b Poisoned}: The target heals {@dice 2d6} hit points at the start of its next turn, and it gains immunity to poison damage and the {@condition poisoned} condition.", + "{@b Stunned}: The target has advantage on Intelligence, Wisdom, and Charisma saving throws." ], "conditionInflict": [ "frightened" @@ -23565,7 +43927,7 @@ }, { "name": "Swift Exchange", - "source": "DMS", + "source": "KPDM", "page": 112, "level": 5, "school": "C", @@ -23619,7 +43981,7 @@ }, { "name": "Symbol of Sorcery", - "source": "DMS", + "source": "KPDM", "page": 112, "level": 5, "school": "C", @@ -23683,7 +44045,7 @@ }, { "name": "Talons of a Hungry Land", - "source": "DMS", + "source": "KPDM", "page": 112, "level": 7, "school": "V", @@ -23715,7 +44077,7 @@ } ], "entries": [ - "You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three\u2011quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick).", + "You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three-quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick).", "When the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes {@damage 8d8} slashing damage, or half as much damage on a successful save.", "A creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes {@damage 8d8} slashing damage on a failure, or half as much damage on a success.", "When you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing {@damage 5d8} slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save." @@ -23758,7 +44120,7 @@ }, { "name": "Targeting Foreknowledge", - "source": "DMS", + "source": "KPDM", "page": 112, "level": 3, "school": "D", @@ -23819,7 +44181,7 @@ }, { "name": "Telekinetic Parry", - "source": "DMS", + "source": "KPDM", "page": 112, "level": 1, "school": "V", @@ -23866,7 +44228,7 @@ }, { "name": "Telekinetic Trip", - "source": "DMS", + "source": "KPDM", "page": 113, "level": 0, "school": "T", @@ -23917,7 +44279,7 @@ }, { "name": "Terrifying Lash", - "source": "DMS", + "source": "KPDM", "page": 113, "level": 3, "school": "C", @@ -23980,7 +44342,7 @@ }, { "name": "Thin the Ice", - "source": "DMS", + "source": "KPDM", "page": 113, "level": 1, "school": "T", @@ -24008,7 +44370,7 @@ } ], "entries": [ - "You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. ", + "You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom ({@skill Survival}) check or passive {@skill Perception} check against your spell save DC notices the thin ice.", "If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking {@damage 2d6} cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally." ], "damageInflict": [ @@ -24047,7 +44409,7 @@ }, { "name": "Thorn Cage", - "source": "DMS", + "source": "KPDM", "page": 113, "level": 2, "school": "C", @@ -24107,16 +44469,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0017.webp" + } + } + ] } }, { "name": "Thousand Darts", - "source": "DMS", + "source": "KPDM", "page": 114, "level": 3, "school": "V", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -24145,7 +44518,7 @@ } ], "entries": [ - "You launch thousands of needlelike darts in a 5-foot\u2011wide line that is 120 feet long. Each creature in the line takes {@damage 6d6} piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage." + "You launch thousands of needlelike darts in a 5-foot-wide line that is 120 feet long. Each creature in the line takes {@damage 6d6} piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage." ], "entriesHigherLevel": [ { @@ -24184,7 +44557,7 @@ }, { "name": "Throes of Ecstasy", - "source": "DMS", + "source": "KPDM", "page": 114, "level": 3, "school": "T", @@ -24268,7 +44641,7 @@ }, { "name": "Thunderclap", - "source": "DMS", + "source": "KPDM", "page": 114, "level": 3, "school": "V", @@ -24329,12 +44702,12 @@ }, { "name": "Thunderous Charge", - "source": "DMS", + "source": "KPDM", "page": 114, "level": 1, "school": "T", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -24400,12 +44773,12 @@ }, { "name": "Thunderous Stampede", - "source": "DMS", + "source": "KPDM", "page": 114, "level": 2, "school": "T", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -24429,7 +44802,7 @@ } ], "entries": [ - "This spell acts as {@spell thunderous charge|DMS}, but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of this spell." + "This spell acts as {@spell thunderous charge|KPDM}, but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of this spell." ], "entriesHigherLevel": [ { @@ -24468,7 +44841,7 @@ }, { "name": "Thunderous Wave", - "source": "DMS", + "source": "KPDM", "page": 114, "level": 3, "school": "V", @@ -24528,7 +44901,7 @@ }, { "name": "Tidal Barrier", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 1, "school": "A", @@ -24591,12 +44964,12 @@ }, { "name": "Tireless", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 1, "school": "T", "subschools": [ - "Clockwork" + "clockwork" ], "time": [ { @@ -24654,7 +45027,7 @@ }, { "name": "Tolling Doom", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 6, "school": "N", @@ -24687,7 +45060,7 @@ } ], "entries": [ - "A deep, tolling bell seems to ring from somewhere above and beyond, judging your enemies and foretelling their impending doom. Up to eight creatures that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, the target must roll a {@dice d4} and subtract the result from the attack roll or saving throw. You gain advantage on any attack against a target that has failed its saving throw against this spell. ", + "A deep, tolling bell seems to ring from somewhere above and beyond, judging your enemies and foretelling their impending doom. Up to eight creatures that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, the target must roll a {@dice d4} and subtract the result from the attack roll or saving throw. You gain advantage on any attack against a target that has failed its saving throw against this spell.", "This spell has no effect on a target that has an Intelligence score lower than 3." ], "entriesHigherLevel": [ @@ -24724,7 +45097,7 @@ }, { "name": "Tongue of Sand", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 3, "school": "I", @@ -24757,8 +45130,8 @@ "ritual": true }, "entries": [ - "This spell is similar in many ways to {@spell magic mouth}. When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.", - "Additionally, this spell has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered." + "{@i Tongue of sand} is similar in many ways to {@spell magic mouth}. When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.", + "Additionally, {@i tongue of sand} has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered." ], "classes": { "fromClassList": [ @@ -24783,7 +45156,7 @@ }, { "name": "Tongue Tied", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 5, "school": "E", @@ -24850,7 +45223,7 @@ }, { "name": "Touch of the Unliving", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 3, "school": "N", @@ -24924,7 +45297,7 @@ }, { "name": "Tracer", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 3, "school": "D", @@ -24956,7 +45329,7 @@ ], "entries": [ "When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, {@condition invisible} beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends.", - "A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon." + "A creature must succeed on an Intelligence ({@skill Arcana}) check against your spell save DC to notice the magical beacon." ], "areaTags": [ "ST" @@ -24979,7 +45352,7 @@ }, { "name": "Tree Heal", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 0, "school": "V", @@ -25024,7 +45397,7 @@ }, { "name": "Tree Running", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 2, "school": "T", @@ -25075,7 +45448,7 @@ }, { "name": "Tree Speak", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 1, "school": "D", @@ -25122,7 +45495,7 @@ }, { "name": "Trench", - "source": "DMS", + "source": "KPDM", "page": 115, "level": 2, "school": "T", @@ -25192,7 +45565,7 @@ }, { "name": "Trick Question", - "source": "DMS", + "source": "KPDM", "page": 117, "level": 1, "school": "E", @@ -25254,7 +45627,7 @@ }, { "name": "True Light of Revelation", - "source": "DMS", + "source": "KPDM", "page": 117, "level": 4, "school": "A", @@ -25311,7 +45684,7 @@ }, { "name": "Twist the Skein", - "source": "DMS", + "source": "KPDM", "page": 118, "level": 1, "school": "E", @@ -25366,7 +45739,7 @@ }, { "name": "Uncanny Avoidance", - "source": "DMS", + "source": "KPDM", "page": 118, "level": 0, "school": "D", @@ -25425,7 +45798,7 @@ }, { "name": "Unholy Defiance", - "source": "DMS", + "source": "KPDM", "page": 118, "level": 2, "school": "N", @@ -25475,7 +45848,7 @@ }, { "name": "Unleash Effigy", - "source": "DMS", + "source": "KPDM", "page": 118, "level": 9, "school": "T", @@ -25525,8 +45898,8 @@ } }, { - "name": "Unluck On That", - "source": "DMS", + "name": "Unluck on That", + "source": "KPDM", "page": 118, "level": 1, "school": "E", @@ -25594,7 +45967,7 @@ }, { "name": "Visage of Madness", - "source": "DMS", + "source": "KPDM", "page": 118, "level": 4, "school": "E", @@ -25652,7 +46025,7 @@ }, { "name": "Visage of the Dead", - "source": "DMS", + "source": "KPDM", "page": 119, "level": 4, "school": "N", @@ -25711,7 +46084,7 @@ }, { "name": "Volley Shield", - "source": "DMS", + "source": "KPDM", "page": 119, "level": 7, "school": "A", @@ -25769,7 +46142,7 @@ }, { "name": "Vomit Tentacles", - "source": "DMS", + "source": "KPDM", "page": 119, "level": 2, "school": "T", @@ -25836,7 +46209,7 @@ }, { "name": "Walking Wall", - "source": "DMS", + "source": "KPDM", "page": 119, "level": 7, "school": "T", @@ -25869,7 +46242,7 @@ } ], "entries": [ - "This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can't take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall's movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can't use reactions. Each successful attack deals {@damage 4d6} slashing damage, and the damage is considered magical.", + "This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can't take the {@action Dash} action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall's movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can't use reactions. Each successful attack deals {@damage 4d6} slashing damage, and the damage is considered magical.", "The wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell's duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap." ], "damageInflict": [ @@ -25899,12 +46272,12 @@ }, { "name": "Walk the Twisted Path", - "source": "DMS", + "source": "KPDM", "page": 120, "level": 6, "school": "C", "subschools": [ - "Labyrinth" + "labyrinth" ], "time": [ { @@ -25964,7 +46337,7 @@ }, { "name": "Warning Shout", - "source": "DMS", + "source": "KPDM", "page": 120, "level": 2, "school": "D", @@ -26019,7 +46392,7 @@ }, { "name": "Wayward Strike", - "source": "DMS", + "source": "KPDM", "page": 120, "level": 4, "school": "T", @@ -26063,11 +46436,22 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/full/001-0314.webp" + } + } + ] } }, { "name": "Weiler's Ward", - "source": "DMS", + "source": "KPDM", "page": 120, "level": 2, "school": "C", @@ -26141,7 +46525,7 @@ }, { "name": "Wind Lash", - "source": "DMS", + "source": "KPDM", "page": 120, "level": 0, "school": "V", @@ -26203,7 +46587,7 @@ }, { "name": "Wind of the Hereafter", - "source": "DMS", + "source": "KPDM", "page": 121, "level": 8, "school": "C", @@ -26263,7 +46647,7 @@ }, { "name": "Wind Tunnel", - "source": "DMS", + "source": "KPDM", "page": 121, "level": 1, "school": "V", @@ -26297,7 +46681,7 @@ ], "entries": [ "You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don't have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.", - "The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them." + "The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a {@chance 50} chance of extinguishing them." ], "areaTags": [ "L" @@ -26321,7 +46705,7 @@ }, { "name": "Withered Sight", - "source": "DMS", + "source": "KPDM", "page": 122, "level": 1, "school": "N", @@ -26354,7 +46738,7 @@ } ], "entries": [ - "You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn't use its eyes to see." + "You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom ({@skill Perception}) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn't use its eyes to see." ], "entriesHigherLevel": [ { @@ -26406,7 +46790,7 @@ }, { "name": "Wolfsong", - "source": "DMS", + "source": "KPDM", "page": 122, "level": 1, "school": "T", @@ -26433,7 +46817,7 @@ ], "entries": [ "You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell.", - "If you cast the spell indoors and above ground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. ", + "If you cast the spell indoors and above ground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away.", "A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action." ], "entriesHigherLevel": [ @@ -26460,7 +46844,7 @@ }, { "name": "Wresting Wind", - "source": "DMS", + "source": "KPDM", "page": 122, "level": 2, "school": "V", @@ -26515,7 +46899,7 @@ }, { "name": "Writhing Arms", - "source": "DMS", + "source": "KPDM", "page": 122, "level": 1, "school": "T", @@ -26586,16 +46970,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0018.webp" + } + } + ] } }, { "name": "Acid Gate", - "source": "DMS", + "source": "KPDM", "page": 163, "level": 7, "school": "C", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -26661,12 +47056,12 @@ }, { "name": "Acid Rain", - "source": "DMS", + "source": "KPDM", "page": 164, "level": 5, "school": "C", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -26736,12 +47131,12 @@ }, { "name": "Alchemical Form", - "source": "DMS", + "source": "KPDM", "page": 164, "level": 6, "school": "T", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -26771,14 +47166,19 @@ ], "entries": [ "You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:", - "• you are immune to acid and poison damage and to the {@condition poisoned} and {@condition stunned} conditions;", - "• you have resistance to nonmagical fire, piercing, and slashing damage;", - "• you can't speak, cast spells, use items or weapons, or manipulate objects;", - "• your gear melds into your body and reappears when the spell ends;", - "• you don't need to breathe;", - "• your speed is 20 feet;", - "• your size doesn't change, but you can move through and between obstructions as if you were two size categories smaller; and", - "• you gain the following action: {@italic Melee Weapon Attack:} spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; {@italic Hit:} {@damage 4d6} acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be {@condition poisoned} until the start of your next turn." + { + "type": "list", + "items": [ + "you are immune to acid and poison damage and to the {@condition poisoned} and {@condition stunned} conditions;", + "you have resistance to nonmagical fire, piercing, and slashing damage;", + "you can't speak, cast spells, use items or weapons, or manipulate objects;", + "your gear melds into your body and reappears when the spell ends;", + "you don't need to breathe;", + "your speed is 20 feet;", + "your size doesn't change, but you can move through and between obstructions as if you were two size categories smaller; and", + "you gain the following action: {@atk mw} spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; {@h}{@damage 4d6} acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be {@condition poisoned} until the start of your next turn." + ] + } ], "damageInflict": [ "acid", @@ -26798,12 +47198,12 @@ }, { "name": "Blood to Acid", - "source": "DMS", + "source": "KPDM", "page": 164, "level": 9, "school": "T", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -26829,7 +47229,7 @@ ], "entries": [ "When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes {@damage 10d12} acid damage and is {@condition stunned} by the pain for {@dice 1d4} rounds. On a successful save, it takes half the damage and isn't {@condition stunned}.", - "Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to acid is cast on a creature composed mainly of blood, such as a blood elemental or a {@creature blood zombie|CCodex} (Creature Codex, p. 393), the creature is slain by the spell if its saving throw fails." + "Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to acid is cast on a creature composed mainly of blood, such as a {@creature blood elemental|CCodex} or a {@creature blood zombie|CCodex}, the creature is slain by the spell if its saving throw fails." ], "damageInflict": [ "acid" @@ -26840,6 +47240,9 @@ "areaTags": [ "ST" ], + "conditionInflict": [ + "stunned" + ], "classes": { "fromClassList": [ { @@ -26847,16 +47250,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0038.webp" + } + } + ] } }, { "name": "Boiling Oil", - "source": "DMS", + "source": "KPDM", "page": 165, "level": 2, "school": "C", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -26928,12 +47342,12 @@ }, { "name": "Bottled Arcana", - "source": "DMS", + "source": "KPDM", "page": 165, "level": 5, "school": "T", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -26962,8 +47376,8 @@ } ], "entries": [ - "By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting {@italic bottled arcana} and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.", - "As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell's description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). {@spell Dispel magic} cast on the container targets {@italic bottled arcana}, not the spell inside. If {@italic bottled arcana} is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.", + "By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting {@i bottled arcana} and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.", + "As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell's description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). {@spell Dispel magic} cast on the container targets {@i bottled arcana}, not the spell inside. If {@i bottled arcana} is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.", "Until the spell in the container is released, its caster can't regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally." ], "entriesHigherLevel": [ @@ -26986,12 +47400,12 @@ }, { "name": "Bottomless Stomach", - "source": "DMS", + "source": "KPDM", "page": 165, "level": 1, "school": "T", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27038,12 +47452,12 @@ }, { "name": "Brimstone Infusion", - "source": "DMS", + "source": "KPDM", "page": 165, "level": 0, "school": "T", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27097,12 +47511,12 @@ }, { "name": "Caustic Torrent", - "source": "DMS", + "source": "KPDM", "page": 166, "level": 8, "school": "C", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27159,12 +47573,12 @@ }, { "name": "Delay Potion", - "source": "DMS", + "source": "KPDM", "page": 166, "level": 2, "school": "T", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27209,12 +47623,12 @@ }, { "name": "Gluey Globule", - "source": "DMS", + "source": "KPDM", "page": 166, "level": 3, "school": "C", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27278,12 +47692,12 @@ }, { "name": "Life Hack", - "source": "DMS", + "source": "KPDM", "page": 166, "level": 8, "school": "N", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27338,12 +47752,12 @@ }, { "name": "Mephitic Croak", - "source": "DMS", + "source": "KPDM", "page": 166, "level": 2, "school": "C", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27408,12 +47822,12 @@ }, { "name": "Quicksilver Mantle", - "source": "DMS", + "source": "KPDM", "page": 167, "level": 4, "school": "T", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27458,12 +47872,12 @@ }, { "name": "Ray of Alchemical Negation", - "source": "DMS", + "source": "KPDM", "page": 167, "level": 4, "school": "T", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27489,7 +47903,7 @@ ], "entries": [ "You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist's fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.", - "This spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an {@creature alchemical golem|CCodex} (Creature Codex, pg. 192) or an {@creature ochre jelly}. In that case, a hit deals {@damage 6d6} force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success." + "This spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an {@creature alchemical golem|CCodex} or an {@creature ochre jelly}. In that case, a hit deals {@damage 6d6} force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success." ], "damageInflict": [ "force" @@ -27508,12 +47922,12 @@ }, { "name": "Salt Lash", - "source": "DMS", + "source": "KPDM", "page": 167, "level": 3, "school": "C", "subschools": [ - "Alkemancy" + "alkemancy" ], "time": [ { @@ -27547,7 +47961,7 @@ } ], "entries": [ - "You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals {@damage 2d8} slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be {@condition stunned} by searing pain until the start of your next turn. Constructs and undead are immune to the blade's secondary (stun) effect; plants and creatures composed mostly of water, such as {@creature water elemental}s, also take an additional {@damage 2d8} necrotic damage if they fail the saving throw.", + "You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals {@damage 2d8} slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be {@condition stunned} by searing pain until the start of your next turn. Constructs and undead are immune to the blade's secondary (stun) effect; plants and creatures composed mostly of water, such as {@creature water elemental||water elementals}, also take an additional {@damage 2d8} necrotic damage if they fail the saving throw.", "The spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason." ], "damageInflict": [ @@ -27574,12 +47988,12 @@ }, { "name": "Angelic Guardian", - "source": "DMS", + "source": "KPDM", "page": 175, "level": 1, "school": "C", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -27637,12 +48051,12 @@ }, { "name": "Benediction", - "source": "DMS", + "source": "KPDM", "page": 175, "level": 0, "school": "A", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -27683,10 +48097,6 @@ "name": "Cleric", "source": "PHB" }, - { - "name": "Paladin", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -27696,12 +48106,12 @@ }, { "name": "Blade of Wrath", - "source": "DMS", + "source": "KPDM", "page": 175, "level": 3, "school": "V", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -27782,12 +48192,12 @@ }, { "name": "Blazing Chariot", - "source": "DMS", + "source": "KPDM", "page": 175, "level": 5, "school": "C", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -27820,8 +48230,8 @@ } ], "entries": [ - "Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot\u2011square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes {@damage 3d6} fire damage and {@damage 3d6} radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.", - "On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature's space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall {@condition prone} in that space." + "Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot-square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes {@damage 3d6} fire damage and {@damage 3d6} radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.", + "On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the {@action Dash}, {@action Disengage}, or {@action Dodge} action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature's space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall {@condition prone} in that space." ], "damageInflict": [ "fire", @@ -27856,12 +48266,12 @@ }, { "name": "Blessed Halo", - "source": "DMS", + "source": "KPDM", "page": 175, "level": 2, "school": "V", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -27927,12 +48337,12 @@ }, { "name": "Celestial Fanfare", - "source": "DMS", + "source": "KPDM", "page": 176, "level": 6, "school": "V", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -27962,7 +48372,7 @@ ], "entries": [ "A great blaring of trumpets from on high blasts down upon an area you designate. All evil creatures in a 30-foot radius take {@damage 4d6} thunder damage and {@damage 4d6} radiant damage and are {@condition blinded} and {@condition deafened} for {@dice 2d4} rounds. A successful Constitution saving throw reduces the damage and the duration of the {@condition blinded} and {@condition deafened} conditions by half.", - "Neutral or unaligned creatures within the area take half as much damage and are {@condition blinded} and {@condition deafened} for half as many rounds. A successful save reduces the damage to one\u2011quarter and negates the blinding and deafening effects.", + "Neutral or unaligned creatures within the area take half as much damage and are {@condition blinded} and {@condition deafened} for half as many rounds. A successful save reduces the damage to one-quarter and negates the blinding and deafening effects.", "Good-aligned creatures are not harmed by this spell." ], "damageInflict": [ @@ -27981,10 +48391,6 @@ "name": "Cleric", "source": "PHB" }, - { - "name": "Paladin", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -27994,12 +48400,12 @@ }, { "name": "Deva's Wings", - "source": "DMS", + "source": "KPDM", "page": 176, "level": 4, "school": "T", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -28029,7 +48435,7 @@ } ], "entries": [ - "You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to {@dice 1d6} + your spellcasting ability modifier and must make a successful Strength saving throw or fall {@condition prone}. When the spell ends, the wings disappear, and the target falls if it was aloft." + "You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the {@action Attack} action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to {@dice 1d6} + your spellcasting ability modifier and must make a successful Strength saving throw or fall {@condition prone}. When the spell ends, the wings disappear, and the target falls if it was aloft." ], "entriesHigherLevel": [ { @@ -28078,12 +48484,12 @@ }, { "name": "Greater Seal of Sanctuary", - "source": "DMS", + "source": "KPDM", "page": 176, "level": 9, "school": "A", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -28120,7 +48526,7 @@ }, "entries": [ "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes {@damage 15d8} radiant damage, is repelled to 5 feet outside the boundary, and can't target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn't on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.", - "Aberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes {@damage 4d8} radiant damage at the start of its turn. ", + "Aberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes {@damage 4d8} radiant damage at the start of its turn.", "Creatures other than aberrations, elementals, fey, fiends, and undead can't be {@condition charmed} or {@condition frightened} while within 100 feet of the seal.", "The seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points." ], @@ -28142,10 +48548,6 @@ "name": "Cleric", "source": "PHB" }, - { - "name": "Paladin", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -28155,12 +48557,12 @@ }, { "name": "Quintessence", - "source": "DMS", + "source": "KPDM", "page": 177, "level": 8, "school": "T", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -28191,7 +48593,7 @@ ], "entries": [ "By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can't be lower than 20, you can't be {@condition frightened}, and you are immune to necrotic damage.", - "In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be {@condition frightened} for 1 minute. A creature {@condition frightened} in this way is {@condition restrained}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast {@italic quintessence} again." + "In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be {@condition frightened} for 1 minute. A creature {@condition frightened} in this way is {@condition restrained}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast {@i quintessence} again." ], "conditionInflict": [ "frightened" @@ -28211,10 +48613,6 @@ "name": "Cleric", "source": "PHB" }, - { - "name": "Paladin", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -28224,12 +48622,12 @@ }, { "name": "Seal of Sanctuary", - "source": "DMS", + "source": "KPDM", "page": 177, "level": 7, "school": "A", "subschools": [ - "Angelic" + "angelic" ], "time": [ { @@ -28287,10 +48685,6 @@ "name": "Cleric", "source": "PHB" }, - { - "name": "Paladin", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -28300,12 +48694,12 @@ }, { "name": "Babble", - "source": "DMS", + "source": "KPDM", "page": 182, "level": 5, "school": "E", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -28363,12 +48757,12 @@ }, { "name": "Bad Timing", - "source": "DMS", + "source": "KPDM", "page": 182, "level": 2, "school": "D", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -28422,12 +48816,12 @@ }, { "name": "Calm of the Storm", - "source": "DMS", + "source": "KPDM", "page": 182, "level": 3, "school": "A", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -28485,12 +48879,12 @@ }, { "name": "Chaotic Form", - "source": "DMS", + "source": "KPDM", "page": 182, "level": 4, "school": "T", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -28518,7 +48912,7 @@ } ], "entries": [ - "You cause the form of a willing creature to become malleable, dripping and flowing according to the target's will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target's movement is halved while it is affected by this spell." + "You cause the form of a willing creature to become malleable, dripping and flowing according to the target's will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity ({@skill Acrobatics}) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target's movement is halved while it is affected by this spell." ], "entriesHigherLevel": [ { @@ -28554,12 +48948,12 @@ }, { "name": "Chaotic Vitality", - "source": "DMS", + "source": "KPDM", "page": 183, "level": 2, "school": "C", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -28707,12 +49101,12 @@ }, { "name": "Chaotic World", - "source": "DMS", + "source": "KPDM", "page": 183, "level": 6, "school": "I", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -28774,12 +49168,12 @@ }, { "name": "Elemental Twist", - "source": "DMS", + "source": "KPDM", "page": 183, "level": 2, "school": "V", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -28834,12 +49228,12 @@ }, { "name": "Entropic Damage Field", - "source": "DMS", + "source": "KPDM", "page": 183, "level": 3, "school": "T", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -28897,12 +49291,12 @@ }, { "name": "Fluctuating Alignment", - "source": "DMS", + "source": "KPDM", "page": 184, "level": 4, "school": "E", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29063,12 +49457,12 @@ }, { "name": "Frenzied Bolt", - "source": "DMS", + "source": "KPDM", "page": 184, "level": 2, "school": "V", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29093,110 +49487,12 @@ } ], "entries": [ - "Making a ranged spell attack, you direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes {@damage 3d8} damage, of a type determined by rolling on the Random Damage Type table. If the {@dice d20} result of your attack roll (the \"natural\" roll) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by this casting of the spell, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky\u2014or unlucky.", + "Making a ranged spell attack, you direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes {@damage 3d8} damage, of a type determined by rolling on the {@table Random Damage Type|KPDM} table. If the {@dice d20} result of your attack roll (the \"natural\" roll) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by this casting of the spell, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky\u2014or unlucky.", { - "type": "table", - "caption": "Random Damage Type", - "colLabels": [ - "{@dice d10}", - "Damage Type" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "Acid" - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "Cold" - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "Fire" - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "Force" - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "Lightning" - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "Necrotic" - ], - [ - { - "type": "cell", - "roll": { - "exact": 7 - } - }, - "Poison" - ], - [ - { - "type": "cell", - "roll": { - "exact": 8 - } - }, - "Psychic" - ], - [ - { - "type": "cell", - "roll": { - "exact": 9 - } - }, - "Radiant" - ], - [ - { - "type": "cell", - "roll": { - "exact": 10 - } - }, - "Thunder" - ] - ] + "type": "statblock", + "tag": "table", + "name": "Random Damage Type", + "source": "KPDM" } ], "entriesHigherLevel": [ @@ -29245,13 +49541,13 @@ } }, { - "name": "Ill-Fated Word", - "source": "DMS", + "name": "Ill-fated Word", + "source": "KPDM", "page": 184, "level": 1, "school": "D", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29300,12 +49596,12 @@ }, { "name": "Mass Surge Dampener", - "source": "DMS", + "source": "KPDM", "page": 184, "level": 5, "school": "A", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29366,12 +49662,12 @@ }, { "name": "Misfortune", - "source": "DMS", + "source": "KPDM", "page": 185, "level": 6, "school": "N", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29403,7 +49699,7 @@ ], "entries": [ "You cast a pall of bad luck over all creatures in a 15-foot radius centered on a point within range. Each creature in that area must succeed on a Wisdom saving throw or be cursed with bad luck for the duration of the spell. A creature under the effect of this spell has disadvantage on all ability checks, saving throws, and attack rolls. A {@spell remove curse} spell ends this effect.", - "{@bold SPECIAL:} If a targeted creature is carrying a {@item stone of good luck}, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a {@item luck blade}, the creature is unaffected by the spell, but the sword's Luck ability and saving throw bonuses cease to function for 24 hours." + "{@b SPECIAL:} If a targeted creature is carrying a {@item stone of good luck}, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a {@item luck blade}, the creature is unaffected by the spell, but the sword's Luck ability and saving throw bonuses cease to function for 24 hours." ], "savingThrow": [ "wisdom" @@ -29430,12 +49726,12 @@ }, { "name": "Mist of Wonders", - "source": "DMS", + "source": "KPDM", "page": 185, "level": 2, "school": "C", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29494,12 +49790,12 @@ }, { "name": "Paragon of Chaos", - "source": "DMS", + "source": "KPDM", "page": 185, "level": 8, "school": "T", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29527,8 +49823,8 @@ } ], "entries": [ - "You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: {@condition exhaustion}, {@condition paralyzed}, {@condition petrified}, {@condition poisoned}, and {@condition unconscious}. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.", - "Each round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster." + "You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: {@condition exhaustion}, {@condition paralyzed}, {@condition petrified}, {@condition poisoned}, and {@condition unconscious}. Finally, you gain {@sense truesight} to 30 feet and can teleport 30 feet as a move.", + "Each round, as a bonus action, you can cause an automatic {@table chaos magic surge|KPDM}, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster." ], "classes": { "fromClassList": [ @@ -29548,12 +49844,12 @@ }, { "name": "Roaming Pain", - "source": "DMS", + "source": "KPDM", "page": 185, "level": 1, "school": "N", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29675,12 +49971,12 @@ }, { "name": "Roaring Winds of Limbo", - "source": "DMS", + "source": "KPDM", "page": 186, "level": 8, "school": "C", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29710,7 +50006,7 @@ } ], "entries": [ - "You tear open a breach to the planes of chaos, and the act of doing so fills an area with a dangerous windstorm. The area consists of twelve 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face in common with a face of another cube. Each creature in the area is {@condition deafened}, and any sound it makes cannot be heard outside the area. The wind disperses all gases and vapors and extinguishes all unprotected flames in the area, and has a 75 percent chance of extinguishing protected flames, such as lanterns. All Wisdom (Perception) checks that rely on sight made by a creature in the area have disadvantage due to the dust, grit, and debris being cast about.", + "You tear open a breach to the planes of chaos, and the act of doing so fills an area with a dangerous windstorm. The area consists of twelve 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face in common with a face of another cube. Each creature in the area is {@condition deafened}, and any sound it makes cannot be heard outside the area. The wind disperses all gases and vapors and extinguishes all unprotected flames in the area, and has a {@chance 75} chance of extinguishing protected flames, such as lanterns. All Wisdom ({@skill Perception}) checks that rely on sight made by a creature in the area have disadvantage due to the dust, grit, and debris being cast about.", "Each creature in the area must make a Strength saving throw at the start of its turn. On a failed save, the creature is pushed 15 feet in a random direction. (Roll a {@dice d8}, designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.) The wind also hampers movement; a creature in the area must spend 2 feet of movement for every 1 foot it moves.", "As a bonus action on each of your turns, you can bombard up to twelve creatures in the area with flying debris, dealing {@dice 2d10} bludgeoning, {@dice 2d10} piercing, and {@damage 2d10} slashing damage. A creature that makes a successful Dexterity saving throw takes half the damage." ], @@ -29745,12 +50041,12 @@ }, { "name": "Shifting the Odds", - "source": "DMS", + "source": "KPDM", "page": 186, "level": 2, "school": "D", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29797,12 +50093,12 @@ }, { "name": "Surge Dampener", - "source": "DMS", + "source": "KPDM", "page": 186, "level": 3, "school": "A", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29862,12 +50158,12 @@ }, { "name": "Timely Distraction", - "source": "DMS", + "source": "KPDM", "page": 186, "level": 2, "school": "V", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -29973,12 +50269,12 @@ }, { "name": "Uncontrollable Transformation", - "source": "DMS", + "source": "KPDM", "page": 187, "level": 7, "school": "T", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -30030,7 +50326,7 @@ "exact": 1 } }, - "A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools." + "A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity ({@skill Sleight of Hand}) checks and any checks that require the manipulation of tools." ], [ { @@ -30039,7 +50335,7 @@ "exact": 2 } }, - "Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table in the {@spell frenzied bolt|DMS} spell description)." + "Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the {@table Random Damage Type|KPDM|Damage Type} table in the {@spell frenzied bolt|KPDM} spell description)." ], [ { @@ -30057,7 +50353,7 @@ "exact": 4 } }, - "A second face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight\u2011based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself." + "A second face appears on the back of your head. You gain {@sense darkvision} out to a range of 120 feet and advantage on sight-based and scent-based Wisdom ({@skill Perception}) checks. You become adept at carrying on conversations with yourself." ], [ { @@ -30093,7 +50389,7 @@ "exact": 8 } }, - "Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal {@damage 1d6} bludgeoning damage." + "Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength ({@skill Athletics}) checks made to climb or swim. In addition, your unarmed strikes deal {@damage 1d6} bludgeoning damage." ], [ { @@ -30144,16 +50440,27 @@ "miscTags": [ "ADV", "UBA" - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0046.webp" + } + } + ] + } }, { "name": "Undermine Armor", - "source": "DMS", + "source": "KPDM", "page": 188, "level": 1, "school": "T", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -30208,12 +50515,12 @@ }, { "name": "Unruly Item", - "source": "DMS", + "source": "KPDM", "page": 188, "level": 1, "school": "T", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -30244,9 +50551,9 @@ ], "entries": [ "You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect.", - "{@bold Weapon:} A weapon being wielded by a creature fights and twists, trying to free itself from the creature's grasp. The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon.", - "{@bold Armor:} The creature's armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the Dash action.", - "{@bold Other Items:} The effects on other carried items can vary at the GM's discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save." + "{@b Weapon:} A weapon being wielded by a creature fights and twists, trying to free itself from the creature's grasp. The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon.", + "{@b Armor:} The creature's armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity ({@skill Stealth}) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the {@action Dash} action.", + "{@b Other Items:} The effects on other carried items can vary at the GM's discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save." ], "savingThrow": [ "dexterity" @@ -30273,12 +50580,12 @@ }, { "name": "Unshackled Magic", - "source": "DMS", + "source": "KPDM", "page": 188, "level": 9, "school": "E", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -30332,12 +50639,12 @@ }, { "name": "Wild Shield", - "source": "DMS", + "source": "KPDM", "page": 189, "level": 4, "school": "A", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -30365,8 +50672,8 @@ } ], "entries": [ - "You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While this spell is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.", - "This spell ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level\u2013the number of levels this spell can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled." + "You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While this spell is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a {@table chaos magic surge|KPDM} as if you had cast a spell, with you considered the caster for any effect of the surge.", + "This spell ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level\u2013the number of levels this spell can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a {@table chaos magic surge|KPDM} exists regardless of whether the spell is repelled." ], "entriesHigherLevel": [ { @@ -30388,16 +50695,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0048.webp" + } + } + ] } }, { "name": "Wild Trajectory", - "source": "DMS", + "source": "KPDM", "page": 189, "level": 7, "school": "T", "subschools": [ - "Chaos" + "chaos" ], "time": [ { @@ -30441,16 +50759,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0047.webp" + } + } + ] } }, { "name": "Aspect of the Dragon", - "source": "DMS", + "source": "KPDM", "page": 198, "level": 7, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -30482,7 +50811,7 @@ "entries": [ "This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.", "You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked {@condition unconscious}.", - "You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak. ", + "You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.", "When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn't change shape or size to match the new form. Any equipment that the new form can't wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state." ], "classes": { @@ -30496,12 +50825,12 @@ }, { "name": "Catch the Breath", - "source": "DMS", + "source": "KPDM", "page": 198, "level": 3, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -30572,12 +50901,12 @@ }, { "name": "Cave Dragon's Dominance", - "source": "DMS", + "source": "KPDM", "page": 198, "level": 6, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -30606,7 +50935,7 @@ } ], "entries": [ - "You take on some of the physical characteristics and abilities of a {@creature Adult Cave Dragon|TOB|cave dragon} (Tome of Beasts, pg. 125), growing protective scales and claws. Until the spell ends, your AC can't be lower than 16, regardless of what kind of armor you are wearing, and you have resistance to poison damage. You can take an action on your turn to attack twice with your claws, each as a melee spell attack dealing {@damage 1d6} slashing damage plus your spellcasting ability modifier on a hit. You also gain a climbing speed of 40 feet, and blindsight out to a range of 60 feet. ", + "You take on some of the physical characteristics and abilities of a {@creature Adult Cave Dragon|TOB|cave dragon} (Tome of Beasts, pg. 125), growing protective scales and claws. Until the spell ends, your AC can't be lower than 16, regardless of what kind of armor you are wearing, and you have resistance to poison damage. You can take an action on your turn to attack twice with your claws, each as a melee spell attack dealing {@damage 1d6} slashing damage plus your spellcasting ability modifier on a hit. You also gain a climbing speed of 40 feet, and {@sense blindsight} out to a range of 60 feet.", "Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing {@damage 6d8} poison damage to each creature in the cone and making it {@condition poisoned} until it finishes a short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not {@condition poisoned}." ], "damageInflict": [ @@ -30637,12 +50966,12 @@ }, { "name": "Claim Lair", - "source": "DMS", + "source": "KPDM", "page": 198, "level": 6, "school": "A", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -30675,9 +51004,14 @@ ], "entries": [ "By placing your personal wealth within an area and invoking a dragon's territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20:", - "• Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it, but you can see in the area as if it were brightly lit. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", - "• Part of the ceiling collapses above one creature you can see within 60 feet of you. The creature must succeed on a Dexterity saving throw against your spell save DC or take {@damage 3d6} bludgeoning damage and be knocked {@condition prone} and buried. A buried target is {@condition restrained} and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success.", - "• A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked {@condition prone}. ", + { + "type": "list", + "items": [ + "Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it, but you can see in the area as if it were brightly lit. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", + "Part of the ceiling collapses above one creature you can see within 60 feet of you. The creature must succeed on a Dexterity saving throw against your spell save DC or take {@damage 3d6} bludgeoning damage and be knocked {@condition prone} and buried. A buried target is {@condition restrained} and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success.", + "A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked {@condition prone}." + ] + }, "Casting this spell on the same area every day for a year makes this effect permanent." ], "conditionInflict": [ @@ -30703,12 +51037,12 @@ }, { "name": "Claws of the Earth Dragon", - "source": "DMS", + "source": "KPDM", "page": 199, "level": 5, "school": "V", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -30776,12 +51110,12 @@ }, { "name": "Converse with Dragon", - "source": "DMS", + "source": "KPDM", "page": 199, "level": 1, "school": "D", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -30842,12 +51176,12 @@ }, { "name": "Deadly Sting", - "source": "DMS", + "source": "KPDM", "page": 199, "level": 8, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -30907,12 +51241,12 @@ }, { "name": "Detect Dragons", - "source": "DMS", + "source": "KPDM", "page": 199, "level": 2, "school": "D", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -30941,7 +51275,7 @@ } ], "entries": [ - "You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature within range. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn." + "You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence ({@skill Arcana}) check; if it succeeds, you learn the age, type, and location of one draconic creature within range. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn." ], "classes": { "fromClassList": [ @@ -30966,12 +51300,12 @@ }, { "name": "Draconic Majesty", - "source": "DMS", + "source": "KPDM", "page": 200, "level": 3, "school": "E", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31040,12 +51374,12 @@ }, { "name": "Draconic Smite", - "source": "DMS", + "source": "KPDM", "page": 200, "level": 1, "school": "V", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31102,12 +51436,12 @@ }, { "name": "Draconic Senses", - "source": "DMS", + "source": "KPDM", "page": 200, "level": 4, "school": "D", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31135,7 +51469,7 @@ } ], "entries": [ - "You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet." + "You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision}, its range increases by 60 feet. You also gain {@sense blindsight} out to a range of 60 feet." ], "classes": { "fromClassList": [ @@ -31156,12 +51490,12 @@ }, { "name": "Dragon Breath", - "source": "DMS", + "source": "KPDM", "page": 200, "level": 5, "school": "V", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31188,7 +51522,7 @@ } ], "entries": [ - "You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a 15-foot cone or a 30-foot line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a {@dice d6} at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again. ", + "You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a 15-foot cone or a 30-foot line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a {@dice d6} at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.", "When you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell's duration.", { "type": "table", @@ -31269,12 +51603,12 @@ }, { "name": "Dragon Roar", - "source": "DMS", + "source": "KPDM", "page": 201, "level": 0, "school": "V", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31298,7 +51632,7 @@ } ], "entries": [ - "Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes {@damage 1d4} psychic damage and is {@condition frightened} until the start of your next turn. A target can be affected by your {@italic dragon roar} only once per 24 hours.", + "Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes {@damage 1d4} psychic damage and is {@condition frightened} until the start of your next turn. A target can be affected by your {@i dragon roar} only once per 24 hours.", "This spell's damage increases by {@dice 1d4} when you reach 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." ], "damageInflict": [ @@ -31335,12 +51669,12 @@ }, { "name": "Dragon's Pride", - "source": "DMS", + "source": "KPDM", "page": 201, "level": 3, "school": "E", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31393,12 +51727,12 @@ }, { "name": "Enhance Greed", - "source": "DMS", + "source": "KPDM", "page": 201, "level": 2, "school": "D", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31466,12 +51800,12 @@ }, { "name": "Fire Dragon's Fury", - "source": "DMS", + "source": "KPDM", "page": 201, "level": 6, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31527,12 +51861,12 @@ }, { "name": "Kobold's Fury", - "source": "DMS", + "source": "KPDM", "page": 201, "level": 1, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31596,12 +51930,12 @@ }, { "name": "Lair Sense", - "source": "DMS", + "source": "KPDM", "page": 201, "level": 2, "school": "D", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31661,12 +51995,12 @@ }, { "name": "Legend Killer", - "source": "DMS", + "source": "KPDM", "page": 202, "level": 7, "school": "D", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31724,12 +52058,12 @@ }, { "name": "Mithral Dragon's Might", - "source": "DMS", + "source": "KPDM", "page": 202, "level": 6, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31781,16 +52115,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0058.webp" + } + } + ] } }, { "name": "Overwhelming Greed", - "source": "DMS", + "source": "KPDM", "page": 202, "level": 4, "school": "E", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31825,7 +52170,7 @@ "entries": [ "You fill the target with a dragon's greed for wealth. The target must succeed on a Wisdom saving throw or be overcome with greed, coveting any coins, jewelry, or art objects it can see that have a value of at least 1 gold piece, as well as jealously guarding any wealth it already owns. The target fixates on the most valuable-looking item or items, or the largest concentration of valuables in sight. It will not willingly let the wealth out of its sight. If the target sees an opportunity, it will take the valuables it has fixated on, gaining them by whatever means necessary.", "If doing so provokes a situation where it takes damage or is otherwise harmed, the affected creature can make another Wisdom saving throw to end the effect. If the creature fails the save, it will continue to try to acquire the wealth, fighting back if necessary.", - "{@bold Ending the Effect.} If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings of greed as magically induced." + "{@b Ending the Effect.} If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings of greed as magically induced." ], "entriesHigherLevel": [ { @@ -31861,12 +52206,12 @@ }, { "name": "Phantom Dragon", - "source": "DMS", + "source": "KPDM", "page": 203, "level": 3, "school": "I", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31935,12 +52280,12 @@ }, { "name": "Puff of Smoke", - "source": "DMS", + "source": "KPDM", "page": 203, "level": 0, "school": "V", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -31965,7 +52310,7 @@ } ], "entries": [ - "By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is {@condition blinded} until the start of your next turn. Puff of smoke has no effect on creatures that have tremorsense or blindsight." + "By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is {@condition blinded} until the start of your next turn. Puff of smoke has no effect on creatures that have {@sense tremorsense} or {@sense blindsight}." ], "conditionInflict": [ "blinded" @@ -31987,12 +52332,12 @@ }, { "name": "Raid the Lair", - "source": "DMS", + "source": "KPDM", "page": 203, "level": 4, "school": "A", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -32023,9 +52368,14 @@ ], "entries": [ "You create an {@condition invisible} circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons' lair actions:", - "• Attack rolls resulting directly from lair actions are made with disadvantage.", - "• Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions are halved.", - "• Lair actions occur on an initiative count 10 lower than normal.", + { + "type": "list", + "items": [ + "Attack rolls resulting directly from lair actions are made with disadvantage.", + "Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions are halved.", + "Lair actions occur on an initiative count 10 lower than normal." + ] + }, "The caster has advantage on Constitution saving throws to maintain concentration on this spell." ], "classes": { @@ -32050,12 +52400,12 @@ }, { "name": "Scale Rot", - "source": "DMS", + "source": "KPDM", "page": 203, "level": 4, "school": "N", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -32136,12 +52486,12 @@ }, { "name": "Scaly Hide", - "source": "DMS", + "source": "KPDM", "page": 204, "level": 4, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -32190,12 +52540,12 @@ }, { "name": "Shade", - "source": "DMS", + "source": "KPDM", "page": 204, "level": 2, "school": "A", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -32262,12 +52612,12 @@ }, { "name": "Thunder Bolt", - "source": "DMS", + "source": "KPDM", "page": 204, "level": 0, "school": "V", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -32318,12 +52668,12 @@ }, { "name": "Thunderstorm", - "source": "DMS", + "source": "KPDM", "page": 204, "level": 5, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -32369,17 +52719,17 @@ }, { "name": "Torrent of Fire", - "source": "DMS", + "source": "KPDM", "page": 204, "level": 4, "school": "C", "subschools": [ - "Dragon" + "dragon" ], "time": [ { "number": 1, - "unit": "round" + "unit": "action" } ], "range": { @@ -32400,7 +52750,7 @@ } ], "entries": [ - "You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take {@damage 6d6} fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone's area. This repositioning doesn't count as movement and doesn't trigger opportunity attacks." + "You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take {@damage 6d6} fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone's area. This repositioning doesn't count as movement and doesn't trigger {@action opportunity attack||opportunity attacks}." ], "damageInflict": [ "fire" @@ -32422,12 +52772,12 @@ }, { "name": "Treasure Chasm", - "source": "DMS", + "source": "KPDM", "page": 204, "level": 2, "school": "E", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -32482,12 +52832,12 @@ }, { "name": "Waft", - "source": "DMS", + "source": "KPDM", "page": 205, "level": 1, "school": "T", "subschools": [ - "Dragon" + "dragon" ], "time": [ { @@ -32532,12 +52882,12 @@ }, { "name": "Afflict Line", - "source": "DMS", + "source": "KPDM", "page": 210, "level": 9, "school": "N", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -32569,8 +52919,15 @@ "ritual": true }, "entries": [ + "{@note This spell can only be cast as a ritual.}", "You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell (i.e. your spellcasting ability). In addition, the target's firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target's firstborn has already died, the curse passes to the target's next oldest offspring.", - "{@bold Ritual Focus.} If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family's lineage until one of them successfully saves against the curse and throws off your dark magic." + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family's lineage until one of them successfully saves against the curse and throws off your dark magic." + ] + } ], "savingThrow": [ "wisdom" @@ -32593,12 +52950,12 @@ }, { "name": "Bloom", - "source": "DMS", + "source": "KPDM", "page": 211, "level": 8, "school": "C", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -32634,14 +52991,26 @@ "ritual": true }, "entries": [ + "{@note This spell can only be cast as a ritual.}", "You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.", "Choose one of the following effects, which appears and grows immediately:", - "• A field planted with vegetables of your choice, ready for harvest.", - "• A thick forest of stout trees and ample undergrowth.", - "• A grassland with wildflowers and fodder for grazing.", - "• An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.", - "Living creatures that take a short rest within the area of a {@italic bloom} spell receive the maximum hit points for Hit Dice expended. {@italic Bloom} counters the effects of a {@spell desolation|DMS} spell.", - "{@bold Ritual Focus.} If you expend your ritual focus, the duration becomes permanent." + { + "type": "list", + "items": [ + "A field planted with vegetables of your choice, ready for harvest.", + "A thick forest of stout trees and ample undergrowth.", + "A grassland with wildflowers and fodder for grazing.", + "An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest." + ] + }, + "Living creatures that take a short rest within the area of a {@i bloom} spell receive the maximum hit points for Hit Dice expended. {@i Bloom} counters the effects of a {@spell desolation|KPDM} spell.", + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the duration becomes permanent." + ] + } ], "miscTags": [ "HL" @@ -32665,12 +53034,12 @@ }, { "name": "Celebration", - "source": "DMS", + "source": "KPDM", "page": 211, "level": 7, "school": "E", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -32703,17 +53072,22 @@ "ritual": true }, "entries": [ - "You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature's agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts. ", + "{@note This spell can only be cast as a ritual.}", + "You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature's agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts.", "The effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.", - "{@bold Ritual Focus.} If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell." - ], - "entriesHigherLevel": [ { - "name": "At Higher Levels", + "type": "entries", + "name": "Group Spellcasting", "entries": [ - "When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th." - ], - "type": "entries" + "When other spellcasters aid you in casting this spell, the spell lasts for an additional hour for each spellcaster other than yourself, up to a maximum duration of 3 hours." + ] + }, + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell." + ] } ], "savingThrow": [ @@ -32722,6 +53096,9 @@ "areaTags": [ "S" ], + "miscTags": [ + "SCL" + ], "classes": { "fromClassList": [ { @@ -32741,12 +53118,12 @@ }, { "name": "Clearing the Field", - "source": "DMS", + "source": "KPDM", "page": 211, "level": 2, "school": "T", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -32778,16 +53155,21 @@ "ritual": true }, "entries": [ - "With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by clearing the field.", - "{@bold Ritual Focus.} If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a {@spell enlarge/reduce||reduce} spell." - ], - "entriesHigherLevel": [ + "{@note This spell can only be cast as a ritual.}", + "With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by {@i clearing the field}.", { - "name": "At Higher Levels", + "type": "entries", + "name": "Group Spellcasting", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd." - ], - "type": "entries" + "When other spellcasters aid you in casting this spell, the spell lasts for an additional hour for each spellcaster other than yourself, up to a maximum duration of 8 hours." + ] + }, + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a {@spell enlarge/reduce||reduce} spell." + ] } ], "savingThrow": [ @@ -32796,6 +53178,9 @@ "areaTags": [ "S" ], + "miscTags": [ + "SCL" + ], "classes": { "fromClassList": [ { @@ -32815,12 +53200,12 @@ }, { "name": "Desolation", - "source": "DMS", + "source": "KPDM", "page": 211, "level": 8, "school": "N", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -32856,10 +53241,17 @@ "ritual": true }, "entries": [ - "You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as {@spell entangle}, require an ability check using the caster's spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by {@italic desolation}.", + "{@note This spell can only be cast as a ritual.}", + "You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as {@spell entangle}, require an ability check using the caster's spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by {@i desolation}.", "After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.", - "A living creature that finishes a short rest within the area of a desolation spell halves the result of any Hit Dice it expends. {@italic Desolation} counters the effects of a {@spell bloom|DMS} spell.", - "{@bold Ritual Focus.} If you expend your ritual focus, the duration becomes permanent." + "A living creature that finishes a short rest within the area of a desolation spell halves the result of any Hit Dice it expends. {@i Desolation} counters the effects of a {@spell bloom|KPDM} spell.", + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the duration becomes permanent." + ] + } ], "areaTags": [ "S" @@ -32883,12 +53275,12 @@ }, { "name": "Encroaching Shadows", - "source": "DMS", + "source": "KPDM", "page": 212, "level": 6, "school": "I", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -32924,19 +53316,27 @@ "ritual": true }, "entries": [ + "{@note This spell can only be cast as a ritual.}", "You cause menacing shadows to invade a cube 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast this spell is dispelled, and a spell that creates light doesn't function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can't increase the level of illumination in the affected area.", "A spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.", - "{@bold Ritual Focus.} If you expend your ritual focus, the spell's duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot." - ], - "entriesHigherLevel": [ { - "name": "At Higher Levels", + "type": "entries", + "name": "Group Spellcasting", "entries": [ - "When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th." - ], - "type": "entries" + "When other spellcasters aid you in casting this spell, the spell lasts for an additional 12 hours for each spellcaster other than yourself, up to a maximum duration of 48 hours." + ] + }, + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the spell's duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot." + ] } ], + "miscTags": [ + "SCL" + ], "areaTags": [ "C" ], @@ -32959,12 +53359,12 @@ }, { "name": "Extract Essence", - "source": "DMS", + "source": "KPDM", "page": 212, "level": 1, "school": "T", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -32993,19 +53393,27 @@ "ritual": true }, "entries": [ + "{@note This spell can only be cast as a ritual.}", "You extract the goodness from food, pulling all the nutritional value out of three days' worth of meals and concentrating it into a tablespoon of bland, flour-like powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food.", "The original food appears unchanged, and though it's still filling, it has no nutritional value.", - "{@bold Ritual Focus.} If you expend your ritual focus, you can choose to have each day's worth of meals take the form of a single slice of bread." - ], - "entriesHigherLevel": [ { - "name": "At Higher Levels", + "type": "entries", + "name": "Group Spellcasting", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st." - ], - "type": "entries" + "When other spellcasters aid you in casting this spell, an additional three days' worth of food can be extracted for each spellcaster other than yourself, up to a maximum of 27 days' worth of food extracted by the spell." + ] + }, + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, you can choose to have each day's worth of meals take the form of a single slice of bread." + ] } ], + "miscTags": [ + "SCL" + ], "classes": { "fromClassList": [ { @@ -33029,12 +53437,12 @@ }, { "name": "Guest of Honor", - "source": "DMS", + "source": "KPDM", "page": 212, "level": 1, "school": "E", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -33068,18 +53476,26 @@ "ritual": true }, "entries": [ - "You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell's duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds {@dice 1d4} to all Charisma (Persuasion) checks made to influence the attitudes of others.", - "{@bold Ritual Focus.} If you expend your ritual focus, the effect lasts for 24 hours." - ], - "entriesHigherLevel": [ + "{@note This spell can only be cast as a ritual.}", + "You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell's duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds {@dice 1d4} to all Charisma ({@skill Persuasion}) checks made to influence the attitudes of others.", { - "name": "At Higher Levels", + "type": "entries", + "name": "Group Spellcasting", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st." - ], - "type": "entries" + "When other spellcasters aid you in casting this spell, the spell lasts for an additional 10 minutes for each spellcaster other than yourself, up to a maximum duration of 90 minutes." + ] + }, + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the effect lasts for 24 hours." + ] } ], + "miscTags": [ + "SCL" + ], "abilityCheck": [ "charisma" ], @@ -33101,12 +53517,12 @@ }, { "name": "Shadows Brought to Light", - "source": "DMS", + "source": "KPDM", "page": 212, "level": 2, "school": "D", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -33134,10 +53550,17 @@ "ritual": true }, "entries": [ + "{@note This spell can only be cast as a ritual.}", "If a creature you designate within range fails a Charisma saving throw, you cause the target's shadow to come to life and reveal one of the creature's most scandalous secrets: some fact that the target would not want widely known (GM's choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target's voice, or if the secret is whispered only to you. The shadow speaks in the target's native language.", "If the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature's saving throw had succeeded.", "If the secret was spoken aloud, the target takes a \u22122 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.", - "{@bold Ritual Focus.} If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the \u22122 penalty." + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the \u22122 penalty." + ] + } ], "savingThrow": [ "charisma" @@ -33172,12 +53595,12 @@ }, { "name": "Shadowy Retribution", - "source": "DMS", + "source": "KPDM", "page": 213, "level": 4, "school": "N", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -33209,20 +53632,26 @@ "ritual": true }, "entries": [ + "{@note This spell can only be cast as a ritual.}", "You fill a small silver cup with your own blood (taking {@damage 1d4} piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.", - "If you are reduced to 0 hit points, your oath is invoked; a {@creature shadow} materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.", - "{@bold Ritual Focus.} If you expend your ritual focus, the spell summons a {@creature banshee} instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows." - ], - "entriesHigherLevel": [ + "If you are reduced to 0 hit points, your oath is invoked; a {@creature shadow} materializes within 5 feet of you. The {@creature shadow} attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the {@creature shadow} dissipates into nothing.", { - "name": "At Higher Levels", + "type": "entries", + "name": "Group Spellcasting", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, an additional {@creature shadow} is conjured for each slot level above 4th." - ], - "type": "entries" + "When other spellcasters aid you in casting this spell, an additional creature is conjured for each spellcaster other than yourself, up to a maximum of 6 shadows materializing when you are reduced to 0 hit points." + ] + }, + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the spell summons a {@creature banshee} instead of a {@condition creaturew}. If you use group spellcasting, the additional undead are still {@creature shadow||shadows}." + ] } ], "miscTags": [ + "SCL", "SMN" ], "classes": { @@ -33248,12 +53677,12 @@ }, { "name": "Song of the Forest", - "source": "DMS", + "source": "KPDM", "page": 213, "level": 3, "school": "T", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -33286,9 +53715,16 @@ "ritual": true }, "entries": [ - "You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell's effect.", + "{@note This spell can only be cast as a ritual.}", + "You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you {@sense tremorsense} out to a range of 10 feet. In addition, you have advantage on Wisdom ({@skill Perception}) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell's effect.", "This spell functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM's discretion).", - "{@bold Ritual Focus.} If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet." + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the spell also gives you {@sense blindsight} out to a range of 30 feet." + ] + } ], "classes": { "fromClassList": [ @@ -33308,16 +53744,27 @@ }, "miscTags": [ "ADV" - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0064.webp" + } + } + ] + } }, { "name": "Vine Trestle", - "source": "DMS", + "source": "KPDM", "page": 213, "level": 2, "school": "C", "subschools": [ - "Elven" + "elven" ], "time": [ { @@ -33356,19 +53803,27 @@ "ritual": true }, "entries": [ + "{@note This spell can only be cast as a ritual.}", "You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates.", - "The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.", - "{@bold Ritual Focus.} If you expend your ritual focus, the vine is permanent until destroyed or dispelled." - ], - "entriesHigherLevel": [ + "The vine has many small shoots, so it can be climbed with a successful DC 5 Strength ({@skill Athletics}) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.", { - "name": "At Higher Levels", + "type": "entries", + "name": "Group Spellcasting", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 300 pounds, and its damage threshold increases by 1 for each slot level above 2nd." - ], - "type": "entries" + "When other spellcasters aid you in casting this spell, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each spellcaster other than yourself, supporting up to a maximum of 810 pounds with a maximum damage threshold of 12." + ] + }, + { + "type": "entries", + "name": "Ritual Focus", + "entries": [ + "If you expend your ritual focus, the vine is permanent until destroyed or dispelled." + ] } ], + "miscTags": [ + "SCL" + ], "classes": { "fromClassList": [ { @@ -33388,12 +53843,12 @@ }, { "name": "Amplify Light", - "source": "DMS", + "source": "KPDM", "page": 224, "level": 1, "school": "T", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33443,12 +53898,12 @@ }, { "name": "Burning Radiance", - "source": "DMS", + "source": "KPDM", "page": 224, "level": 6, "school": "V", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33505,12 +53960,12 @@ }, { "name": "Greater Protective Nimbus", - "source": "DMS", + "source": "KPDM", "page": 224, "level": 5, "school": "A", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33568,12 +54023,12 @@ }, { "name": "Guiding Star", - "source": "DMS", + "source": "KPDM", "page": 224, "level": 1, "school": "D", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33625,12 +54080,12 @@ }, { "name": "Last Rays of the Dying Sun", - "source": "DMS", + "source": "KPDM", "page": 224, "level": 7, "school": "V", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33691,12 +54146,12 @@ }, { "name": "Orb of Light", - "source": "DMS", + "source": "KPDM", "page": 224, "level": 2, "school": "V", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33763,12 +54218,12 @@ }, { "name": "Phantom Light", - "source": "DMS", + "source": "KPDM", "page": 225, "level": 2, "school": "I", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33830,12 +54285,12 @@ }, { "name": "Protective Nimbus", - "source": "DMS", + "source": "KPDM", "page": 225, "level": 3, "school": "A", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33881,12 +54336,12 @@ }, { "name": "Searing Sun", - "source": "DMS", + "source": "KPDM", "page": 225, "level": 4, "school": "T", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -33951,12 +54406,12 @@ }, { "name": "Shield of Starlight", - "source": "DMS", + "source": "KPDM", "page": 225, "level": 3, "school": "A", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -34002,12 +54457,12 @@ }, { "name": "Soothing Incandescence", - "source": "DMS", + "source": "KPDM", "page": 226, "level": 7, "school": "V", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -34063,12 +54518,12 @@ }, { "name": "Starburst", - "source": "DMS", + "source": "KPDM", "page": 226, "level": 0, "school": "V", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -34127,12 +54582,12 @@ }, { "name": "Starfall", - "source": "DMS", + "source": "KPDM", "page": 226, "level": 5, "school": "V", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -34202,12 +54657,12 @@ }, { "name": "Star's Heart", - "source": "DMS", + "source": "KPDM", "page": 226, "level": 9, "school": "T", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -34271,12 +54726,12 @@ }, { "name": "Summon Star", - "source": "DMS", + "source": "KPDM", "page": 226, "level": 8, "school": "C", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -34328,12 +54783,12 @@ }, { "name": "Tracking Beacon", - "source": "DMS", + "source": "KPDM", "page": 227, "level": 3, "school": "D", "subschools": [ - "Illumination" + "illumination" ], "time": [ { @@ -34388,7 +54843,7 @@ }, { "name": "Bitter Chains", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -34399,7 +54854,7 @@ "level": 2, "school": "T", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34463,12 +54918,12 @@ }, { "name": "Circle of Devastation", - "source": "DMS", + "source": "KPDM", "page": 231, "level": 9, "school": "V", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34537,12 +54992,12 @@ }, { "name": "Circle of Wind", - "source": "DMS", + "source": "KPDM", "page": 231, "level": 1, "school": "A", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34595,12 +55050,12 @@ }, { "name": "Create Ring Servant", - "source": "DMS", + "source": "KPDM", "page": 231, "level": 8, "school": "T", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34630,7 +55085,7 @@ } ], "entries": [ - "You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a {@creature ring servant|CCodex} (Creature Codex, p. 318). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends.", + "You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a {@creature ring servant|CCodex}. The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends.", "The ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions." ], "miscTags": [ @@ -34647,16 +55102,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0076.webp" + } + } + ] } }, { "name": "Curse Ring", - "source": "DMS", + "source": "KPDM", "page": 232, "level": 5, "school": "N", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34709,12 +55175,12 @@ }, { "name": "Enchant Ring", - "source": "DMS", + "source": "KPDM", "page": 232, "level": 6, "school": "E", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34763,7 +55229,7 @@ }, { "name": "Hoarfrost", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -34774,7 +55240,7 @@ "level": 0, "school": "V", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34832,12 +55298,12 @@ }, { "name": "Innocuous Aspect", - "source": "DMS", + "source": "KPDM", "page": 233, "level": 3, "school": "I", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34869,7 +55335,7 @@ ], "entries": [ "An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse.", - "A creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image." + "A creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence ({@skill Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image." ], "areaTags": [ "S" @@ -34893,7 +55359,7 @@ }, { "name": "Reverberate", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -34904,7 +55370,7 @@ "level": 2, "school": "V", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -34972,7 +55438,7 @@ }, { "name": "Ring Strike", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -34983,7 +55449,7 @@ "level": 1, "school": "T", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -35054,12 +55520,12 @@ }, { "name": "Ring Ward", - "source": "DMS", + "source": "KPDM", "page": 233, "level": 7, "school": "A", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -35113,7 +55579,7 @@ }, { "name": "Spinning Axes", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -35124,7 +55590,7 @@ "level": 4, "school": "V", "subschools": [ - "Ring" + "ring" ], "time": [ { @@ -35149,7 +55615,7 @@ } ], "entries": [ - "Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes {@damage 5d8} force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren't undead or constructs begin bleeding. A bleeding creature takes {@damage 2d6} necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing." + "Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes {@damage 5d8} force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren't undead or constructs begin bleeding. A bleeding creature takes {@damage 2d6} necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom ({@skill Medicine}) check against your spell save DC or by applying any amount of magical healing." ], "entriesHigherLevel": [ { @@ -35188,12 +55654,12 @@ }, { "name": "Become Nightwing", - "source": "DMS", + "source": "KPDM", "page": 246, "level": 6, "school": "E", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35224,7 +55690,7 @@ ], "entries": [ "This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action:", - "{@bold Nightwing Breath (Recharge 4\u20136).} You exhale shadow\u2011substance in a 30-foot cone. Each creature in the area takes {@damage 5d6} necrotic damage, or half the damage with a successful Dexterity saving throw." + "{@b Nightwing Breath (Recharge 4\u20136).} You exhale shadow-substance in a 30-foot cone. Each creature in the area takes {@damage 5d6} necrotic damage, or half the damage with a successful Dexterity saving throw." ], "damageInflict": [ "necrotic" @@ -35254,12 +55720,12 @@ }, { "name": "Black Hand", - "source": "DMS", + "source": "KPDM", "page": 246, "level": 4, "school": "N", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35318,12 +55784,12 @@ }, { "name": "Black Ribbons", - "source": "DMS", + "source": "KPDM", "page": 246, "level": 1, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35382,12 +55848,12 @@ }, { "name": "Black Well", - "source": "DMS", + "source": "KPDM", "page": 247, "level": 6, "school": "N", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35417,8 +55883,8 @@ } ], "entries": [ - "You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes {@damage 6d8} necrotic damage and is {@condition stunned}; a successful Constitution saving throw halves the damage and causes the creature to become {@condition incapacitated} instead. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is {@condition stunned} on a failed save or {@condition incapacitated} on a success. ", - "An {@condition incapacitated} creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well\u2014it takes no additional damage for remaining there\u2014but if it leaves the well and is pulled back in again, it takes damage again. ", + "You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes {@damage 6d8} necrotic damage and is {@condition stunned}; a successful Constitution saving throw halves the damage and causes the creature to become {@condition incapacitated} instead. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is {@condition stunned} on a failed save or {@condition incapacitated} on a success.", + "An {@condition incapacitated} creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well\u2014it takes no additional damage for remaining there\u2014but if it leaves the well and is pulled back in again, it takes damage again.", "A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well's otherdimensional space at one time. When the spell's duration ends, all creatures inside it tumble out in a heap, landing {@condition prone}." ], "entriesHigherLevel": [ @@ -35457,12 +55923,12 @@ }, { "name": "Call Shadow Mastiff", - "source": "DMS", + "source": "KPDM", "page": 247, "level": 3, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35493,7 +55959,7 @@ } ], "entries": [ - "You conjure a {@creature shadow mastiff|DMS} from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.", + "You conjure a {@creature shadow mastiff|KPDM} from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.", "The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.", "The mastiff disappears when it drops to 0 hit points or when the spell ends." ], @@ -35519,12 +55985,12 @@ }, { "name": "Claws of Darkness", - "source": "DMS", + "source": "KPDM", "page": 247, "level": 0, "school": "V", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35583,12 +56049,12 @@ }, { "name": "Cloak of Shadow", - "source": "DMS", + "source": "KPDM", "page": 248, "level": 1, "school": "I", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35616,7 +56082,7 @@ } ], "entries": [ - "You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight." + "You cloak yourself in shadow, giving you advantage on Dexterity ({@skill Stealth}) checks against creatures that rely on sight." ], "classes": { "fromClassList": [ @@ -35629,12 +56095,12 @@ }, { "name": "Conjure Shadow Titan", - "source": "DMS", + "source": "KPDM", "page": 248, "level": 7, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35686,16 +56152,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0089.webp" + } + } + ] } }, { "name": "Creeping Darkness", - "source": "DMS", + "source": "KPDM", "page": 248, "level": 8, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35725,7 +56202,7 @@ } ], "entries": [ - "You create a great, writhing mass of shadows that move slowly in a direction you choose. The grasping, shadowy tendrils occupy up to three 10-foot cubes within range. The mass has a speed of 20 feet, and it moves each round at the end of your turn, ignoring difficult terrain. The shadows can also move vertically or across a ceiling, as long as they can travel along a surface on which to cling. ", + "You create a great, writhing mass of shadows that move slowly in a direction you choose. The grasping, shadowy tendrils occupy up to three 10-foot cubes within range. The mass has a speed of 20 feet, and it moves each round at the end of your turn, ignoring difficult terrain. The shadows can also move vertically or across a ceiling, as long as they can travel along a surface on which to cling.", "All light in this area is reduced to dim light. The surface covered by the darkness is considered difficult terrain. If the darkness moves into the space occupied by a living creature, that creature takes {@damage 6d6} necrotic damage and is {@condition restrained}. The creature must make a Constitution saving throw. On a successful save, the creature takes half the damage and is not {@condition restrained}. Any creature in the area of the spell at the start of its turn must make another Constitution saving throw, taking damage in each round that it remains in the area. Restrained creatures move with the darkness, dragged along by the shadowy tendrils. A creature can take an action on its turn to make a Strength check against your spell save DC to free itself from the tendrils.", "Bright light can destroy portions of the spell. One 5-foot cube is destroyed if it takes 12 radiant damage. As long as at least one 5-foot cube occupies all or part of a creature's space, the creature remains {@condition restrained}." ], @@ -35763,12 +56240,12 @@ }, { "name": "Dark Dementing", - "source": "DMS", + "source": "KPDM", "page": 249, "level": 5, "school": "I", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35828,12 +56305,12 @@ }, { "name": "Dark Path", - "source": "DMS", + "source": "KPDM", "page": 249, "level": 2, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35885,12 +56362,12 @@ }, { "name": "Darkbolt", - "source": "DMS", + "source": "KPDM", "page": 249, "level": 2, "school": "V", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -35957,12 +56434,12 @@ }, { "name": "Douse Light", - "source": "DMS", + "source": "KPDM", "page": 249, "level": 0, "school": "T", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36008,12 +56485,12 @@ }, { "name": "Dying of the Light", - "source": "DMS", + "source": "KPDM", "page": 249, "level": 7, "school": "V", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36048,7 +56525,7 @@ ], "entries": [ "A wave of withering darkness erupts from you, filling a 120-foot-radius sphere and extinguishing any nonmagical light sources in the area. Any light produced by spells of 6th level or lower is dispelled. Magic items (but not artifacts) that give off light have that property suppressed while in the spell's area. Any light sources brought into the area during the spell's duration are likewise extinguished. Only light-producing spells of 7th level or higher function within the area.", - "Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This magical darkness foils darkvision, except for creatures that can see in magical darkness, such as devils. You can see within the area of the spell as if it were brightly lit.", + "Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This magical darkness foils {@sense darkvision}, except for creatures that can see in magical darkness, such as devils. You can see within the area of the spell as if it were brightly lit.", "Each creature you choose to be affected that ends its turn in the darkness takes {@damage 4d8} necrotic damage and gains one level of {@condition exhaustion}. A successful Constitution saving throw halves the damage and negates the {@condition exhaustion}." ], "damageInflict": [ @@ -36076,12 +56553,12 @@ }, { "name": "Hide in One's Shadow", - "source": "DMS", + "source": "KPDM", "page": 249, "level": 4, "school": "T", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36134,12 +56611,12 @@ }, { "name": "Legion", - "source": "DMS", + "source": "KPDM", "page": 250, "level": 3, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36200,12 +56677,12 @@ }, { "name": "Negative Image", - "source": "DMS", + "source": "KPDM", "page": 250, "level": 2, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36262,12 +56739,12 @@ }, { "name": "Shadow Armor", - "source": "DMS", + "source": "KPDM", "page": 250, "level": 1, "school": "A", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36313,12 +56790,12 @@ }, { "name": "Shadow Bite", - "source": "DMS", + "source": "KPDM", "page": 250, "level": 0, "school": "I", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36369,12 +56846,12 @@ }, { "name": "Shadow Blindness", - "source": "DMS", + "source": "KPDM", "page": 250, "level": 0, "school": "I", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36402,7 +56879,7 @@ } ], "entries": [ - "You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target's darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses." + "You make a melee spell attack against a creature you touch that has {@sense darkvision} as an innate ability; on a hit, the target's {@sense darkvision} is negated until the spell ends. This spell has no effect against {@sense darkvision} that derives from a spell or a magic item. The target retains all of its other senses." ], "spellAttack": [ "M" @@ -36422,12 +56899,12 @@ }, { "name": "Shadow Gateway", - "source": "DMS", + "source": "KPDM", "page": 250, "level": 5, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36485,12 +56962,12 @@ }, { "name": "Shadow Hands", - "source": "DMS", + "source": "KPDM", "page": 251, "level": 1, "school": "V", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36515,7 +56992,7 @@ } ], "entries": [ - "A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes {@damage 2d4} necrotic damage and is {@condition frightened}; a successful Wisdom saving throw halves the damage and negates the {@condition frightened} condition." + "A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes {@damage 2d4} necrotic damage and is frightened until the end of its next turn; a successful Wisdom saving throw halves the damage and negates the {@condition frightened} condition." ], "entriesHigherLevel": [ { @@ -36550,12 +57027,12 @@ }, { "name": "Shadow Metamorphosis", - "source": "DMS", + "source": "KPDM", "page": 251, "level": 6, "school": "T", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36585,7 +57062,7 @@ ], "entries": [ "You touch a creature of Huge size or smaller, or a single object no more than 20 feet in any dimension, and transform it into malleable shadow-stuff. Objects under the effect of the spell are not immaterial, but are easy to shape or compress. One could not walk through a door that is affected by the spell, but the door could be pulled aside like a curtain and bypassed, or pulled up like the bottom edge of a tent flap and crawled under, even if the door was locked.", - "An unwilling creature can make a Constitution saving throw, avoiding the effect on a success. A creature under the effect of the spell is amorphous and can move through a space as narrow as 1 inch wide without squeezing. In dim light or darkness, the creature has advantage on Dexterity (Stealth) checks. A creature under the effect of this spell cannot make attacks or cast spells and has vulnerability to radiant damage." + "An unwilling creature can make a Constitution saving throw, avoiding the effect on a success. A creature under the effect of the spell is amorphous and can move through a space as narrow as 1 inch wide without squeezing. In dim light or darkness, the creature has advantage on Dexterity ({@skill Stealth}) checks. A creature under the effect of this spell cannot make attacks or cast spells and has vulnerability to radiant damage." ], "savingThrow": [ "constitution" @@ -36611,12 +57088,12 @@ }, { "name": "Shadow Monsters", - "source": "DMS", + "source": "KPDM", "page": 251, "level": 4, "school": "I", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36683,12 +57160,12 @@ }, { "name": "Shadow Puppets", - "source": "DMS", + "source": "KPDM", "page": 251, "level": 2, "school": "I", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36767,12 +57244,12 @@ }, { "name": "Shadow Step", - "source": "DMS", + "source": "KPDM", "page": 251, "level": 4, "school": "C", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36802,7 +57279,7 @@ } ], "entries": [ - "You can open a temporary portal between two darkened areas, allowing you to move from one such area to another without crossing the intervening space. If you start your turn in an area of dim light or darkness, you can open a portal to another area of dim light or darkness within range and transport yourself to that spot. Doing this uses up your movement for the turn, regardless of the distance traveled. You can use shadow step while {@condition prone}. Moving in this manner does not draw opportunity attacks." + "You can open a temporary portal between two darkened areas, allowing you to move from one such area to another without crossing the intervening space. If you start your turn in an area of dim light or darkness, you can open a portal to another area of dim light or darkness within range and transport yourself to that spot. Doing this uses up your movement for the turn, regardless of the distance traveled. You can use shadow step while {@condition prone}. Moving in this manner does not draw {@action opportunity attack||opportunity attacks}." ], "miscTags": [ "TP" @@ -36826,12 +57303,12 @@ }, { "name": "Shadow Tendrils", - "source": "DMS", + "source": "KPDM", "page": 251, "level": 3, "school": "N", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36902,12 +57379,12 @@ }, { "name": "Shadow Trove", - "source": "DMS", + "source": "KPDM", "page": 252, "level": 3, "school": "T", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -36962,12 +57439,12 @@ }, { "name": "Silhouette", - "source": "DMS", + "source": "KPDM", "page": 252, "level": 0, "school": "I", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -37012,12 +57489,12 @@ }, { "name": "Slither", - "source": "DMS", + "source": "KPDM", "page": 252, "level": 2, "school": "T", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -37049,7 +57526,7 @@ } ], "entries": [ - "You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell's duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.", + "You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell's duration. While in this form, you have advantage on Dexterity ({@skill Stealth}) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.", "If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take {@damage 4d6} force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra {@damage 1d6} force damage for every additional 10 feet traveled." ], "entriesHigherLevel": [ @@ -37079,12 +57556,12 @@ }, { "name": "Umbral Storm", - "source": "DMS", + "source": "KPDM", "page": 252, "level": 9, "school": "N", "subschools": [ - "Shadow" + "shadow" ], "time": [ { @@ -37148,13 +57625,13 @@ }, { "name": "Accelerate", - "source": "DMS", + "source": "KPDM", "page": 257, "level": 3, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -37184,7 +57661,7 @@ } ], "entries": [ - "Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target's walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws." + "Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target's walking speed is doubled. Each target can also use a bonus action on each of its turns to take the {@action Dash} action, and it has advantage on Dexterity saving throws." ], "entriesHigherLevel": [ { @@ -37229,12 +57706,12 @@ }, { "name": "Alter Time Flow", - "source": "DMS", + "source": "KPDM", "page": 257, "level": 7, "school": "T", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -37288,12 +57765,12 @@ }, { "name": "Anticipate Arcana", - "source": "DMS", + "source": "KPDM", "page": 258, "level": 3, "school": "D", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -37350,12 +57827,12 @@ }, { "name": "Anticipate Attack", - "source": "DMS", + "source": "KPDM", "page": 258, "level": 2, "school": "D", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -37380,7 +57857,7 @@ } ], "entries": [ - "In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack's range, are in a space that's impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed\u2014you have moved into a position where you have cover, for example\u2014then the attack is made after taking the new situation into account." + "In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking {@action opportunity attack||opportunity attacks}. The oncoming attack still occurs but misses automatically if you are no longer within the attack's range, are in a space that's impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed\u2014you have moved into a position where you have cover, for example\u2014then the attack is made after taking the new situation into account." ], "classes": { "fromClassList": [ @@ -37417,12 +57894,12 @@ }, { "name": "Anticipate Weakness", - "source": "DMS", + "source": "KPDM", "page": 258, "level": 1, "school": "D", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -37486,12 +57963,12 @@ }, { "name": "Auspicious Warning", - "source": "DMS", + "source": "KPDM", "page": 258, "level": 1, "school": "E", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -37540,13 +58017,13 @@ }, { "name": "Chronal Lance", - "source": "DMS", + "source": "KPDM", "page": 258, "level": 1, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -37607,13 +58084,13 @@ }, { "name": "Decelerate", - "source": "DMS", + "source": "KPDM", "page": 258, "level": 2, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -37692,12 +58169,12 @@ }, { "name": "Flickering Fate", - "source": "DMS", + "source": "KPDM", "page": 259, "level": 4, "school": "D", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -37747,7 +58224,7 @@ }, { "name": "Foretell Distraction", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -37758,7 +58235,7 @@ "level": 1, "school": "D", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -37781,7 +58258,7 @@ } ], "entries": [ - "Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn't matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you're able to move (not {@condition restrained} or {@condition grappled} or reduced to a speed of less than 10 feet for any other reason). This move doesn't count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you're not hidden." + "Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity ({@skill Stealth}) check, provided cover or concealment is available within 10 feet of you. It doesn't matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you're able to move (not {@condition restrained} or {@condition grappled} or reduced to a speed of less than 10 feet for any other reason). This move doesn't count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you're not hidden." ], "classes": { "fromClassList": [ @@ -37814,13 +58291,13 @@ }, { "name": "Quicken", - "source": "DMS", + "source": "KPDM", "page": 259, "level": 0, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -37877,12 +58354,12 @@ }, { "name": "Quick Time", - "source": "DMS", + "source": "KPDM", "page": 259, "level": 4, "school": "C", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -37936,13 +58413,13 @@ }, { "name": "Ravages of Time", - "source": "DMS", + "source": "KPDM", "page": 259, "level": 7, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -37996,13 +58473,13 @@ }, { "name": "Reset", - "source": "DMS", + "source": "KPDM", "page": 260, "level": 4, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -38071,12 +58548,12 @@ }, { "name": "Right the Stars", - "source": "DMS", + "source": "KPDM", "page": 260, "level": 7, "school": "D", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -38122,12 +58599,12 @@ }, { "name": "Scry Ambush", - "source": "DMS", + "source": "KPDM", "page": 260, "level": 4, "school": "D", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -38190,12 +58667,12 @@ }, { "name": "Seer's Reaction", - "source": "DMS", + "source": "KPDM", "page": 260, "level": 1, "school": "D", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -38253,13 +58730,13 @@ }, { "name": "Time in a Bottle", - "source": "DMS", + "source": "KPDM", "page": 260, "level": 9, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -38312,12 +58789,12 @@ }, { "name": "Time Jaunt", - "source": "DMS", + "source": "KPDM", "page": 260, "level": 7, "school": "T", "subschools": [ - "Temporal" + "temporal" ], "time": [ { @@ -38357,17 +58834,23 @@ "After an attack roll is determined to be successful, adjust the angle of the strike or the positioning of the target, either causing the strike to deal half as much damage or providing a bonus to damage equal to half your level." ] }, - "{@bold Example of Combat.} An adventuring party encounters four trolls in their lair. Initiative is rolled, and the order is fighter 20, cleric 15, rogue 14, trolls 12, wizard 10. Events unfold in this way:", - "Fighter draws sword and attacks troll #1.", - "Cleric casts time jaunt and disappears.", - "Rogue fires an arrow at troll #2. Cleric yanks the troll's arm, turning it broadside for a better target and giving the rogue advantage on the attack roll. The attack hits.", - "Troll #1 swings at the fighter. Cleric gives the fighter's shield a nudge to raise it just a little faster. Troll has disadvantage on the attack roll and misses.", - "Troll #2 throws a spear at the rogue. Cleric flips a table over between the rogue and the troll, giving the rogue cover against the attack. Attack roll is still high enough to hit.", - "Troll #3 charges the fighter. Cleric tips over an open barrel of pickled herring, strewing the contents across the floor and making the first 10 feet in the troll's path difficult terrain. As a result, troll #3 does not have enough movement to reach the fighter on its turn.", - "Troll #4 moves and attacks the fighter, scoring a hit. Cleric pulls on the troll's weapon arm so the strike is a glancing one rather than a direct hit, and the attack deals half as much damage.", - "Wizard casts grease on the area where trolls #1 and #4 are standing. Cleric gives each a swift kick to the back of the knee. Trolls have disadvantage on their Dexterity saving throws, fail their saves, and fall {@condition prone}. ", - "Fighter stabs at troll #1, scoring a hit. Cleric gives the troll's arm a yank, moving it just enough that the fighter hits the monster's chest rather than its shoulder, providing the fighter a bonus of +7 (half the cleric's level) on the attack's damage.", - "Cleric pops back into view, occupying the space where time jaunt was cast, then takes the next turn in round 2 as normal." + { + "type": "entries", + "name": "Example of Combat", + "entries": [ + "An adventuring party encounters four trolls in their lair. initiative is rolled, and the order is fighter 20, cleric 15, rogue 14, trolls 12, wizard 10. Events unfold in this way:", + "Fighter draws sword and attacks troll #1.", + "Cleric casts {@i time jaunt} and disappears.", + "Rogue fires an arrow at troll #2. Cleric yanks the troll's arm, turning it broadside for a better target and giving the rogue advantage on the attack roll. The attack hits.", + "Troll #1 swings at the fighter. Cleric gives the fighter's shield a nudge to raise it just a little faster. Troll has disadvantage on the attack roll and misses.", + "Troll #2 throws a spear at the rogue. Cleric flips a table over between the rogue and the troll, giving the rogue cover against the attack. Attack roll is still high enough to hit.", + "Troll #3 charges the fighter. Cleric tips over an open barrel of pickled herring, strewing the contents across the floor and making the first 10 feet in the troll's path difficult terrain. As a result, troll #3 does not have enough movement to reach the fighter on its turn.", + "Troll #4 moves and attacks the fighter, scoring a hit. Cleric pulls on the troll's weapon arm so the strike is a glancing one rather than a direct hit, and the attack deals half as much damage.", + "Wizard casts {@spell grease} on the area where trolls #1 and #4 are standing. Cleric gives each a swift kick to the back of the knee. Trolls have disadvantage on their Dexterity saving throws, fail their saves, and fall {@condition prone}.", + "Fighter stabs at troll #1, scoring a hit. Cleric gives the troll's arm a yank, moving it just enough that the fighter hits the monster's chest rather than its shoulder, providing the fighter a bonus of +7 (half the cleric's level) on the attack's damage.", + "Cleric pops back into view, occupying the space where {@i time jaunt} was cast, then takes the next turn in round 2 as normal." + ] + } ], "classes": { "fromClassList": [ @@ -38384,13 +58867,13 @@ }, { "name": "Time Jump", - "source": "DMS", + "source": "KPDM", "page": 260, "level": 8, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -38441,13 +58924,13 @@ }, { "name": "Time Loop", - "source": "DMS", + "source": "KPDM", "page": 261, "level": 6, "school": "T", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -38524,13 +59007,13 @@ }, { "name": "Time Slippage", - "source": "DMS", + "source": "KPDM", "page": 262, "level": 8, "school": "E", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -38587,7 +59070,7 @@ }, { "name": "Time Step", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -38598,8 +59081,8 @@ "level": 2, "school": "C", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -38654,7 +59137,7 @@ }, { "name": "Time Vortex", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -38665,8 +59148,8 @@ "level": 4, "school": "V", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -38794,7 +59277,7 @@ }, { "name": "Wall of Time", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -38805,8 +59288,8 @@ "level": 5, "school": "A", "subschools": [ - "Temporal", - "Clockwork" + "clockwork", + "temporal" ], "time": [ { @@ -38862,12 +59345,12 @@ }, { "name": "Biting Arrow", - "source": "DMS", + "source": "KPDM", "page": 268, "level": 0, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -38897,7 +59380,7 @@ "entries": [ "As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon's range, and the attack is made with disadvantage if the target is in the weapon's long range, as per usual.", "If the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes {@damage 1d6} cold damage and the spell ends.", - "The spell's damage, for both the ranged attack and the cold damage, increases by {@dice 1d6} when you reach 5th level ({@dice + 1d6} and {@dice 2d6}), 11th level ({@dice + 2d6} and {@dice 3d6}), and 17th level ({@dice + 3d6} and {@dice 4d6})." + "The spell's damage, for both the ranged attack and the cold damage, increases by {@dice 1d6} when you reach 5th level ({@dice + 1d6} and {@dice 2d6}), 11th level ({@dice + 2d6} and {@dice 3d6}), and 17th level ({@dice + 3d6} and {@dice 4d6})." ], "damageInflict": [ "cold" @@ -38924,12 +59407,12 @@ }, { "name": "Blizzard", - "source": "DMS", + "source": "KPDM", "page": 268, "level": 7, "school": "C", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -38989,12 +59472,12 @@ }, { "name": "Boreas's Breath", - "source": "DMS", + "source": "KPDM", "page": 269, "level": 2, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39021,7 +59504,7 @@ "ritual": true }, "entries": [ - "You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall {@condition prone}. ", + "You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall {@condition prone}.", "Creatures that are partially submerged in the water when it freezes become {@condition restrained}. While {@condition restrained} in this way, a creature takes {@damage 1d6} cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.", "Creatures that are fully submerged in the water when it freezes become {@condition incapacitated} and cannot breathe. While {@condition incapacitated} in this way, a creature takes {@damage 2d6} cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.", "The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage." @@ -39074,12 +59557,12 @@ }, { "name": "Breathtaking Wind", - "source": "DMS", + "source": "KPDM", "page": 269, "level": 1, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39144,12 +59627,12 @@ }, { "name": "Brittling", - "source": "DMS", + "source": "KPDM", "page": 269, "level": 4, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39195,12 +59678,12 @@ }, { "name": "Clash of Glaciers", - "source": "DMS", + "source": "KPDM", "page": 269, "level": 5, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39270,12 +59753,12 @@ }, { "name": "Control Ice", - "source": "DMS", + "source": "KPDM", "page": 269, "level": 5, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39307,9 +59790,9 @@ ], "entries": [ "Until the spell ends, you control any ice inside an area you choose within range that can be as large as a cube 100 feet on a side. You choose one of the following three effects when you cast this spell. As an action on each of your turns thereafter, you can use the same effect or choose a different one. Any alterations made to the ice remain after the spell ends, but can be altered by other effects (temperature, seismic action, or another application of this spell, for example).", - "{@bold Crack.} You cause ice in the area to crack and splinter. On level terrain, this effect turns the ice into difficult terrain, possibly producing other hazards, depending on the terrain and the nature of the ice\u2014ice over a deep chasm might open onto a pit, while ice over water can break into individual floes, for example. Using this effect on cliffs, walls, or ceilings made of ice can cause collapse, dealing {@damage 4d10} bludgeoning damage to creatures in the area below the collapse, or half the damage with a successful Dexterity saving throw. After such a collapse, the area where the fallen ice collects becomes difficult terrain.", - "{@bold Reshape.} You cause ice in a portion of the area to rapidly melt, move, and re-form into whatever shape you command. You can block holes, open tunnels, form bridges, remove difficult terrain, or otherwise alter the form of the ice in the area. You can cause ice to become slippery, making it difficult terrain, or dry to remove difficult terrain. You can fill a hole up to a 20-foot cube, or create 20 feet (up to 20 feet wide) of a bridge across a chasm, or raise a 20-foot-tall pillar of ice (up to 20 feet square). You can continue this action on consecutive rounds to increase the size of the affected area while you maintain concentration on the spell.", - "{@bold Thicken/Thin.} You cause existing ice to increase or decrease in thickness, up to 1 inch per round over some or all of the total area, either making the surface stronger or creating thin ice that is hazardous to walk on." + "{@b Crack.} You cause ice in the area to crack and splinter. On level terrain, this effect turns the ice into difficult terrain, possibly producing other hazards, depending on the terrain and the nature of the ice\u2014ice over a deep chasm might open onto a pit, while ice over water can break into individual floes, for example. Using this effect on cliffs, walls, or ceilings made of ice can cause collapse, dealing {@damage 4d10} bludgeoning damage to creatures in the area below the collapse, or half the damage with a successful Dexterity saving throw. After such a collapse, the area where the fallen ice collects becomes difficult terrain.", + "{@b Reshape.} You cause ice in a portion of the area to rapidly melt, move, and re-form into whatever shape you command. You can block holes, open tunnels, form bridges, remove difficult terrain, or otherwise alter the form of the ice in the area. You can cause ice to become slippery, making it difficult terrain, or dry to remove difficult terrain. You can fill a hole up to a 20-foot cube, or create 20 feet (up to 20 feet wide) of a bridge across a chasm, or raise a 20-foot-tall pillar of ice (up to 20 feet square). You can continue this action on consecutive rounds to increase the size of the affected area while you maintain concentration on the spell.", + "{@b Thicken/Thin.} You cause existing ice to increase or decrease in thickness, up to 1 inch per round over some or all of the total area, either making the surface stronger or creating thin ice that is hazardous to walk on." ], "damageInflict": [ "bludgeoning" @@ -39339,12 +59822,12 @@ }, { "name": "Creeping Ice", - "source": "DMS", + "source": "KPDM", "page": 270, "level": 2, "school": "C", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39381,7 +59864,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals {@damage 4d6} cold damage, and 40 damage is needed to melt each 5-foot square. ", + "When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals {@damage 4d6} cold damage, and 40 damage is needed to melt each 5-foot square.", "When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals {@damage 6d6} cold damage, and 60 damage is needed to melt each 5-foot square." ], "type": "entries" @@ -39429,12 +59912,12 @@ }, { "name": "Curse of Boreas", - "source": "DMS", + "source": "KPDM", "page": 270, "level": 6, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39489,12 +59972,12 @@ }, { "name": "Deep Freeze", - "source": "DMS", + "source": "KPDM", "page": 270, "level": 4, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39568,12 +60051,12 @@ }, { "name": "Entomb in Ice", - "source": "DMS", + "source": "KPDM", "page": 270, "level": 2, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39645,16 +60128,27 @@ "source": "PHB" } ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/KPDM/0093.webp" + } + } + ] } }, { "name": "Evercold", - "source": "DMS", + "source": "KPDM", "page": 271, "level": 4, "school": "N", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39727,12 +60221,12 @@ }, { "name": "Flurry", - "source": "DMS", + "source": "KPDM", "page": 271, "level": 1, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39761,7 +60255,7 @@ } ], "entries": [ - "A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls." + "A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom ({@skill Perception}) checks and attack rolls." ], "classes": { "fromClassList": [ @@ -39786,12 +60280,12 @@ }, { "name": "Freeze Blood", - "source": "DMS", + "source": "KPDM", "page": 271, "level": 3, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39820,7 +60314,7 @@ } ], "entries": [ - "When you cast this spell, you must make a melee spell attack against a living creature with a circulatory system. On a hit, the creature's blood freezes. For the spell's duration, the affected creature's speed is halved and it takes {@damage 2d6} cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack's damage dice are rolled three times instead of twice. ", + "When you cast this spell, you must make a melee spell attack against a living creature with a circulatory system. On a hit, the creature's blood freezes. For the spell's duration, the affected creature's speed is halved and it takes {@damage 2d6} cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack's damage dice are rolled three times instead of twice.", "At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success." ], "damageInflict": [ @@ -39854,12 +60348,12 @@ }, { "name": "Freeze Potion", - "source": "DMS", + "source": "KPDM", "page": 271, "level": 1, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39929,12 +60423,12 @@ }, { "name": "Frostbite", - "source": "DMS", + "source": "KPDM", "page": 272, "level": 5, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -39966,7 +60460,7 @@ ], "entries": [ "Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes {@damage 4d8} cold damage. In addition, for the duration of the spell, the creature's speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another {@damage 4d8} cold damage at the start of each of its turns.", - "An affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save. ", + "An affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save.", "Creatures that are immune to cold damage are unaffected by this spell." ], "entriesHigherLevel": [ @@ -40010,12 +60504,12 @@ }, { "name": "Frostbitten Fingers", - "source": "DMS", + "source": "KPDM", "page": 272, "level": 3, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40090,12 +60584,12 @@ }, { "name": "Fusillade of Ice", - "source": "DMS", + "source": "KPDM", "page": 272, "level": 4, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40169,12 +60663,12 @@ }, { "name": "Glacial Cascade", - "source": "DMS", + "source": "KPDM", "page": 272, "level": 8, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40222,12 +60716,12 @@ }, { "name": "Glacial Fog", - "source": "DMS", + "source": "KPDM", "page": 272, "level": 7, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40261,7 +60755,7 @@ } ], "entries": [ - "As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes {@damage 12d6} cold damage and gains one level of {@condition exhaustion}, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects.", + "As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes {@damage 12d6} cold damage and gains one level of {@condition exhaustion}, and it has disadvantage on {@skill Perception} checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects.", "Stored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again." ], "entriesHigherLevel": [ @@ -40308,12 +60802,12 @@ }, { "name": "Ice Burn", - "source": "DMS", + "source": "KPDM", "page": 273, "level": 3, "school": "C", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40338,7 +60832,7 @@ } ], "entries": [ - "You instill deep cold into the body of a creature within range, damaging it and impairing joints and muscles. The target takes {@damage 3d10} cold damage and has disadvantage on all Dexterity checks and Dexterity saving throws until this damage is healed." + "You instill deep cold into the body of a creature within range, damaging it and impairing joints and muscles. Make a ranged spell attack. On a hit, the target takes {@damage 3d10} cold damage and has disadvantage on all Dexterity checks and Dexterity saving throws until this damage is healed." ], "entriesHigherLevel": [ { @@ -40378,12 +60872,12 @@ }, { "name": "Ice Fortress", - "source": "DMS", + "source": "KPDM", "page": 273, "level": 5, "school": "C", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40415,9 +60909,9 @@ } ], "entries": [ - "A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can't overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.", - "Each wall has two arrow slits. One wall also includes an ice door with an {@spell arcane lock}. You designate at the time of the fort's creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the arcane lock is dispelled).", - "The fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it's in an area of bright sunlight." + "A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can't overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a {@chance 50} chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.", + "Each wall has two arrow slits. One wall also includes an ice door with an {@spell arcane lock}. You designate at the time of the fort's creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength ({@skill Athletics}) check (DC 15 if the arcane lock is dispelled).", + "The fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on {@skill Perception} checks and attack rolls made against those within the fortress if it's in an area of bright sunlight." ], "entriesHigherLevel": [ { @@ -40451,12 +60945,12 @@ }, { "name": "Ice Hammer", - "source": "DMS", + "source": "KPDM", "page": 273, "level": 2, "school": "C", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40516,12 +61010,12 @@ }, { "name": "Icicle Daggers", - "source": "DMS", + "source": "KPDM", "page": 273, "level": 1, "school": "C", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40583,12 +61077,12 @@ }, { "name": "Protective Ice", - "source": "DMS", + "source": "KPDM", "page": 274, "level": 3, "school": "A", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40619,7 +61113,7 @@ ], "entries": [ "When you cast this spell, you encase a willing target in icy, medium armor equivalent to a {@item breastplate|PHB} (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.", - "A creature striking a target encased in {@italic protective ice} with a melee attack while within 5 feet of it takes {@damage 1d6} cold damage.", + "A creature striking a target encased in {@i protective ice} with a melee attack while within 5 feet of it takes {@damage 1d6} cold damage.", "If the armor's wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can't have more than 30 points repaired." ], "entriesHigherLevel": [ @@ -40648,12 +61142,12 @@ }, { "name": "Sculpt Snow", - "source": "DMS", + "source": "KPDM", "page": 274, "level": 2, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40716,12 +61210,12 @@ }, { "name": "Sheen of Ice", - "source": "DMS", + "source": "KPDM", "page": 275, "level": 2, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40778,12 +61272,12 @@ }, { "name": "Shiver", - "source": "DMS", + "source": "KPDM", "page": 275, "level": 0, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40845,12 +61339,12 @@ }, { "name": "Snow Boulder", - "source": "DMS", + "source": "KPDM", "page": 275, "level": 4, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -40963,12 +61457,12 @@ }, { "name": "Snow Fort", - "source": "DMS", + "source": "KPDM", "page": 275, "level": 2, "school": "C", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -41020,12 +61514,12 @@ }, { "name": "Snowy Coat", - "source": "DMS", + "source": "KPDM", "page": 276, "level": 1, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -41054,7 +61548,7 @@ } ], "entries": [ - "This spell makes a slight alteration to a target creature's appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself {@condition invisible} in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell." + "This spell makes a slight alteration to a target creature's appearance that gives it advantage on Dexterity ({@skill Stealth}) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself {@condition invisible} in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell." ], "entriesHigherLevel": [ { @@ -41087,12 +61581,12 @@ }, { "name": "Steal Warmth", - "source": "DMS", + "source": "KPDM", "page": 276, "level": 3, "school": "N", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -41159,12 +61653,12 @@ }, { "name": "Triumph of Ice", - "source": "DMS", + "source": "KPDM", "page": 276, "level": 7, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -41196,10 +61690,34 @@ ], "entries": [ "You transform one of the four elements\u2014air, earth, fire, or water\u2014into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.", - "{@bold Air.} Vapor condenses into snowfall. If the effect of a {@spell fog cloud} spell, a {@spell stinking cloud}, or similar magic is in the area, this spell negates it. A creature of elemental air within range takes {@damage 8d6} cold damage\u2014and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked {@condition prone} (no falling damage).", - "{@bold Earth.} Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take {@damage 8d6} cold damage.", - "{@bold Fire.} Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes {@damage 2d6} slashing damage when the spell is cast and {@damage 1d6} slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take {@damage 8d6} cold damage and be {@condition stunned} for {@dice 1d6} rounds.", - "{@bold Water.} Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is {@condition paralyzed} for {@dice 1d6} rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain." + { + "type": "entries", + "name": "Air", + "entries": [ + "Vapor condenses into snowfall. If the effect of a {@spell fog cloud} spell, a {@spell stinking cloud}, or similar magic is in the area, this spell negates it. A creature of elemental air within range takes {@damage 8d6} cold damage\u2014and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked {@condition prone} (no falling damage)." + ] + }, + { + "type": "entries", + "name": "Earth", + "entries": [ + "Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take {@damage 8d6} cold damage." + ] + }, + { + "type": "entries", + "name": "Fire", + "entries": [ + "Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes {@damage 2d6} slashing damage when the spell is cast and {@damage 1d6} slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take {@damage 8d6} cold damage and be {@condition stunned} for {@dice 1d6} rounds." + ] + }, + { + "type": "entries", + "name": "Water", + "entries": [ + "Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength ({@skill Athletics}) check. A creature of elemental water within range takes no damage from the spell but is {@condition paralyzed} for {@dice 1d6} rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain." + ] + } ], "damageInflict": [ "cold", @@ -41236,12 +61754,12 @@ }, { "name": "Winterdark", - "source": "DMS", + "source": "KPDM", "page": 276, "level": 6, "school": "T", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -41312,12 +61830,12 @@ }, { "name": "Winter's Radiance", - "source": "DMS", + "source": "KPDM", "page": 277, "level": 6, "school": "V", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -41348,7 +61866,7 @@ } ], "entries": [ - "When you cast this spell, the piercing rays of a day's worth of sunlight reflecting off fresh snow blankets the area in a 30-foot cube centered at a point within range. A creature caught in the spell's area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature's vision is hampered such that foes it targets are treated as having three-quarters cover." + "When you cast this spell, the piercing rays of a day's worth of sunlight reflecting off fresh snow blankets the area in a 30-foot cube centered at a point within range. A creature caught in the spell's area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom ({@skill Perception}) checks for the duration of the spell. In addition, an affected creature's vision is hampered such that foes it targets are treated as having three-quarters cover." ], "savingThrow": [ "constitution" @@ -41379,12 +61897,12 @@ }, { "name": "Wintry Glide", - "source": "DMS", + "source": "KPDM", "page": 277, "level": 4, "school": "C", "subschools": [ - "Winter" + "winter" ], "time": [ { @@ -41413,7 +61931,7 @@ } ], "entries": [ - "Upon casting this spell, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point\u2014within 500 feet\u2014that's part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails. ", + "Upon casting this spell, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point\u2014within 500 feet\u2014that's part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails.", "If the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking {@damage 4d6} bludgeoning damage and falling {@condition prone} at the midpoint of a line between your entrance point and your intended exit point." ], "miscTags": [ @@ -41438,12 +61956,12 @@ }, { "name": "Aura of Entropy", - "source": "DMS", + "source": "KPDM", "page": 309, "level": 4, "school": "A", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -41488,12 +62006,12 @@ }, { "name": "Black Hole", - "source": "DMS", + "source": "KPDM", "page": 309, "level": 9, "school": "C", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -41523,7 +62041,7 @@ } ], "entries": [ - "You create a tiny black hole at a point you can see within range. The black hole is a sphere with a 15-foot radius. All fires and flames within 40 feet of the black hole\u2014magical or otherwise\u2014are instantly extinguished. Each creature within 40 feet of the black hole when it appears must make a Strength saving throw. On a failed save, the creature takes {@damage 20d6} force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked {@condition prone} but isn't pulled toward the black hole. ", + "You create a tiny black hole at a point you can see within range. The black hole is a sphere with a 15-foot radius. All fires and flames within 40 feet of the black hole\u2014magical or otherwise\u2014are instantly extinguished. Each creature within 40 feet of the black hole when it appears must make a Strength saving throw. On a failed save, the creature takes {@damage 20d6} force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked {@condition prone} but isn't pulled toward the black hole.", "A creature that's within 5 feet of the black hole at the start of its turn must make a successful Strength saving throw or take {@damage 8d6} force damage and have its speed reduced to 0 until the start of its next turn. A creature that's within 40 feet of the black hole (but not within 5 feet of it) at the end of its turn takes {@damage 2d6} cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately." ], "damageInflict": [ @@ -41555,12 +62073,12 @@ }, { "name": "Brimstone", - "source": "DMS", + "source": "KPDM", "page": 309, "level": 1, "school": "C", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -41589,7 +62107,7 @@ } ], "entries": [ - "You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must make a successful Dexterity saving throw or take {@damage 2d8} bludgeoning damage. ", + "You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must make a successful Dexterity saving throw or take {@damage 2d8} bludgeoning damage.", "The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful Constitution saving throw or take {@damage 1d8} fire damage. The brimstone can be destroyed; it has AC 8 and 12 hp. The brimstone explodes if it takes fire damage; the explosion ends the spell and deals {@damage 1d8} bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful Dexterity saving throw." ], "entriesHigherLevel": [ @@ -41636,12 +62154,12 @@ }, { "name": "Caustic Waste", - "source": "DMS", + "source": "KPDM", "page": 309, "level": 4, "school": "V", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -41716,12 +62234,12 @@ }, { "name": "Detonate Corpses", - "source": "DMS", + "source": "KPDM", "page": 310, "level": 5, "school": "N", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -41790,12 +62308,12 @@ }, { "name": "Forceful Repurposing", - "source": "DMS", + "source": "KPDM", "page": 310, "level": 3, "school": "A", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -41820,18 +62338,9 @@ } ], "entries": [ - "You attempt to hijack a spell being cast and redirect it to serve your purpose. If the spell is being cast with a spell slot of 3rd level or lower, you choose the target or targets for the spell instead of its caster. If the spell is being cast with a spell slot of 4th level or higher, make an ability check using your spellcasting ability against a DC of 12 + the spell's level. On a successful check, you choose the target or targets for the spell. ", + "You attempt to hijack a spell being cast and redirect it to serve your purpose. Make an ability check using your spellcasting ability against a DC of 13 + the spell's level. On a successful check, you choose the target or targets for the spell.", "Your targets must be valid targets for the spell based on the caster's ability and the range of the spell, but using your distinctions for friendly and hostile creatures." ], - "entriesHigherLevel": [ - { - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, it works automatically (no check required) against a spell being cast that uses a spell slot of the same level or a lower one." - ], - "type": "entries" - } - ], "classes": { "fromClassList": [ { @@ -41851,12 +62360,12 @@ }, { "name": "Frailform", - "source": "DMS", + "source": "KPDM", "page": 310, "level": 8, "school": "E", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -41885,7 +62394,7 @@ } ], "entries": [ - "You blast a creature within range with a beam of pure, entropic energy that ages it rapidly. The target takes {@damage 4d6} necrotic damage and must make a successful Constitution saving throw; on a failure, its Strength and Dexterity are both reduced to 1. While its Strength and Dexterity are reduced in this way, the creature can't hold weapons weighing more than 3 pounds, its speed is halved, and it can't take reactions. The creature's Armor Class and attack rolls are modified to account for its reduced attributes. The creature can cast spells normally. ", + "You blast a creature within range with a beam of pure, entropic energy that ages it rapidly. The target takes {@damage 4d6} necrotic damage and must make a successful Constitution saving throw; on a failure, its Strength and Dexterity are both reduced to 1. While its Strength and Dexterity are reduced in this way, the creature can't hold weapons weighing more than 3 pounds, its speed is halved, and it can't take reactions. The creature's Armor Class and attack rolls are modified to account for its reduced attributes. The creature can cast spells normally.", "An affected creature can repeat the saving throw after it finishes a long rest, ending the effect on a success. The effect can also be ended by {@spell greater restoration}, {@spell wish}, or comparable magic." ], "damageInflict": [ @@ -41917,12 +62426,12 @@ }, { "name": "Glimpse the End", - "source": "DMS", + "source": "KPDM", "page": 310, "level": 3, "school": "D", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -41979,12 +62488,12 @@ }, { "name": "Grave Sense", - "source": "DMS", + "source": "KPDM", "page": 310, "level": 2, "school": "D", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42012,7 +62521,7 @@ } ], "entries": [ - "You touch a willing undead creature or one that's under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through darkvision, blindsight, tremorsense, or truesight), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you're receiving." + "You touch a willing undead creature or one that's under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through {@sense darkvision}, {@sense blindsight}, {@sense tremorsense}, or {@sense truesight}), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you're receiving." ], "classes": { "fromClassList": [ @@ -42033,12 +62542,12 @@ }, { "name": "Grim Siphon", - "source": "DMS", + "source": "KPDM", "page": 311, "level": 1, "school": "N", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42109,12 +62618,12 @@ }, { "name": "Hand of Doom", - "source": "DMS", + "source": "KPDM", "page": 311, "level": 0, "school": "N", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42138,7 +62647,7 @@ } ], "entries": [ - "Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes {@damage 1d4} necrotic damage and must make a successful Constitution saving throw or become {@condition poisoned} until the end of your next turn. If the target was already {@condition poisoned} when you hit it with hand of doom, it takes {@damage 1d12} poison damage instead of {@damage 1d4} necrotic damage on a failed save. ", + "Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes {@damage 1d4} necrotic damage and must make a successful Constitution saving throw or become {@condition poisoned} until the end of your next turn. If the target was already {@condition poisoned} when you hit it with hand of doom, it takes {@damage 1d12} poison damage instead of {@damage 1d4} necrotic damage on a failed save.", "This spell's damage increases by one die at 5th level ({@dice 2d4} necrotic or {@dice 2d12} poison), 11th level ({@dice 3d4} or {@dice 3d12}), and 17th level ({@dice 4d4} or {@dice 4d12})." ], "damageInflict": [ @@ -42176,12 +62685,12 @@ }, { "name": "Hellfire Blitz", - "source": "DMS", + "source": "KPDM", "page": 311, "level": 3, "school": "V", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42206,7 +62715,7 @@ } ], "entries": [ - "Upon casting this spell, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn't provoke opportunity attacks. Each creature whose space you pass through takes {@damage 6d6} fire damage, or half as much damage with a successful Dexterity saving throw. ", + "Upon casting this spell, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn't provoke {@action opportunity attack||opportunity attacks}. Each creature whose space you pass through takes {@damage 6d6} fire damage, or half as much damage with a successful Dexterity saving throw.", "You leave a 5-foot-wide line of hellfire burning behind you in your path. This hellfire continues burning for a number of rounds equal to your spellcasting ability modifier. A creature that ends its turn in hellfire or passes through the line on its turn takes {@damage 1d6} fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn." ], "entriesHigherLevel": [ @@ -42249,12 +62758,12 @@ }, { "name": "Investiture of Blight", - "source": "DMS", + "source": "KPDM", "page": 311, "level": 6, "school": "T", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42284,10 +62793,15 @@ } ], "entries": [ - "Ghostly spirits emerge from your body and whirl around you. Your body emits dim light in a 15-foot radius for the spell's duration. Until the spell ends, you gain the following benefits: ", - "• You have immunity to necrotic damage and resistance to poison damage. ", - "• Creatures that miss on melee attacks against you become {@condition frightened} of you until the end of their next turn. ", - "• You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful Constitution saving throw or take {@damage 2d10} necrotic damage and gain one level of {@condition exhaustion}." + "Ghostly spirits emerge from your body and whirl around you. Your body emits dim light in a 15-foot radius for the spell's duration. Until the spell ends, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have immunity to necrotic damage and resistance to poison damage.", + "Creatures that miss on melee attacks against you become {@condition frightened} of you until the end of their next turn.", + "You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful Constitution saving throw or take {@damage 2d10} necrotic damage and gain one level of {@condition exhaustion}." + ] + } ], "damageInflict": [ "necrotic" @@ -42325,12 +62839,12 @@ }, { "name": "Jerilyn's Cadaverous Uprising", - "source": "DMS", + "source": "KPDM", "page": 311, "level": 2, "school": "N", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42360,7 +62874,7 @@ } ], "entries": [ - "Specify a 5-foot-square space of natural ground (not solid stone) that you can see within range, then choose any undead creature of challenge rating 1 or lower (such as a {@creature specter}, {@creature ghoul}, {@creature shadow}, {@creature zombie}, or {@creature skeleton}). That creature claws its way up out of the ground and immediately tries to grapple or attack a creature within 5 feet. ", + "Specify a 5-foot-square space of natural ground (not solid stone) that you can see within range, then choose any undead creature of challenge rating 1 or lower (such as a {@creature specter}, {@creature ghoul}, {@creature shadow}, {@creature zombie}, or {@creature skeleton}). That creature claws its way up out of the ground and immediately tries to grapple or attack a creature within 5 feet.", "The undead uses its standard stat block, but it has only 10 hit points and is {@condition prone} until it stands up. It takes its turn immediately after yours. You can use a bonus action to issue a mental command to the undead when you cast the spell, and you can change the command by using a bonus action on your turn while the spell is active. Once given an order, the creature continues to follow it until its task is complete. If you issue no command, the creature defends itself and attacks the last enemy that attacked it.", "The creature remains under your control for 1 hour, after which it crumbles to dust or disappears." ], @@ -42392,12 +62906,12 @@ }, { "name": "Magma Spray", - "source": "DMS", + "source": "KPDM", "page": 312, "level": 2, "school": "T", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42428,7 +62942,7 @@ } ], "entries": [ - "A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes {@damage 3d8} fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes {@damage 3d8} fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn. ", + "A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes {@damage 3d8} fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes {@damage 3d8} fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.", "A creature whose hit points are reduced to 0 by this damage is killed immediately, and its body burns to ash." ], "entriesHigherLevel": [ @@ -42469,12 +62983,12 @@ }, { "name": "Prayer of Resolve", - "source": "DMS", + "source": "KPDM", "page": 312, "level": 2, "school": "V", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42534,12 +63048,12 @@ }, { "name": "Proselytize", - "source": "DMS", + "source": "KPDM", "page": 312, "level": 1, "school": "E", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42601,12 +63115,12 @@ }, { "name": "Servant of Doom", - "source": "DMS", + "source": "KPDM", "page": 312, "level": 4, "school": "T", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42634,17 +63148,39 @@ } ], "entries": [ - "A force of destruction gifts you a portion of its power. Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration. ", - "{@bold Emissary.} The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits: ", - "• You gain a flying speed equal to your walking speed and the ability to hover, though you must stay within 5 feet of the ground. ", - "• You gain truesight out to a range of 60 feet. ", - "• Creatures have disadvantage on Wisdom saving throws against your spells and abilities. ", - "• You have advantage on Intelligence- or Wisdom-based attack rolls. ", - "{@bold Envoy.} Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits: ", - "• You ignore difficult terrain for movement purposes. ", - "• You can move through walls and other solid barriers if you succeed on a Strength check you make just before moving up to the barrier. The DC equals 10 + twice the barrier's thickness in feet. ", - "• You have advantage on Strength- or Dexterity-based attack rolls. ", - "• Your melee weapon attacks deal an extra {@damage 1d6} slashing damage on a hit." + "A force of destruction gifts you a portion of its power. Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration.", + { + "type": "entries", + "name": "Emissary", + "entries": [ + "The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a flying speed equal to your walking speed and the ability to hover, though you must stay within 5 feet of the ground.", + "You gain {@sense truesight} out to a range of 60 feet.", + "Creatures have disadvantage on Wisdom saving throws against your spells and abilities.", + "You have advantage on Intelligence- or Wisdom-based attack rolls." + ] + } + ] + }, + { + "type": "entries", + "name": "Envoy", + "entries": [ + "Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You ignore difficult terrain for movement purposes.", + "You can move through walls and other solid barriers if you succeed on a Strength check you make just before moving up to the barrier. The DC equals 10 + twice the barrier's thickness in feet.", + "You have advantage on Strength- or Dexterity-based attack rolls.", + "Your melee weapon attacks deal an extra {@damage 1d6} slashing damage on a hit." + ] + } + ] + } ], "damageInflict": [ "slashing" @@ -42675,12 +63211,12 @@ }, { "name": "Souleater", - "source": "DMS", + "source": "KPDM", "page": 313, "level": 5, "school": "V", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42709,7 +63245,7 @@ } ], "entries": [ - "You instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra {@damage 2d8} necrotic damage on a hit. If the weapon isn't already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls. ", + "You instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra {@damage 2d8} necrotic damage on a hit. If the weapon isn't already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls.", "As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes {@damage 2d8} necrotic damage and you heal half that many hit points. On a successful save, the creature takes half as much damage and you do not heal." ], "damageInflict": [ @@ -42738,12 +63274,12 @@ }, { "name": "Transmogrification", - "source": "DMS", + "source": "KPDM", "page": 313, "level": 7, "school": "T", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42776,14 +63312,14 @@ } ], "entries": [ - "You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one's effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all the available uses of the third form you adopt. ", - "{@bold Wings.} You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered. ", - "{@bold Breath Weapon.} You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes {@damage 8d6} damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use. ", - "{@bold Limbs.} Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals {@damage 2d12} damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties. ", - "{@bold Radiating Light.} You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes {@damage 2d10} damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn. ", - "{@bold Regeneration.} You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use. ", - "{@bold Overwhelming Might.} When you hit a target with a weapon attack, the target takes an extra {@damage 2d8} force damage and must succeed on a Strength saving throw or be knocked {@condition prone}. ", - "{@bold Frightening Presence.} As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become {@condition frightened} of you for 1 minute. A creature {@condition frightened} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use." + "You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one's effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all the available uses of the third form you adopt.", + "{@b Wings.} You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered.", + "{@b Breath Weapon.} You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes {@damage 8d6} damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use.", + "{@b Limbs.} Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals {@damage 2d12} damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties.", + "{@b Radiating Light.} You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes {@damage 2d10} damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn.", + "{@b Regeneration.} You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use.", + "{@b Overwhelming Might.} When you hit a target with a weapon attack, the target takes an extra {@damage 2d8} force damage and must succeed on a Strength saving throw or be knocked {@condition prone}.", + "{@b Frightening Presence.} As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become {@condition frightened} of you for 1 minute. A creature {@condition frightened} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use." ], "damageInflict": [ "acid", @@ -42840,12 +63376,12 @@ }, { "name": "Withering Smite", - "source": "DMS", + "source": "KPDM", "page": 313, "level": 1, "school": "N", "subschools": [ - "Apocalypse" + "apocalypse" ], "time": [ { @@ -42873,7 +63409,7 @@ } ], "entries": [ - "Your weapon radiates terrible energy that empowers the next strike you make with it. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra {@damage 1d6} necrotic damage. ", + "Your weapon radiates terrible energy that empowers the next strike you make with it. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra {@damage 1d6} necrotic damage.", "If the target of that attack was a creature, it must make a successful Constitution saving throw or take {@damage 1d6} necrotic damage at the start of each of its turns for 1 minute, its flesh rotting around the wound. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The rotting effect also ends if the affected creature receives magical healing." ], "entriesHigherLevel": [ @@ -42903,12 +63439,12 @@ }, { "name": "Blood and Steel", - "source": "DMS", + "source": "KPDM", "page": 317, "level": 4, "school": "T", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -42937,18 +63473,18 @@ } ], "entries": [ - "When you cast this spell, you cut your hand and take {@damage 1d4} slashing damage that can't be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be {@condition charmed} by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell. ", - "While the construct is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, \"Attack the ghouls,\" \"Block the bridge,\" or, \"Fetch that bucket.\" If the construct completes the order and doesn't receive further direction from you, it defends itself. ", - "You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven't ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well. ", - "Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. ", + "When you cast this spell, you cut your hand and take {@damage 1d4} slashing damage that can't be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be {@condition charmed} by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.", + "While the construct is {@condition charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, \"Attack the ghouls,\" \"Block the bridge,\" or, \"Fetch that bucket.\" If the construct completes the order and doesn't receive further direction from you, it defends itself.", + "You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven't ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.", + "Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.", "If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell's duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency." ], "entriesHigherLevel": [ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 5th.level spell slot, the duration is concentration, up to 10 minutes. ", - "When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. ", + "When you cast this spell using a 5th.level spell slot, the duration is concentration, up to 10 minutes.", + "When you use a 6th-level spell slot, the duration is concentration, up to 1 hour.", "When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours." ], "type": "entries" @@ -42975,12 +63511,12 @@ }, { "name": "Blood Armor", - "source": "DMS", + "source": "KPDM", "page": 318, "level": 3, "school": "N", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43008,7 +63544,7 @@ } ], "entries": [ - "When you strike a foe with a melee weapon attack, you can immediately cast this spell as a bonus action (you cannot cast this spell any other way). The foe you struck must contain blood; if the target doesn't bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell's duration. This armor has no Strength requirement, doesn't hinder spellcasting, and doesn't incur disadvantage on Dexterity (Stealth) checks. ", + "When you strike a foe with a melee weapon attack, you can immediately cast this spell as a bonus action (you cannot cast this spell any other way). The foe you struck must contain blood; if the target doesn't bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell's duration. This armor has no Strength requirement, doesn't hinder spellcasting, and doesn't incur disadvantage on Dexterity ({@skill Stealth}) checks.", "If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell." ], "miscTags": [ @@ -43034,12 +63570,12 @@ }, { "name": "Blood Lure", - "source": "DMS", + "source": "KPDM", "page": 318, "level": 2, "school": "E", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43069,7 +63605,7 @@ } ], "entries": [ - "You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded. ", + "You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.", "Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature." ], "savingThrow": [ @@ -43097,12 +63633,12 @@ }, { "name": "Blood Puppet", - "source": "DMS", + "source": "KPDM", "page": 318, "level": 4, "school": "T", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43132,7 +63668,7 @@ } ], "entries": [ - "With a sample of its blood, you are able to magically control a creature's actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). ", + "With a sample of its blood, you are able to magically control a creature's actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round).", "As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, \"Attack that creature,\" \"Run over there,\" or, \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends." ], "savingThrow": [ @@ -43163,12 +63699,12 @@ }, { "name": "Blood Scarab", - "source": "DMS", + "source": "KPDM", "page": 318, "level": 1, "school": "N", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43232,12 +63768,12 @@ }, { "name": "Blood Spoor", - "source": "DMS", + "source": "KPDM", "page": 318, "level": 4, "school": "D", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43267,7 +63803,7 @@ } ], "entries": [ - "By touching a drop of your quarry's blood (spilled or drawn within the past hour), you can follow the creature's trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground\u2014or through the air, if you have the means to fly. ", + "By touching a drop of your quarry's blood (spilled or drawn within the past hour), you can follow the creature's trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground\u2014or through the air, if you have the means to fly.", "If your quarry moves magically (such as by way of a {@spell dimension door} or a {@spell teleport} spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using {@spell pass without trace}, but it fails to locate a creature protected by {@spell nondetection} or by other effects that prevent {@spell scrying} spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but this spell picks up the trail again if the caster moves to the same plane as the quarry before the spell's duration expires." ], "areaTags": [ @@ -43284,7 +63820,7 @@ }, { "name": "Blood Tide", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -43295,7 +63831,7 @@ "level": 0, "school": "N", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43323,8 +63859,8 @@ } ], "entries": [ - "When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a\u20132 penalty on the creature's Intelligence, Charisma, and Wisdom checks. This spell has no effect on undead or constructs. ", - "A bleeding creature might attract the attention of creatures such as {@creature stirge}s, {@creature reef shark|MM|sharks}, or {@creature Carrier Mosquito|TOB2|giant mosquitoes}, depending on the circumstances. A {@spell cure wounds} spell stops the bleeding early, as does a successful DC 10 Wisdom (Medicine) check. ", + "When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a\u20132 penalty on the creature's Intelligence, Charisma, and Wisdom checks. This spell has no effect on undead or constructs.", + "A bleeding creature might attract the attention of creatures such as {@creature stirge||stirges}, {@creature reef shark|MM|sharks}, or {@creature Carrier Mosquito|TOB2|giant mosquitoes}, depending on the circumstances. A {@spell cure wounds} spell stops the bleeding early, as does a successful DC 10 Wisdom ({@skill Medicine}) check.", "The spell's duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level." ], "miscTags": [ @@ -43348,7 +63884,7 @@ }, { "name": "Bloodshot", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -43359,7 +63895,7 @@ "level": 2, "school": "C", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43424,12 +63960,12 @@ }, { "name": "Bloody Hands", - "source": "DMS", + "source": "KPDM", "page": 319, "level": 1, "school": "N", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43459,7 +63995,7 @@ } ], "entries": [ - "You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell's duration. ", + "You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell's duration.", "Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round." ], "damageInflict": [ @@ -43490,12 +64026,12 @@ }, { "name": "Bloody Smite", - "source": "DMS", + "source": "KPDM", "page": 319, "level": 1, "school": "N", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43523,7 +64059,7 @@ } ], "entries": [ - "The next time during the spell's duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra {@damage 1d6} necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes {@damage 1d6} necrotic damage, it bleeds profusely from the mouth, and it can't speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends." + "The next time during the spell's duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra {@damage 1d6} necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes {@damage 1d6} necrotic damage, it bleeds profusely from the mouth, and it can't speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom ({@skill Medicine}) check against your spell save DC, or if the target receives magical healing, the spell ends." ], "damageInflict": [ "necrotic" @@ -43557,12 +64093,12 @@ }, { "name": "Boiling Blood", - "source": "DMS", + "source": "KPDM", "page": 319, "level": 4, "school": "N", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43636,7 +64172,7 @@ }, { "name": "Caustic Blood", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -43647,7 +64183,7 @@ "level": 2, "school": "T", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43720,12 +64256,12 @@ }, { "name": "Cruor of Visions", - "source": "DMS", + "source": "KPDM", "page": 320, "level": 5, "school": "D", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43755,7 +64291,7 @@ } ], "entries": [ - "You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purposes of {@spell scrying}. ", + "You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purposes of {@spell scrying}.", "If you place a drop (or dried flakes) of another creature's blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a {@item crystal ball of telepathy}." ], "entriesHigherLevel": [ @@ -43790,12 +64326,12 @@ }, { "name": "Exsanguinate", - "source": "DMS", + "source": "KPDM", "page": 320, "level": 5, "school": "N", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43826,7 +64362,7 @@ } ], "entries": [ - "You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes {@damage 2d6} bludgeoning damage. On a failed save, it takes {@damage 4d6} bludgeoning damage each round, it is {@condition incapacitated}, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. ", + "You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes {@damage 2d6} bludgeoning damage. On a failed save, it takes {@damage 4d6} bludgeoning damage each round, it is {@condition incapacitated}, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0.", "At the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success\u2014except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest." ], "entriesHigherLevel": [ @@ -43867,12 +64403,12 @@ }, { "name": "Exsanguinating Cloud", - "source": "DMS", + "source": "KPDM", "page": 320, "level": 5, "school": "N", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43902,7 +64438,7 @@ } ], "entries": [ - "When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. ", + "When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.", "This cloud leaches the blood or similar fluid from creatures in the area. It doesn't affect undead or constructs. Any creature in the cloud when it's created or at the start of your turn takes {@damage 6d6} necrotic damage and gains one level of {@condition exhaustion}; a successful Constitution saving throw halves the damage and prevents the {@condition exhaustion}." ], "damageInflict": [ @@ -43933,12 +64469,12 @@ }, { "name": "Sanguine Horror", - "source": "DMS", + "source": "KPDM", "page": 320, "level": 5, "school": "C", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -43969,7 +64505,7 @@ } ], "entries": [ - "When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a {@creature blood elemental|CCodex} (Creature Codex, p. 138). The blood elemental is friendly to you and your companions for the duration. It disappears when it's reduced to 0 hit points or when the spell ends. ", + "When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a {@creature blood elemental|CCodex}. The blood elemental is friendly to you and your companions for the duration. It disappears when it's reduced to 0 hit points or when the spell ends.", "Roll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don't issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn't disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it." ], "miscTags": [ @@ -43998,12 +64534,12 @@ }, { "name": "Stanch", - "source": "DMS", + "source": "KPDM", "page": 321, "level": 1, "school": "T", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -44064,12 +64600,12 @@ }, { "name": "Vital Mark", - "source": "DMS", + "source": "KPDM", "page": 321, "level": 3, "school": "T", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -44100,7 +64636,7 @@ "ritual": true }, "entries": [ - "You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item's magical abilities don't function for anyone else as long as the bloodstain remains on it. For example, a {@italic +1 flaming longsword} with a {@italic vital mark} functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A {@item wand of magic missiles} would be no more than a stick in the hands of anyone but the caster." + "You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item's magical abilities don't function for anyone else as long as the bloodstain remains on it. For example, a {@i +1 flaming longsword} with a {@i vital mark} functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A {@item wand of magic missiles} would be no more than a stick in the hands of anyone but the caster." ], "entriesHigherLevel": [ { @@ -44133,7 +64669,7 @@ }, { "name": "Weapon of Blood", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -44144,7 +64680,7 @@ "level": 1, "school": "T", "subschools": [ - "Blood" + "blood" ], "time": [ { @@ -44200,12 +64736,12 @@ }, { "name": "Aura of Wrath", - "source": "DMS", + "source": "KPDM", "page": 324, "level": 6, "school": "E", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44235,8 +64771,8 @@ } ], "entries": [ - "You surround yourself with a psychic aura that drives creatures within 20 feet of you into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw or be overcome with rage. ", - "A creature overcome with rage must take its next action to attack the nearest possible target\u2014if more than one target is available, choose randomly. The creature uses a melee weapon if it has one; otherwise, it attacks with any other offensive ability it possesses. If an affected creature leaves the aura, the aura's effect persists for 1 round afterward. A creature affected by the aura makes a new saving throw at the start of each of its turns, ending the effect on itself on a success. Once a creature makes a successful save, that creature cannot be affected again by the same aura. ", + "You surround yourself with a psychic aura that drives creatures within 20 feet of you into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw or be overcome with rage.", + "A creature overcome with rage must take its next action to attack the nearest possible target\u2014if more than one target is available, choose randomly. The creature uses a melee weapon if it has one; otherwise, it attacks with any other offensive ability it possesses. If an affected creature leaves the aura, the aura's effect persists for 1 round afterward. A creature affected by the aura makes a new saving throw at the start of each of its turns, ending the effect on itself on a success. Once a creature makes a successful save, that creature cannot be affected again by the same aura.", "If a creature affected by your aura hits you with an attack that targets you, the creature takes {@damage 4d8} psychic damage." ], "entriesHigherLevel": [ @@ -44272,7 +64808,7 @@ }, { "name": "Chains of Perdition", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -44283,7 +64819,7 @@ "level": 3, "school": "C", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44314,7 +64850,7 @@ } ], "entries": [ - "Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be {@condition restrained} by the chains and take {@damage 2d8} bludgeoning damage and {@damage 2d8} psychic damage. The creature takes this damage on your turn every round that it remains {@condition restrained} by the chains. On its turn, a {@condition restrained} creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. ", + "Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be {@condition restrained} by the chains and take {@damage 2d8} bludgeoning damage and {@damage 2d8} psychic damage. The creature takes this damage on your turn every round that it remains {@condition restrained} by the chains. On its turn, a {@condition restrained} creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "The chains remain until the spell ends. If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed; treat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage." ], "entriesHigherLevel": [ @@ -44361,12 +64897,12 @@ }, { "name": "Channel Fiendish Power", - "source": "DMS", + "source": "KPDM", "page": 325, "level": 5, "school": "T", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44395,16 +64931,21 @@ } ], "entries": [ - "You infuse yourself with dark power from the Lower Planes, which grants you magical gifts for a short time. While this spell is in effect, your body takes on minor fiendish characteristics: scales, a reddish or greenish hue to your skin, small horns protruding from your forehead, or other such features. While the spell is in effect, you gain two of the following abilities of your choice: ", - "• Darkvision with a range of 120 feet, unimpeded by magical darkness. ", - "• Immunity to fire damage. ", - "• Immunity to poison damage and the {@condition poisoned} condition. ", - "• Advantage on saving throws against spells and other magical effects. ", - "• Resistance to one of the following damage types: cold, fire, or lightning. ", - "• Resistance to bludgeoning, piercing, and slashing damage from weapons that aren't silvered. ", - "• Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. ", - "• Claws that grant you a melee weapon attack that deals {@damage 1d8} slashing damage. ", - "• Wings that grant you a flying speed of 60 feet." + "You infuse yourself with dark power from the Lower Planes, which grants you magical gifts for a short time. While this spell is in effect, your body takes on minor fiendish characteristics: scales, a reddish or greenish hue to your skin, small horns protruding from your forehead, or other such features. While the spell is in effect, you gain two of the following abilities of your choice:", + { + "type": "list", + "items": [ + "{@sense Darkvision} with a range of 120 feet, unimpeded by magical darkness.", + "Immunity to fire damage.", + "Immunity to poison damage and the {@condition poisoned} condition.", + "Advantage on saving throws against spells and other magical effects.", + "Resistance to one of the following damage types: cold, fire, or lightning.", + "Resistance to bludgeoning, piercing, and slashing damage from weapons that aren't silvered.", + "Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.", + "Claws that grant you a melee weapon attack that deals {@damage 1d8} slashing damage.", + "Wings that grant you a flying speed of 60 feet." + ] + } ], "entriesHigherLevel": [ { @@ -44434,12 +64975,12 @@ }, { "name": "Cloak of Fiendish Menace", - "source": "DMS", + "source": "KPDM", "page": 325, "level": 2, "school": "T", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44468,8 +65009,8 @@ } ], "entries": [ - "You wrap yourself in an aura of fiendish power, intimidating those that face you. When a creature is within 5 feet of you, it must make a Wisdom saving throw. On a failed save, the creature becomes {@condition frightened}. A {@condition frightened} creature can make another saving throw at the start of each of its turns. On a successful saving throw, the creature is no longer {@condition frightened} and cannot again be affected by this particular casting of the spell. ", - "If you deal damage to a creature that is {@condition frightened} by this spell, it must take the Dash action and move away from you by the safest available route on its next turn, unless there is nowhere to move. The creature is unable to move toward you again while the spell is in effect, unless it makes a successful saving throw against the spell." + "You wrap yourself in an aura of fiendish power, intimidating those that face you. When a creature is within 5 feet of you, it must make a Wisdom saving throw. On a failed save, the creature becomes {@condition frightened}. A {@condition frightened} creature can make another saving throw at the start of each of its turns. On a successful saving throw, the creature is no longer {@condition frightened} and cannot again be affected by this particular casting of the spell.", + "If you deal damage to a creature that is {@condition frightened} by this spell, it must take the {@action Dash} action and move away from you by the safest available route on its next turn, unless there is nowhere to move. The creature is unable to move toward you again while the spell is in effect, unless it makes a successful saving throw against the spell." ], "conditionInflict": [ "frightened" @@ -44499,7 +65040,7 @@ }, { "name": "Conjure Fiends", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -44510,7 +65051,7 @@ "level": 4, "school": "C", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44540,13 +65081,18 @@ } ], "entries": [ - "You summon fiends that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: ", - "• One fiend of challenge rating 2 or lower ", - "• Two fiends of challenge rating 1 or lower ", - "• Four fiends of challenge rating 1/2 or lower ", - "• Eight fiends of challenge rating 1/4 or lower ", - "A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends. ", - "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. ", + "You summon fiends that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears:", + { + "type": "list", + "items": [ + "One {@filter fiend of challenge rating 2 or lower|bestiary|challenge rating=[&0;&2]|type=fiend}", + "Two {@filter fiends of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=fiend}", + "Four {@filter fiends of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=fiend}", + "Eight {@filter fiends of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=fiend}" + ] + }, + "A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends.", + "The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", "The GM has the creatures' statistics." ], "entriesHigherLevel": [ @@ -44576,12 +65122,12 @@ }, { "name": "Conjure Nightmare", - "source": "DMS", + "source": "KPDM", "page": 326, "level": 5, "school": "C", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44612,7 +65158,7 @@ } ], "entries": [ - "You call forth a {@creature nightmare} to serve you. The creature appears in an unoccupied space you choose within range. The nightmare will serve you as a mount, in combat and out. The nightmare is friendly to you and your companions for the duration, and follows any commands you issue to it. If your concentration is broken, the nightmare is no longer bound by the spell. It might leave immediately, especially if it has been wounded or threatened, but it is just as likely to attack you or an ally, or otherwise gain retribution for being summoned and bound to your service. If you provide the nightmare with a sacrifice it can devour when it is first summoned, it will be appeased enough to simply return home once the spell ends, without causing harm to you or your companions." + "You call forth a {@creature nightmare} to serve you. The creature appears in an unoccupied space you choose within range. The {@creature nightmare} will serve you as a mount, in combat and out. The {@creature nightmare} is friendly to you and your companions for the duration, and follows any commands you issue to it. If your concentration is broken, the {@creature nightmare} is no longer bound by the spell. It might leave immediately, especially if it has been wounded or threatened, but it is just as likely to attack you or an ally, or otherwise gain retribution for being summoned and bound to your service. If you provide the {@creature nightmare} with a sacrifice it can devour when it is first summoned, it will be appeased enough to simply return home once the spell ends, without causing harm to you or your companions." ], "entriesHigherLevel": [ { @@ -44641,7 +65187,7 @@ }, { "name": "Dark Lord's Mantle", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -44652,7 +65198,7 @@ "level": 5, "school": "E", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44682,7 +65228,7 @@ } ], "entries": [ - "You infuse yourself with fiendish power, which inspires your allies and intimidates your foes. While the spell lasts, you exude confidence. You gain advantage on saving throws against all enchantment spells and effects. In addition, each ally within 30 feet of you can roll a {@dice d4} once per round and add the result to an attack roll as a bonus action, or to a saving throw as a reaction. ", + "You infuse yourself with fiendish power, which inspires your allies and intimidates your foes. While the spell lasts, you exude confidence. You gain advantage on saving throws against all enchantment spells and effects. In addition, each ally within 30 feet of you can roll a {@dice d4} once per round and add the result to an attack roll as a bonus action, or to a saving throw as a reaction.", "An enemy that starts its turn within 30 feet of you, or that moves within 30 feet of you on its turn, must succeed on a Wisdom saving throw or become {@condition frightened} of you. If a creature moves out of the spell's radius, it remains {@condition frightened} until the start of its next turn, and then the spell ends for that creature. While {@condition frightened} in this way, the creature repeats the saving throw at the end of each of its turns. On a success, the creature is no longer {@condition frightened}, and it cannot be affected again by your casting of this spell for 24 hours." ], "conditionInflict": [ @@ -44717,7 +65263,7 @@ }, { "name": "Demon Within", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -44728,7 +65274,7 @@ "level": 3, "school": "C", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44759,7 +65305,7 @@ } ], "entries": [ - "One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon's type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes {@damage 4d6} force damage from the demon's attempt to claw its way through the gate. For the spell's duration, you can use a bonus action to further agitate the demon, dealing an additional {@damage 2d6} force damage to the target each time. ", + "One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon's type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes {@damage 4d6} force damage from the demon's attempt to claw its way through the gate. For the spell's duration, you can use a bonus action to further agitate the demon, dealing an additional {@damage 2d6} force damage to the target each time.", "If the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now {@condition incapacitated} or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points." ], "damageInflict": [ @@ -44787,12 +65333,12 @@ }, { "name": "Fiendish Brand", - "source": "DMS", + "source": "KPDM", "page": 327, "level": 5, "school": "N", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44821,7 +65367,7 @@ } ], "entries": [ - "You infuse a branding iron (typically one bearing the mark of a demon lord or a lord of Hell) with the bone-chilling cold of the Lower Planes and a promise of damnation. To mark a creature with the brand, you make a melee spell attack. On a hit, you deal {@damage 2d8} cold damage to the target and cause it to become branded. The damage can be healed normally, but the brand remains until a {@spell remove curse} spell is cast on the target, the duration expires, or you use an action to remove the brand. You can remove the brand from any distance, as long as the branded creature is on the same plane of existence as you. ", + "You infuse a branding iron (typically one bearing the mark of a demon lord or a lord of Hell) with the bone-chilling cold of the Lower Planes and a promise of damnation. To mark a creature with the brand, you make a melee spell attack. On a hit, you deal {@damage 2d8} cold damage to the target and cause it to become branded. The damage can be healed normally, but the brand remains until a {@spell remove curse} spell is cast on the target, the duration expires, or you use an action to remove the brand. You can remove the brand from any distance, as long as the branded creature is on the same plane of existence as you.", "While the creature wears the brand, it has disadvantage on any saving throws it makes against spells you cast on it. If you try to locate the creature with a {@spell scrying} spell, it takes the\u201310 penalty to its saving throw as if you possessed a lock of its hair or other body part." ], "damageInflict": [ @@ -44849,12 +65395,12 @@ }, { "name": "Mammon's Avarice", - "source": "DMS", + "source": "KPDM", "page": 327, "level": 1, "school": "D", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44905,12 +65451,12 @@ }, { "name": "Nest of Infernal Vipers", - "source": "DMS", + "source": "KPDM", "page": 327, "level": 3, "school": "C", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -44940,8 +65486,8 @@ } ], "entries": [ - "You summon evil spirits that take the form of a {@creature swarm of poisonous snakes} and appear in an unoccupied space you can see within range. The swarm of snakes is considered a fiend as well as a beast. It has resistance to fire damage, and lasts until it drops to 0 hit points or the spell ends. ", - "The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don't issue any commands to the swarm, it moves to attack the nearest creature that is not your ally. ", + "You summon evil spirits that take the form of a {@creature swarm of poisonous snakes} and appear in an unoccupied space you can see within range. The swarm of snakes is considered a fiend as well as a beast. It has resistance to fire damage, and lasts until it drops to 0 hit points or the spell ends.", + "The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don't issue any commands to the swarm, it moves to attack the nearest creature that is not your ally.", "The GM has the creature's statistics." ], "entriesHigherLevel": [ @@ -44971,12 +65517,12 @@ }, { "name": "Plaguebearer", - "source": "DMS", + "source": "KPDM", "page": 327, "level": 2, "school": "A", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -45004,7 +65550,7 @@ } ], "entries": [ - "The creature you touch when casting this spell becomes immune to disease for the duration. The creature can still contract and carry diseases; it simply does not suffer any effects of a disease. When exposed to a disease, the creature must make the saving throw required. If the saving throw fails, the creature becomes a carrier of the disease, and might expose others to it per the rules for the particular affliction. The creature under the effect of the spell is aware when it becomes infected. If the creature recovers from or is cured of all diseases it suffers while this spell is in effect, it continues to benefit from the spell until the spell ends. ", + "The creature you touch when casting this spell becomes immune to disease for the duration. The creature can still contract and carry diseases; it simply does not suffer any effects of a disease. When exposed to a disease, the creature must make the saving throw required. If the saving throw fails, the creature becomes a carrier of the disease, and might expose others to it per the rules for the particular affliction. The creature under the effect of the spell is aware when it becomes infected. If the creature recovers from or is cured of all diseases it suffers while this spell is in effect, it continues to benefit from the spell until the spell ends.", "When the duration expires, the target becomes susceptible to the effect of any disease it is still carrying, as if it had just now contracted it." ], "entriesHigherLevel": [ @@ -45035,12 +65581,12 @@ }, { "name": "Tome Curse", - "source": "DMS", + "source": "KPDM", "page": 327, "level": 4, "school": "N", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -45073,11 +65619,16 @@ } ], "entries": [ - "You protect a book by writing a curse in it with ink made from the material components of this spell. The writing is typically a couplet or a quatrain that warns of the consequences of disturbing your property. The curse is triggered by an action or actions that you specify (which typically involves someone reading the book without permission, trying to damage the book, or trying to steal it). When the curse is triggered, the creature that did so must succeed on a Wisdom saving throw or suffer its effect. You can choose one of the effects described in the {@spell bestow curse} spell, or you can affect the target in one of the following ways: ", - "• While the target is cursed, it is {@condition blinded}. ", - "• Beasts are unusually hostile to the target while it is cursed; they gain advantage on attack rolls against the target. ", - "• While cursed, the target is an attractive mark to pickpockets and other thieves, and such individuals will try to steal the target's valuables when the opportunity presents itself. (Even if in the target's possession, the cursed book does not count as one of the target's valuables.) ", - "• A cursed target that either receives magical healing or rolls Hit Dice to recover hit points after a long rest must roll twice and use the lower result. ", + "You protect a book by writing a curse in it with ink made from the material components of this spell. The writing is typically a couplet or a quatrain that warns of the consequences of disturbing your property. The curse is triggered by an action or actions that you specify (which typically involves someone reading the book without permission, trying to damage the book, or trying to steal it). When the curse is triggered, the creature that did so must succeed on a Wisdom saving throw or suffer its effect. You can choose one of the effects described in the {@spell bestow curse} spell, or you can affect the target in one of the following ways:", + { + "type": "list", + "items": [ + "While the target is cursed, it is {@condition blinded}.", + "Beasts are unusually hostile to the target while it is cursed; they gain advantage on attack rolls against the target.", + "While cursed, the target is an attractive mark to pickpockets and other thieves, and such individuals will try to steal the target's valuables when the opportunity presents itself. (Even if in the target's possession, the cursed book does not count as one of the target's valuables.)", + "A cursed target that either receives magical healing or rolls Hit Dice to recover hit points after a long rest must roll twice and use the lower result." + ] + }, "A {@spell remove curse} spell ends this effect. You can also stipulate other actions taken by the target that would nullify the curse (returning the book after it is stolen, for example)." ], "conditionInflict": [ @@ -45100,12 +65651,12 @@ }, { "name": "Wave of Corruption", - "source": "DMS", + "source": "KPDM", "page": 328, "level": 3, "school": "N", "subschools": [ - "Fiendish" + "fiendish" ], "time": [ { @@ -45131,7 +65682,7 @@ } ], "entries": [ - "When you cast this spell, necromantic energy spreads out in a 30-foot radius around you, corrupting what it comes into contact with. Each unattended, nonmagical object within range takes {@damage 3d8} necrotic damage. All food and drink in the area, other than what is being carried, is fouled and made unpalatable. Magic consumables, such as potions, have a 50 percent chance of being ruined, but any such item in the possession of a creature gets a Constitution saving throw using the owner's save bonus to avoid this outcome." + "When you cast this spell, necromantic energy spreads out in a 30-foot radius around you, corrupting what it comes into contact with. Each unattended, nonmagical object within range takes {@damage 3d8} necrotic damage. All food and drink in the area, other than what is being carried, is fouled and made unpalatable. Magic consumables, such as potions, have a {@chance 50} chance of being ruined, but any such item in the possession of a creature gets a Constitution saving throw using the owner's save bonus to avoid this outcome." ], "entriesHigherLevel": [ { @@ -45166,7 +65717,7 @@ }, { "name": "Conjure Minor Voidborn", - "source": "DMS", + "source": "KPDM", "page": 330, "level": 5, "school": "C", @@ -45201,12 +65752,17 @@ } ], "entries": [ - "You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options: ", - "• One creature of challenge rating 2 or lower ", - "• Two creatures of challenge rating 1 or lower ", - "• Four creatures of challenge rating 1/2 or lower ", - "• Eight creatures of challenge rating 1/4 or lower ", - "Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures' turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take {@damage 1d6} psychic damage at the end of the turn. ", + "You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options:", + { + "type": "list", + "items": [ + "One {@filter creature of challenge rating 2 or lower|bestiary|challenge rating=[&0;&2]|type=fiend;aberration}", + "Two {@filter creatures of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]|type=fiend;aberration}", + "Four {@filter creatures of challenge rating 1/2 or lower|bestiary|challenge rating=[&0;&1/2]|type=fiend;aberration}", + "Eight {@filter creatures of challenge rating 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=fiend;aberration}" + ] + }, + "Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures' turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take {@damage 1d6} psychic damage at the end of the turn.", "If your concentration is broken, the spell ends but the creatures don't disappear. Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won't fight if they fear it would mean their own death. You can't dismiss the creatures, but they disappear 1 hour after being summoned." ], "entriesHigherLevel": [ @@ -45232,7 +65788,7 @@ }, { "name": "Conjure Voidborn", - "source": "DMS", + "source": "KPDM", "page": 331, "level": 7, "school": "C", @@ -45267,8 +65823,8 @@ } ], "entries": [ - "You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends. ", - "Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend's turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take {@damage 2d6} psychic damage at the end of the creature's turn. ", + "You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.", + "Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend's turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take {@damage 2d6} psychic damage at the end of the creature's turn.", "If your concentration is broken, the spell ends but the creature doesn't disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won't fight if it fears doing so would mean its own death. You can't dismiss the creature, but it disappears 1 hour after you summoned it." ], "entriesHigherLevel": [ @@ -45294,7 +65850,7 @@ }, { "name": "Crushing Curse", - "source": "DMS", + "source": "KPDM", "page": 331, "level": 0, "school": "E", @@ -45324,7 +65880,7 @@ } ], "entries": [ - "You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take {@damage 1d6} psychic damage and be {@condition deafened} for 1 minute, except that it can still hear Void Speech. A creature {@condition deafened} in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. ", + "You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take {@damage 1d6} psychic damage and be {@condition deafened} for 1 minute, except that it can still hear Void Speech. A creature {@condition deafened} in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." ], "damageInflict": [ @@ -45347,7 +65903,7 @@ }, { "name": "Destructive Resonance", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -45414,7 +65970,7 @@ }, { "name": "Glimpse of the Void", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -45475,7 +66031,7 @@ }, { "name": "Icy Grasp of the Void", - "source": "DMS", + "source": "KPDM", "page": 331, "level": 7, "school": "V", @@ -45536,7 +66092,7 @@ }, { "name": "Life Drain", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -45606,7 +66162,7 @@ }, { "name": "Living Shadows", - "source": "DMS", + "source": "KPDM", "otherSources": [ { "source": "KPSC", @@ -45646,7 +66202,7 @@ } ], "entries": [ - "You whisper sibilant words of Void Speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be {@condition restrained} by the shadows. A creature that starts its turn {@condition restrained} by the shadows must make a successful Constitution saving throw or gain one level of {@condition exhaustion}. ", + "You whisper sibilant words of Void Speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be {@condition restrained} by the shadows. A creature that starts its turn {@condition restrained} by the shadows must make a successful Constitution saving throw or gain one level of {@condition exhaustion}.", "A {@condition restrained} creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself." ], "conditionInflict": [ @@ -45675,7 +66231,7 @@ }, { "name": "Maddening Whispers", - "source": "DMS", + "source": "KPDM", "page": 332, "level": 2, "school": "E", @@ -45731,7 +66287,7 @@ }, { "name": "Nether Weapon", - "source": "DMS", + "source": "KPDM", "page": 332, "level": 4, "school": "E", @@ -45791,7 +66347,7 @@ }, { "name": "Protection from the Void", - "source": "DMS", + "source": "KPDM", "page": 332, "level": 1, "school": "A", @@ -45849,7 +66405,7 @@ }, { "name": "Void Rift", - "source": "DMS", + "source": "KPDM", "page": 332, "level": 9, "school": "V", @@ -45888,8 +66444,8 @@ } ], "entries": [ - "You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere's outer edge becomes difficult terrain as the Void tries to draw everything into itself. A creature that starts its turn within 40 feet of the sphere or that enters that area for the first time on its turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. A creature that starts its turn in the rift or that comes into contact with it for the first time on its turn takes {@damage 8d10} necrotic damage. Creatures inside the rift are {@condition blinded} and {@condition deafened}. ", - "Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and they take damage as creatures if they come into contact with it. ", + "You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere's outer edge becomes difficult terrain as the Void tries to draw everything into itself. A creature that starts its turn within 40 feet of the sphere or that enters that area for the first time on its turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. A creature that starts its turn in the rift or that comes into contact with it for the first time on its turn takes {@damage 8d10} necrotic damage. Creatures inside the rift are {@condition blinded} and {@condition deafened}.", + "Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and they take damage as creatures if they come into contact with it.", "While concentrating on the spell, you take {@damage 2d6} necrotic damage at the end of each of your turns." ], "damageInflict": [ @@ -45915,7 +66471,7 @@ }, { "name": "Void Strike", - "source": "DMS", + "source": "KPDM", "page": 333, "level": 3, "school": "V", @@ -45987,7 +66543,7 @@ }, { "name": "Word of Misfortune", - "source": "DMS", + "source": "KPDM", "page": 333, "level": 0, "school": "E", @@ -46041,12 +66597,12 @@ }, { "name": "Black Goat's Blessing", - "source": "DMS", + "source": "KPDM", "page": 337, "level": 0, "school": "E", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46080,24 +66636,16 @@ ], "areaTags": [ "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Curse of Yig", - "source": "DMS", + "source": "KPDM", "page": 337, "level": 5, "school": "T", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46131,8 +66679,8 @@ "ritual": true }, "entries": [ - "This spell transforms a Small, Medium, or Large creature that you can see within range into a {@creature servant of Yig|CCodex} (Creature Codex, p. 325). An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell. ", - "The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target's statistics, including mental ability scores, are replaced by the statistics of a {@creature servant of Yig|CCodex}. The transformed creature's alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature's alignment and personality return to normal, and it regains its former attitude toward you and toward Yig. ", + "This spell transforms a Small, Medium, or Large creature that you can see within range into a {@creature servant of Yig|CCodex}. An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell.", + "The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target's statistics, including mental ability scores, are replaced by the statistics of a {@creature servant of Yig|CCodex}. The transformed creature's alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature's alignment and personality return to normal, and it regains its former attitude toward you and toward Yig.", "When it reverts to its normal form, the creature has the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form." ], "savingThrow": [ @@ -46143,24 +66691,16 @@ ], "areaTags": [ "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Ectoplasm", - "source": "DMS", + "source": "KPDM", "page": 338, "level": 2, "school": "N", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46191,8 +66731,8 @@ } ], "entries": [ - "You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell's duration. Any creature that ends its turn within 5 feet of the manifestation takes {@damage 2d6} psychic damage, or half the damage with a successful Wisdom saving throw. ", - "As a bonus action, you can move the manifestation up to 30 feet. It can move through a creature's space but can't remain in the same space as that creature. If it enters a creature's space, that creature takes {@damage 2d6} psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn. ", + "You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell's duration. Any creature that ends its turn within 5 feet of the manifestation takes {@damage 2d6} psychic damage, or half the damage with a successful Wisdom saving throw.", + "As a bonus action, you can move the manifestation up to 30 feet. It can move through a creature's space but can't remain in the same space as that creature. If it enters a creature's space, that creature takes {@damage 2d6} psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn.", "When you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn't illuminate the surroundings but does glow dimly enough to show the manifestation's path. The residue dissipates 1 round after it is deposited." ], "entriesHigherLevel": [ @@ -46213,24 +66753,16 @@ "miscTags": [ "SGT", "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Eldritch Communion", - "source": "DMS", + "source": "KPDM", "page": 338, "level": 5, "school": "D", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46262,28 +66794,20 @@ "ritual": true }, "entries": [ - "You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.) ", - "Great Old Ones have vast knowledge, but they aren't omniscient, so if your question pertains to information beyond the Old One's knowledge, the answer might be vacuous, gibberish, or an angry, \"I don't know.\" ", - "This also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you. ", - "If you cast this spell two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness." - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a {@chance 25} chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.)", + "Great Old Ones have vast knowledge, but they aren't omniscient, so if your question pertains to information beyond the Old One's knowledge, the answer might be vacuous, gibberish, or an angry, \"I don't know.\"", + "This also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you.", + "If you cast this spell two or more times before taking a long rest, there is a cumulative {@chance 25} chance for each casting after the first that you receive no answer and become afflicted with short-term madness." + ] }, { "name": "Emanation of Yoth", - "source": "DMS", + "source": "KPDM", "page": 338, "level": 4, "school": "N", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46317,8 +66841,8 @@ "ritual": true }, "entries": [ - "You call forth a {@creature ghost} that takes the form of a spectral, serpent-like assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it's reduced to 0 hit points or when the spell ends. ", - "The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don't issue a command to it, the ghost defends itself from hostile creatures but doesn't move or take other actions. ", + "You call forth a {@creature ghost} that takes the form of a spectral, serpent-like assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it's reduced to 0 hit points or when the spell ends.", + "The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don't issue a command to it, the ghost defends itself from hostile creatures but doesn't move or take other actions.", "You are immune to the ghost's Horrifying Visage action but can willingly become the target of the ghost's Possession ability. You can end this effect on yourself as a bonus action." ], "entriesHigherLevel": [ @@ -46333,24 +66857,16 @@ "miscTags": [ "SMN", "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Green Decay", - "source": "DMS", + "source": "KPDM", "page": 339, "level": 4, "school": "N", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46382,9 +66898,9 @@ "ritual": true }, "entries": [ - "Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease {@italic green decay} (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become {@condition poisoned} until the end of their next turn. ", - "You lose concentration on this spell if you can't see the target at the end of your turn. ", - "{@bold Green Decay.} The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes {@damage 1d6} necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed." + "Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease {@i green decay} (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become {@condition poisoned} until the end of their next turn.", + "You lose concentration on this spell if you can't see the target at the end of your turn.", + "{@b Green Decay.} The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes {@damage 1d6} necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed." ], "damageInflict": [ "necrotic" @@ -46397,24 +66913,16 @@ ], "miscTags": [ "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Hunger of Leng", - "source": "DMS", + "source": "KPDM", "page": 339, "level": 4, "school": "E", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46444,9 +66952,9 @@ } ], "entries": [ - "You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration. ", - "On its turn, the target gains a bite attack and moves to and attacks the closest creature that isn't an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a {@dice d4}. If the target is larger than Medium, its damage die increases by {@dice 1d4} for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn't have all of its hit points. ", - "If there isn't a viable creature within range for the target to attack, it instead deals piercing damage to itself equal to {@dice 2d4} + its Strength modifier. ", + "You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration.", + "On its turn, the target gains a bite attack and moves to and attacks the closest creature that isn't an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a {@dice d4}. If the target is larger than Medium, its damage die increases by {@dice 1d4} for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn't have all of its hit points.", + "If there isn't a viable creature within range for the target to attack, it instead deals piercing damage to itself equal to {@dice 2d4} + its Strength modifier.", "The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, this spell lasts its full duration with no further saving throws allowed." ], "savingThrow": [ @@ -46458,24 +66966,16 @@ ], "areaTags": [ "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Mind Exchange", - "source": "DMS", + "source": "KPDM", "page": 339, "level": 3, "school": "T", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46509,8 +67009,8 @@ "ritual": true }, "entries": [ - "One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target's statistics but don't gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target's mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies. ", - "The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a {@spell dispel magic} or {@spell dispel evil and good} spell (the latter spell defeats {@italic mind exchange} even though possession by a humanoid isn't usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to {@italic mind exchange} for 24 hours after succeeding on the saving throw or after the exchange ends. ", + "One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target's statistics but don't gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target's mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.", + "The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a {@spell dispel magic} or {@spell dispel evil and good} spell (the latter spell defeats {@i mind exchange} even though possession by a humanoid isn't usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to {@i mind exchange} for 24 hours after succeeding on the saving throw or after the exchange ends.", "The effects of the exchange can be made permanent with a {@spell wish} spell or comparable magic." ], "savingThrow": [ @@ -46522,24 +67022,16 @@ ], "areaTags": [ "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Seed of Destruction", - "source": "DMS", + "source": "KPDM", "page": 339, "level": 8, "school": "E", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46572,10 +67064,10 @@ "ritual": true }, "entries": [ - "This spell impregnates a living creature with a rapidly gestating {@creature hydra} that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five-headed embryonic growth into the creature. Roll {@dice 1d3 + 1} to determine how many rounds it takes the embryo to mature. ", - "During the rounds when the embryo is gestating, the affected creature takes {@damage 5d4} slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw. ", - "When the gestation period has elapsed, a tiny {@creature hydra} erupts from the target's abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard {@creature hydra}, but with the ability to cast {@spell bane} as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don't give it a command or it can't follow your command, the hydra attacks the nearest living creature. ", - "At the end of each of the hydra's turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability. ", + "This spell impregnates a living creature with a rapidly gestating {@creature hydra} that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five-headed embryonic growth into the creature. Roll {@dice 1d3 + 1} to determine how many rounds it takes the embryo to mature.", + "During the rounds when the embryo is gestating, the affected creature takes {@damage 5d4} slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw.", + "When the gestation period has elapsed, a tiny {@creature hydra} erupts from the target's abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard {@creature hydra}, but with the ability to cast {@spell bane} as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don't give it a command or it can't follow your command, the hydra attacks the nearest living creature.", + "At the end of each of the hydra's turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.", "The hydra disappears at the end of the spell's duration, or its existence can be cut short with a {@spell wish} spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a {@spell dispel magic} spell under the normal rules for dispelling high-level magic." ], "damageInflict": [ @@ -46590,24 +67082,16 @@ ], "areaTags": [ "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Semblance of Dread", - "source": "DMS", + "source": "KPDM", "page": 340, "level": 0, "school": "I", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46637,29 +67121,21 @@ } ], "entries": [ - "You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can't willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect. ", + "You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can't willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect.", "For the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the {@condition frightened} condition." ], "savingThrow": [ "wisdom" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Sign of Koth", - "source": "DMS", + "source": "KPDM", "page": 340, "level": 7, "school": "A", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46692,13 +67168,18 @@ } ], "entries": [ - "You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot-tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area. ", - "Choose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways: ", - "The creatures can't willingly enter the cylinder's area by nonmagical means; the cylinder acts as an {@condition invisible}, impenetrable wall of force. If an affected creature tries to enter the cylinder's area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails. ", - "• They cannot hear any sounds that originate inside the cylinder.", - "• They have disadvantage on attack rolls against targets inside the cylinder. ", - "• They can't charm, frighten, or possess creatures inside the cylinder.", - "Creatures that aren't affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest. ", + "You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot-tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area.", + "Choose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:", + "The creatures can't willingly enter the cylinder's area by nonmagical means; the cylinder acts as an {@condition invisible}, impenetrable wall of force. If an affected creature tries to enter the cylinder's area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.", + { + "type": "list", + "items": [ + "They cannot hear any sounds that originate inside the cylinder.", + "They have disadvantage on attack rolls against targets inside the cylinder.", + "They can't {@condition charmed||charm}, {@condition frightened||frighten}, or possess creatures inside the cylinder." + ] + }, + "Creatures that aren't affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.", "When you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest." ], "entriesHigherLevel": [ @@ -46712,24 +67193,16 @@ ], "areaTags": [ "Y" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Sleep of the Deep", - "source": "DMS", + "source": "KPDM", "page": 341, "level": 3, "school": "I", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46782,24 +67255,16 @@ "areaTags": [ "ST", "MT" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Summon Eldritch Servitor", - "source": "DMS", + "source": "KPDM", "page": 341, "level": 5, "school": "C", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46833,44 +67298,41 @@ "ritual": true }, "entries": [ - "You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears: ", - "• Two {@creature ghast of Leng|CCodex|ghasts of Leng} (Creature Codex, p. 168) ", - "• One {@creature shantak|CCodex} (Creature Codex, p. 328) ", - "When the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible. ", - "Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise. ", - "Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take {@damage 1d4} psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long. ", + "You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:", + { + "type": "list", + "items": [ + "Two {@creature ghast of Leng|CCodex|ghasts of Leng}", + "One {@creature shantak|CCodex}" + ] + }, + "When the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible.", + "Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise.", + "Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take {@damage 1d4} psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.", "A summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear {@dice 1d6} rounds later or until they are killed." ], "entriesHigherLevel": [ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a 7th- or 8th-level spell slot, you can summon four {@creature ghast of Leng|CCodex|ghasts of Leng} or a {@creature hound of Tindalos|CCodex} (Creature Codex, p. 221). ", - "When you cast it with a 9th-level spell slot, you can summon five {@creature ghast of Leng|CCodex|ghasts of Leng} or a {@creature nightgaunt|CCodex} (Creature Codex, p. 277)." + "When you cast this spell using a 7th- or 8th-level spell slot, you can summon four {@creature ghast of Leng|CCodex|ghasts of Leng} or a {@creature hound of Tindalos|CCodex}.", + "When you cast it with a 9th-level spell slot, you can summon five {@creature ghast of Leng|CCodex|ghasts of Leng} or a {@creature nightgaunt|CCodex}." ], "type": "entries" } ], "miscTags": [ "SMN" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Summon Avatar", - "source": "DMS", + "source": "KPDM", "page": 341, "level": 9, "school": "C", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46904,36 +67366,49 @@ "ritual": true }, "entries": [ - "You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as an emanation of elder darkness, augmented by boons from the Void. Choose one of the following options for the type of avatar that appears. (Other options might be available if the GM allows.) ", - "• {@bold Avatar of Cthulhu.} The incarnation is a {@creature deep one|TOB} (Tome of Beasts, p. 73) that can innately cast {@spell command} and {@spell sleep of the deep|DMS} at will. ", - "• {@bold Avatar of Nyarlathotep.} The incarnation is a {@creature dark voice|CCodex} (Creature Codex, p. 73) that can innately cast {@spell bane} and {@spell semblance of dread|DMS} at will.", - "• {@bold Avatar of Shub-Niggurath.} The incarnation is a {@creature goat-man|TOB} (Tome of Beasts, p. 231) that can innately cast {@spell Black Goat's Blessing|DMS} and {@spell unseen strangler|DMS} at will. ", - "• {@bold Avatar of Yog-Sothoth.} The incarnation is a human with {@dice 1d4 + 1} flesh warps that can innately cast {@spell gift of resilience|DMS} (see page 71) and {@spell thunderwave} at will.", - "When the avatar appears, you must make a Charisma saving throw. On a success, the avatar is friendly to you and your allies. On a failed save, the avatar is friendly to no one and attacks the nearest creature, pursuing and fighting for as long as possible. ", - "Roll initiative for the avatar, which takes its own turns. If it is friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. ", - "Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take {@damage 1d6} psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long. ", + "You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as an emanation of elder darkness, augmented by boons from the Void. Choose one of the following options for the type of avatar that appears. (Other options might be available if the GM allows.)", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Avatar of Cthulhu.", + "entry": "The incarnation is a {@creature deep one|ToB} that can innately cast {@spell command} and {@spell sleep of the deep|KPDM} at will." + }, + { + "type": "item", + "name": "Avatar of Nyarlathotep.", + "entry": "The incarnation is a {@creature dark voice|CCodex} that can innately cast {@spell bane} and {@spell semblance of dread|KPDM} at will." + }, + { + "type": "item", + "name": "Avatar of Shub-Niggurath.", + "entry": "The incarnation is a {@creature goat-man|ToB} that can innately cast {@spell black goat's blessing|KPDM} and {@spell unseen strangler|KPDM} at will." + }, + { + "type": "item", + "name": "Avatar of Yog-Sothoth.", + "entry": "The incarnation is a human with {@dice 1d4 + 1} {@table flesh warps|KPDM} that can innately cast {@spell gift of resilience|KPDM} and {@spell thunderwave} at will." + } + ] + }, + "When the avatar appears, you must make a Charisma saving throw. On a success, the avatar is friendly to you and your allies. On a failed save, the avatar is friendly to no one and attacks the nearest creature, pursuing and fighting for as long as possible.", + "Roll initiative for the avatar, which takes its own turns. If it is friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature.", + "Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take {@damage 1d6} psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.", "The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating before 1 hour has elapsed, the avatar becomes uncontrolled and hostile until it disappears {@dice 1d6} rounds later or until it is killed." ], "miscTags": [ "SMN" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Unseen Strangler", - "source": "DMS", + "source": "KPDM", "page": 342, "level": 3, "school": "C", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -46966,8 +67441,8 @@ "ritual": true }, "entries": [ - "You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it. ", - "The strangler is {@condition invisible} to all creatures except you, and it can't be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you're conscious. The strangler sees {@condition invisible} creatures and can see into the Ethereal Plane. It ignores illusions. ", + "You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it.", + "The strangler is {@condition invisible} to all creatures except you, and it can't be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you're conscious. The strangler sees {@condition invisible} creatures and can see into the Ethereal Plane. It ignores illusions.", "If any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals {@damage 3d6} bludgeoning damage, and a Large or smaller creature is {@condition grappled} (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is {@condition restrained}, and the strangler can't attack another target. If the strangler scores a critical hit, the target begins to suffocate and can't speak until the grapple ends." ], "damageInflict": [ @@ -46976,24 +67451,16 @@ "conditionInflict": [ "grappled", "restrained" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Voorish Sign", - "source": "DMS", + "source": "KPDM", "page": 342, "level": 1, "school": "D", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -47033,26 +67500,18 @@ "type": "entries" } ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - }, "miscTags": [ "ADV" ] }, { "name": "Warp Mind and Matter", - "source": "DMS", + "source": "KPDM", "page": 342, "level": 6, "school": "T", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -47084,31 +67543,23 @@ "ritual": true }, "entries": [ - "A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness." + "A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a {@table flesh warp|KPDM} and be afflicted with a form of {@table indefinite madness|KPDM}." ], "savingThrow": [ "wisdom" ], "areaTags": [ "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { "name": "Yellow Sign", - "source": "DMS", + "source": "KPDM", "page": 342, "level": 4, "school": "E", "subschools": [ - "Mythos" + "mythos" ], "time": [ { @@ -47133,7 +67584,7 @@ } ], "entries": [ - "You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be {@condition charmed} by you for {@dice 1d10} hours or until you or one of your allies harms it in any way. While {@condition charmed} in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw. ", + "You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be {@condition charmed} by you for {@dice 1d10} hours or until you or one of your allies harms it in any way. While {@condition charmed} in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw.", "A successful {@spell remove curse} spell ends both effects." ], "savingThrow": [ @@ -47144,15 +67595,1246 @@ ], "areaTags": [ "ST" + ] + } + ], + "table": [ + { + "name": "Flesh Warps", + "page": 336, + "source": "KPDM", + "colLabels": [ + "d10", + "Effect (lasts until cured)" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "{@b Barbed Hide.} Spiny barbs protrude from the creature's skin. Any creature grappling the affected creature takes {@damage 2d4} piercing damage at the start of its turn. The affected creature experiences constant pain while wearing armor or heavy clothing, giving it disadvantage on Dexterity checks made under those conditions. The creature has disadvantage on {@skill Deception} and {@skill Persuasion} checks unless the barbs are hidden from sight (which might require covering the creature's face, at the GM's discretion)." + ], + [ + "2", + "{@b Eyeless.} The creature's eyes rot away, vanish (leaving behind smooth flesh), or otherwise become useless. The creature permanently gains the {@condition blinded} condition. This condition can't be removed without curing this flesh warp. The creature's other senses are enhanced by the Void, granting it {@sense blindsight} out to a range of 10 feet as long as the creature can hear." + ], + [ + "3", + "{@b Gleaming Skin.} The creature's skin takes on a waxy, unnatural sheen. It might be pale, translucent, or even crystalline in appearance. The gleam grants other creatures advantage on Wisdom ({@skill Perception}) checks made to locate the creature by sight. If the creature is in bright light when it is the target of a melee attack, it can use its reaction to add 1 to its Armor Class if the attacker can see its skin." + ], + [ + "4", + "{@b Pliant Bones.} The creature's skeleton becomes cartilaginous and pliable. The creature can move through a space as narrow as 6 inches wide without squeezing (provided the creature isn't wearing rigid armor), and the creature's Strength is reduced by 2." + ], + [ + "5", + "{@b Prehensile Tail.} The creature grows a 3-foot-long prehensile tail. The creature can use the tail to make one melee weapon attack with a simple weapon weighing 2 pounds or less, or to make one unarmed strike that deals bludgeoning damage equal to {@damage 1d4} + the creature's Strength modifier. The creature has disadvantage on {@skill Acrobatics} checks." + ], + [ + "6", + "{@b Proboscis.} The creature's mouth mutates into a long, tubular organ like the maw of a mosquito, moth, or worm. The creature loses the ability to speak and has disadvantage on {@skill Deception} and {@skill Persuasion} checks unless the proboscis is hidden from sight. The creature can use the proboscis to make a blood-draining melee weapon attack. The attack roll can be made using Strength or Dexterity; a hit deals piercing damage equal to {@damage 1d4} + the creature's Strength modifier, and the creature becomes attached to the target. While attached, the creature can't attack but deals the attack's damage automatically to the creature it is attached to. The creature can detach by spending 5 feet of movement. The creature being attacked or one of its allies within 5 feet of it can free the creature from the proboscis automatically by using an action to do so." + ], + [ + "7", + "{@b Sentient Tumors.} Large cystic tumors sprout from the creature's shoulder, arm, or back. These growths are sentient and emit a weak psychic field. The character's mind cannot be read telepathically or affected by divination spells. If the character takes psychic damage, however, he or she must succeed on a DC 15 Wisdom saving throw or suffer the effects of a {@spell confusion} spell for 1 minute. The character also has disadvantage on {@skill Deception} and {@skill Persuasion} checks unless the tumors are hidden from sight." + ], + [ + "8", + "{@b Stench.} The creature exudes the stink of rotting flesh, acrid chemicals, sickly sweet perfume, or some other odious aroma. Any other creature that starts its turn within 5 feet of the affected creature must succeed on a DC 12 Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. This stink clings to any objects that remain in the creature's possession for at least 24 hours. Attempting to sell any such object might be impossible, or yields only half the normal price at best. Food in the creature's possession spoils after 24 hours." + ], + [ + "9", + "{@b Tentacles.} One of the creature's hands twists into a nest of writhing tentacles. Any check or saving throw the creature makes to maintain a grip or a grapple is made with advantage. Any check or saving throw it makes involving fine motor control or Dexterity is made with disadvantage." + ], + [ + "10", + "{@b Tusks.} The creature's incisors grow into enormous, curved and discolored tusks like those of a boar or a warthog. The creature has difficulty speaking and must make a successful DC 12 Dexterity check to cast a spell that has a verbal component." + ] + ] + }, + { + "name": "Indefinite Madness", + "page": 334, + "source": "KPDM", + "colLabels": [ + "d10", + "Flaw (lasts until cured)" ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "\"I am obsessed with discovering the hidden meaning in seemingly random objects, such as shards of smashed glass.\"" + ], + [ + "2", + "\"Some event in my life never happened. I won't acknowledge it or anything to do with it.\"" + ], + [ + "3", + "\"I hear them whispering, always whispering. They're loudest near corners of rooms and other angles in structures.\"" + ], + [ + "4", + "\"I constantly scrawl a set of strange glyphs without realizing it, sometimes going so far as to cut them into my skin.\"" + ], + [ + "5", + "\"When I'm excited or upset, some of my words come out in a different language that I don't even understand.\"" + ], + [ + "6", + "\"The trappings and symbol of a certain deity cause me great pain to look upon or touch.\"" + ], + [ + "7", + "\"Ordered collections of objects are fascinating, and I have to study and count them.\"" + ], + [ + "8", + "\"I collect strange or disgusting trinkets, such as teeth of creatures I kill or scrapings of dirt from everywhere I sleep.\"" + ], + [ + "9", + "\"The music is always with me, and I must let it out. It doesn't matter that no one else finds the song beautiful .\"" + ], + [ + "10", + "\"I hear scratching just on the other side of interior walls.\"" ] - } + ] + }, + { + "name": "Standard Familiars", + "page": 291, + "source": "KPDM", + "colLabels": [ + "d12", + "Standard Familiar" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@creature Archaeopteryx|KPDM}" + ], + [ + "2", + "{@creature Carrion crow|KPDM}" + ], + [ + "3", + "{@creature Catfish shark|KPDM}" + ], + [ + "4", + "{@creature Goldbug|KPDM}" + ], + [ + "5", + "{@creature Hedgehog|KPDM}" + ], + [ + "6", + "{@creature Mongoose|KPDM}" + ], + [ + "7", + "{@creature Parrot|KPDM}" + ], + [ + "8", + "{@creature Platypus|KPDM}" + ], + [ + "9", + "{@creature Shocker lizard|KPDM}" + ], + [ + "10", + "{@creature Tortoise|KPDM}" + ], + [ + "11", + "{@creature Tsuchinoko|KPDM}" + ], + [ + "12", + "{@creature Wharfling|KPDM}" + ] + ] + }, + { + "name": "Variant Familiars", + "page": 295, + "source": "KPDM", + "colLabels": [ + "d12", + "Variant Familiar" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@creature Abyssal worm|KPDM}" + ], + [ + "2", + "{@creature Alkonost|KPDM}" + ], + [ + "3", + "{@creature Crimson drake|KPDM}" + ], + [ + "4", + "{@creature Infernal viper|KPDM}" + ], + [ + "5", + "{@creature Kuunganisha|KPDM}" + ], + [ + "6", + "{@creature Leonino|KPDM}" + ], + [ + "7", + "{@creature Library automaton|KPDM}" + ], + [ + "8", + "{@creature Living shade|KPDM}" + ], + [ + "9", + "{@creature Stryx|KPDM}" + ], + [ + "10", + "{@creature Witchlight|KPDM}" + ], + [ + "11", + "{@creature Wolpertinger|KPDM}" + ], + [ + "12", + "{@creature Zoog|KPDM}" + ] + ] + }, + { + "source": "KPDM", + "page": 191, + "name": "Random Damage Type", + "colLabels": [ + "{@dice d10}", + "Damage Type" + ], + "colStyles": [ + "col-1", + "col-11" + ], + "rows": [ + [ + "1", + "Acid" + ], + [ + "2", + "Cold" + ], + [ + "3", + "Fire" + ], + [ + "4", + "Force" + ], + [ + "5", + "Lightning" + ], + [ + "6", + "Necrotic" + ], + [ + "7", + "Poison" + ], + [ + "8", + "Psychic" + ], + [ + "9", + "Radiant" + ], + [ + "10", + "Thunder" + ] + ] + }, + { + "source": "KPDM", + "page": 193, + "name": "Chaos Magic Surge", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d100", + "Effect" + ], + "rows": [ + [ + "1\u20132", + "You cast {@spell hypnotic pattern} centered on yourself." + ], + [ + "3\u20134", + "The target of your spell or ability is also targeted by an {@spell enlarge/reduce||enlarge} spell. If your spell or ability has no target, the {@spell enlarge/reduce||enlarge} spell affects you." + ], + [ + "5\u20136", + "An angry {@creature constrictor snake} controlled by the GM appears wrapped around your waist." + ], + [ + "7\u20138", + "For 10 rounds, a {@spell gust of wind} spell blows out from you in all directions." + ], + [ + "9\u201310", + "Three targets you can see within 60 feet chosen by you are targeted by a {@spell ray of frost} cantrip." + ], + [ + "11\u201312", + "You rise 30 feet into the air and hover there until the start of your next turn, when you fall." + ], + [ + "13\u201314", + "You grow a purple mustache {@dice 3d6} inches in length." + ], + [ + "15\u201316", + "You are cloaked in shadow and reek of brimstone for 1 hour. During that time, you have advantage on Charisma ({@skill Intimidation}) checks and disadvantage on Charisma ({@skill Persuasion}) checks." + ], + [ + "17\u201318", + "You summon a mule 100 feet above the target of your spell or ability. If your spell or ability has no target, the mule appears above you. Both the mule and the creature it lands on take {@damage 10d6} bludgeoning damage from the inevitable fall, or the creature under the mule takes no damage with a successful Dexterity saving throw; the DC is equal to your spell save DC." + ], + [ + "19\u201320", + "You cast {@spell contact other plane}." + ], + [ + "21\u201322", + "Rum rains from the sky in a 30-foot radius around you for 10 rounds." + ], + [ + "23\u201324", + "You regain your highest-level expended spell slot." + ], + [ + "25\u201326", + "You cast a hemispherical {@spell wall of force}, centered on yourself." + ], + [ + "27\u201328", + "All your hair falls out. It grows back at the normal rate." + ], + [ + "29\u201330", + "You gain resistance to one type of damage, determined randomly, for 1 hour." + ], + [ + "31\u201332", + "Loud horns that can be heard for a mile sound for 1 hour. The sound moves with you." + ], + [ + "33\u201334", + "Until you finish a long rest, every word you utter sounds normal to you but is heard by others as incomprehensible babbling. This effect doesn't impair your ability to cast spells." + ], + [ + "35\u201336", + "Three creatures within 30 feet that you can see are targeted by a bolt of light that does {@damage 1d8} radiant damage. Each target can avoid the damage with a successful Constitution saving throw." + ], + [ + "37\u201338", + "Every creature within 60 feet of you, except you, teleports 10 feet in a random direction. If the destination is a solid object or hazardous terrain, the creature doesn't move." + ], + [ + "39\u201340", + "The sun (or the moon, at night) is eclipsed for 10 minutes." + ], + [ + "41\u201342", + "You become immune to all damage for 1 round." + ], + [ + "43\u201344", + "Until you finish a long rest, you leave burning footprints that smolder in your wake for 5 rounds. The flames are hot enough to ignite easily flammable material." + ], + [ + "45\u201346", + "You turn into a succulent cooked ham for 10 rounds. While a ham, you are {@condition incapacitated} and have vulnerability to all damage. The gold plate that you appear upon can be sold for 5 gp." + ], + [ + "47\u201348", + "For 30 feet around you, the ground turns into broken, uneven, difficult terrain." + ], + [ + "49\u201350", + "For 1 hour, you gain a bonus to weapon damage equal to your spellcasting ability modifier." + ], + [ + "51\u201352", + "You open a portal to the Abyss that stays open for 10 rounds. Each round there is a {@chance 5|1 in 20} chance that a fiend or other Abyssal creature of the GM's choice walks through." + ], + [ + "53\u201354", + "You cast {@spell healing word} on a target of your choice." + ], + [ + "55\u201356", + "Your eyes turn into potatoes and fall from their sockets. You are {@condition blinded} until you receive a {@spell remove curse} or {@spell regenerate} spell." + ], + [ + "57\u201358", + "You hear a thunderous sound and are {@condition stunned} until the end of your next turn." + ], + [ + "59\u201360", + "You cast {@spell moonbeam}." + ], + [ + "61\u201362", + "An item you hold is covered in a {@spell continual flame} effect. If you are not holding an item, the GM chooses an item within 30 feet of you to be the target." + ], + [ + "63\u201364", + "You and two targets that you can see within 30 feet are affected by a {@spell bane} spell." + ], + [ + "65\u201366", + "You gain advantage on your next attack roll, ability check, or saving throw within 24 hours." + ], + [ + "67\u201368", + "You have disadvantage on your next attack roll, ability check, or saving throw within 24 hours." + ], + [ + "69\u201370", + "Choose a creature that you can see within 60 feet (other than yourself) to gain temporary hit points equal to your level." + ], + [ + "71\u201372", + "A barrel of lamp oil appears adjacent to you." + ], + [ + "73\u201374", + "You are targeted by a {@spell disguise self} spell making you appear as a dirt-covered human child of the opposite gender." + ], + [ + "75\u201376", + "Dim pink light fills an area 30 feet around your target. If your spell or ability has no target, the light is centered on you." + ], + [ + "77\u201378", + "You summon a {@creature boar} to a space you can see within 30 feet. The {@creature boar} follows your commands for 1 minute and then disappears. It is wearing a green dress." + ], + [ + "79\u201380", + "You cast {@spell flame strike} centered on yourself." + ], + [ + "81\u201382", + "You gain {@dice 1d4 × 10} pounds of weight." + ], + [ + "83\u201384", + "You gain a +2 bonus to your AC for a number of rounds equal to your spellcasting ability modifier." + ], + [ + "85\u201386", + "The ground beneath your target, or beneath you if your spell or ability has no target, sinks 1 foot. The target also falls {@condition prone} unless it makes a successful Dexterity saving throw." + ], + [ + "87\u201388", + "Red silk scarves and origami cranes swirl through the air within 500 feet of you, causing the area to be obscured. The scarves are worth 100 gp if collected and sold." + ], + [ + "89\u201390", + "A table with a {@spell heroes' feast} effect on it appears 10 feet from you." + ], + [ + "91\u201392", + "Three {@creature skeleton||skeletons} under the control of the GM claw their way out of the ground and attack random living creatures until they are destroyed." + ], + [ + "93\u201394", + "You cast {@spell barkskin} on yourself. Your hair is permanently replaced with green leaves until you receive a {@spell remove curse} spell or comparable magic." + ], + [ + "95\u201396", + "Your teeth turn into moths and fly away." + ], + [ + "97\u201398", + "You sprout insect wings, giving you a flying speed of 30 feet. The wings last for 1 minute." + ], + [ + "99\u201300", + "A weapon you can see within 30 feet glows and becomes a {@item +1 weapon} for 1 minute." + ] + ] + }, + { + "source": "KPDM", + "page": 295, + "name": "Variant Familiars", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "d12", + "Variant familiar" + ], + "rows": [ + [ + "1", + "{@creature Abyssal worm|KPDM}" + ], + [ + "2", + "{@creature Alkonost|KPDM}" + ], + [ + "3", + "{@creature Crimson drake|KPDM}" + ], + [ + "4", + "{@creature Infernal viper|KPDM}" + ], + [ + "5", + "{@creature Kuunganisha|KPDM}" + ], + [ + "6", + "{@creature Leonino|KPDM}" + ], + [ + "7", + "{@creature Library automaton|KPDM}" + ], + [ + "8", + "{@creature Living shade|KPDM}" + ], + [ + "9", + "{@creature Stryx|KPDM}" + ], + [ + "10", + "{@creature Witchlight|KPDM}" + ], + [ + "11", + "{@creature Wolpertinger|KPDM}" + ], + [ + "12", + "{@creature Zoog|KPDM}" + ] + ] + }, + { + "source": "KPDM", + "page": 351, + "name": "Raise Dead Random Effects", + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "colLabels": [ + "d12", + "Effect" + ], + "rows": [ + [ + "1", + "{@b Nimbus.} The target is surrounded by a glow or halo equivalent to {@spell faerie fire}." + ], + [ + "2", + "{@b Thundercrack.} When {@spell raise dead} is cast, the target's return to life is heralded by a crack of thunder and a stroke of lightning. These can be heard and seen for at least a mile and may be accompanied by a sudden, brief storm." + ], + [ + "3", + "{@b Neophyte.} The raised creature forgets one language, one spell or feat, one friend, and one class ability. These memories return in a random sequence at a rate of one per week until all are recovered." + ], + [ + "4", + "{@b Exhaustion.} Restoring a soul is as debilitating on the caster as on the dead. The caster suffers the same penalty on attack rolls, saving throws, and ability checks as the raised creature." + ], + [ + "5", + "{@b Voice of the Afterlife.} The raised creature gained subconscious knowledge of a distant plane during its sojourn in the realm of the dead. It now speaks either {@language Abyssal}, {@language Celestial}, {@language Infernal}, Satarre, or Umbral (player's choice)." + ], + [ + "6", + "{@b Breath of Life.} The caster absorbs one magical disease, curse, or similar effect from the target creature into him- or herself. The affliction ends on the newly-raised creature but takes full effect on the caster, who must get it cured or removed by standard means." + ], + [ + "7", + "{@b Gravetouched.} The raised creature has an uncanny voice or appearance that frightens nonhostile animals (including mounts), children, and even adults unaccustomed to such things. Charisma ({@skill Intimidation}) checks are made with advantage." + ], + [ + "8", + "{@b Raging Spirit.} The raised creature returns to life in the grip of intense and uncontrollable rage. It immediately attacks the caster and anyone else nearby, including friends, acolytes, etc. This anger ends when the creature becomes {@condition unconscious} or when it's affected by {@spell calm emotions} or comparable magic." + ], + [ + "9", + "{@b Mild Spirit.} The raised creature returns to life possessed of a gentle kindness. It refuses to fight, argue, or even defend itself for a period of {@dice 1d6 + 1} days. This unnatural calm can be removed by a {@spell calm emotions} spell. It also ends if the creature is rendered {@condition unconscious} by an attack." + ], + [ + "1", + "{@b Altered Spirit.} The raised creature returns to life with a random alignment different from its previous one. This lasts for {@dice 1d6 + 1} days. The creature's alignment returns to normal if the creature is affected by a {@spell remove curse} spell or if it's rendered {@condition unconscious} by an attack." + ], + [ + "1", + "{@b Armor of the Planes.} The raised creature gains resistance to necrotic, fire, cold, or lightning damage for seven days (caster's choice)." + ], + [ + "1", + "{@b Servitor.} The raised creature is {@condition charmed} by the caster. While {@condition charmed} in this way, the creature serves the caster loyally as repayment for restoring him or her to life. The length of this service is determined by the caster's spellcasting level: up to level 11 = one week; level 12 to 14 = two weeks; level 15 or higher = one year. The effect is broken if the caster or the caster's companions cause direct harm to the {@condition charmed} creature or its loved ones." + ] + ] + }, + { + "source": "KPDM", + "page": 352, + "name": "Reskinning Fireball", + "colLabels": [ + "d20", + "Appearance", + "Damage Type" + ], + "colStyles": [ + "col-2 text-center", + "col-7", + "col-3" + ], + "rows": [ + [ + "1", + "Blue fire", + "Fire" + ], + [ + "2", + "Ball of fiery serpents", + "Acid" + ], + [ + "3", + "Fiery rain", + "Thunder" + ], + [ + "4", + "Cloud of adamantine needles", + "Piercing" + ], + [ + "5", + "Swarm of bees", + "Poison" + ], + [ + "6", + "Tiny spheres of antimatter", + "Necrotic" + ], + [ + "7", + "Screaming skulls", + "Necrotic" + ], + [ + "8", + "Hail the size of oranges", + "Cold" + ], + [ + "9", + "Flurry of sparks", + "Lightning" + ], + [ + "10", + "Stones falling from the sky", + "Bludgeoning" + ], + [ + "11", + "A whirling sphere of scimitars", + "Slashing" + ], + [ + "12", + "A burst of light from a tiny, exploding sun", + "Radiant" + ], + [ + "13", + "Darting imps that siphon life essence", + "Necrotic" + ], + [ + "14", + "Crackling rays of static electricity", + "Lightning" + ], + [ + "15", + "Plunging magical arrows", + "Piercing" + ], + [ + "16", + "A holy word echoes in the air", + "Radiant" + ], + [ + "17", + "Slashing, flensing knives", + "Slashing" + ], + [ + "18", + "A whirling, icy tornado", + "Cold" + ], + [ + "19", + "Flesh-eating orange slime", + "Acid" + ], + [ + "20", + "Spheres of pure, explosive energy", + "Force" + ] + ] + }, + { + "source": "KPDM", + "page": 289, + "name": "Oddities for Every Occasion", + "intro": [ + "From wands that shoot out darts of force and potions that allow you to breathe underwater to magic airships and iron barrels that turn into crabs, wizards are behind the creation of most of the magic items found in a standard fantasy setting. Yet not every magic item is as generally useful or powerful as those mentioned above. Some of the magic items found in a wizard's laboratory or workshop fill a niche role, are the results of failed experiments, function as normal magic items but have a different appearance, or are just plain bizarre.", + "While characters explore a wizard's tower or stronghold, an adventurer might come across a variety of strange magic items, some of which are more helpful than others. To determine what a character finds while searching, roll on the table below or choose one or more items at your discretion." + ], + "colLabels": [ + "d20", + "Magic Item" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "An animated weapon rack with long, thin wooden arms that hands out any item stored in it on command. The weapon rack doesn't defend itself if attacked (AC 15, hp 20, damage threshold 3, vulnerability to fire damage)." + ], + [ + "2", + "A battered copper lantern that sings a bawdy folk tale in {@language Goblin} whenever oil is placed inside it and it is lit. The singing can be heard clearly from up to 300 feet away." + ], + [ + "3", + "A chamber pot that teleports its contents into an extradimensional space on command. There is a {@chance 25} chance that the chamber pot malfunctions and teleports its contents onto the head of a nearby creature." + ], + [ + "4", + "A bright purple skullcap with fancy golden embroidery that turns the wearer's head invisible and renders the wearer mute. The wearer can see and hear normally, and can remove the skullcap without impediment." + ], + [ + "5", + "A painting of a beautiful half-elf girl staring off into a pond. The girl animates and curtsies whenever a living creature comes within 10 feet of her. If the painting is attacked, the girl cowers in terror but does not make a sound. The painting is as hard as steel (AC 19, hp 20, damage threshold 8, resistance to all damage)." + ], + [ + "6", + "A wind chime made of bones that emits a clear ringing sound whenever any spell is cast within 30 feet of it. The chime does not react to normal winds and does not activate while being carried, worn, or held." + ], + [ + "7", + "A tiny animated bronze rat that causes irrational fear in any feline that sees it. A feline {@filter creature of challenge rating 1 or lower|bestiary|challenge rating=[&0;&1]} that comes within 30 feet of the rat must make a successful DC 10 Wisdom saving throw or be {@condition frightened} for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The rat has the statistics of a normal {@creature rat}, but it is immune to poison and psychic damage and to being {@condition charmed}, {@condition frightened}, {@condition exhausted}, {@condition paralyzed}, {@condition poisoned}, {@condition petrified}, or {@condition stunned}." + ], + [ + "8", + "A white silk handkerchief that functions as a {@item cloak of protection}, but only when worn by a Tiny creature. There is a {@chance 33} chance that the handkerchief is currently being worn by a {@creature homunculus}." + ], + [ + "9", + "A set of false black eyelashes in a metal case. The lashes can be put on or removed as an action. Whenever a creature the wearer would be physically attracted to comes within 10 feet, the wearer is forced to wink repeatedly in the direction of the other creature. The wearer can resist this compulsion with a successful DC 11 Wisdom saving throw." + ], + [ + "10", + "Twelve identical decorative silver nails that ignore the damage threshold of any nonmagical object they are nailed into and can hold up to 5,000 pounds of weight. The nails cannot be used as weapons, and they lose their magic if they are extracted after being used." + ], + [ + "11", + "A clear crystal prism containing a mummified elven ear. When the prism is placed against a surface where a compartment lies beyond, such as a closed door, a random illusory sound is generated that seems to be coming from the other side." + ], + [ + "12", + "A leather-bound booklet that contains illustrations of various creatures and objects. The booklet functions as a {@item robe of useful items}, except that it has only the twelve patches found on each robe. When the last page is torn out, the booklet becomes useless." + ], + [ + "13", + "A ceramic and gold bathtub shaped like a dragon and painted bright crimson. The bathtub fills with hot, scented water that pours from the dragon's maw on command and fills the tub. The bathtub regains the use of this ability each day at dawn." + ], + [ + "14", + "A glass globe filled with pale yellow smoke that swirls menacingly when touched. When shattered, the globe replicates the effects of a {@item wand of wonder} and produces a smell like rotten eggs. The sphere magically re-forms in {@dice 1d6} days unless {@spell dispel magic} is cast on the fragments." + ], + [ + "15", + "A tiny lump of cream-colored wax in a small wooden box. It shapes itself into a wax duplicate of any living creature that touches it for more than 1 round. The creature that was mimicked can cause its duplicate to move up to 10 feet as an action and to perform simple actions (but not attack). The wax figurine has a Strength score of 2 for lifting and carrying purposes. After 1 hour, the wax duplicate becomes inert and resumes its normal form. It cannot be reactivated until the following dawn." + ], + [ + "16", + "A potted plant of unknown origin in a dark blue vase. The plant's berries are actually gems worth 10 gp each. A total of {@dice 2d6} gems can be collected from the plant, but if every gem is picked the plant transforms into either a {@creature great mandrake|CCodex} or an {@creature awakened tree} and attacks the picker." + ], + [ + "17", + "A featureless wooden mannequin that cloaks itself in the illusion of whatever clothing the viewer desires. The range of clothing the mannequin can generate is limited only by the viewer's imagination. The mannequin is treated as a normal wooden object for combat purposes (AC 15, hp 30, damage threshold 4, vulnerability to fire damage)." + ], + [ + "18", + "A featureless wooden mannequin holding a wooden sword and shield that stands silently in the center of a 20-foot-radius red circle. The mannequin animates when a creature brandishing a weapon enters the circle. The mannequin uses the statistics of either a {@creature wood golem|CCodex} or {@creature animated armor}. If it reduces a creature to 0 hit points, the creature is knocked {@condition unconscious} rather than being killed. The mannequin stops attacking if the creature threatening it or attacking it leaves the circle." + ], + [ + "19", + "A small gilded birdcage covered in exotic filigree and mounted on a greenstone plinth. The cage grants the semblance of life to any dead creature of Tiny size placed inside it. The creature appears to be alive for all intents and purposes, but only while it is inside the cage. As soon as the creature leaves the cage, it returns to its dead state in the same condition it entered. The cage ceases to function if removed from its plinth. The cage {@dice 1d100|currently holds} a songbird (01\u201325), a {@creature raven} (26\u201350), or a {@creature pixie} (56\u201375), or is empty (76\u201300)." + ], + [ + "20", + "A Large stone font inscribed with arcane symbols. The font produces one dose of a random {@filter potion|items|type=potion} each day at dawn. Someone who drinks from the font gains the effect of the potion. If the liquid is removed from the font and placed inside another container, it loses its magical properties. The font weighs more than 200 pounds, so transporting it is difficult." + ] + ] + } + ], + "variantrule": [ + { + "source": "KPDM", + "page": 221, + "ruleType": "O", + "name": "Expanded Illumination Spells", + "entries": [ + "{@note This variant rule doesn't directly appear in the text. It is implied by the presence of spells from the {@i Player's Handbook} appearing in the {@book Illumination Magic Spells Lists|KPDM|11|Illumination Magic Spells Lists} under non-standard classes.}", + { + "type": "entries", + "name": "Illumination Spells", + "entries": [ + "The following spells are added to the field of illumination magic.", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Continual flame}", + "{@spell Daylight}", + "{@spell Faerie fire}", + "{@spell Guiding bolt}", + "{@spell Light}", + "{@spell Sunburst}" + ] + } + ] + }, + { + "type": "entries", + "name": "Expanded Spell Lists", + "entries": [ + "The following classes have additional spells added to their spell lists.", + { + "type": "entries", + "name": "Bard", + "entries": [ + "{@spell Daylight}." + ] + }, + { + "type": "entries", + "name": "Cleric", + "entries": [ + "{@spell Faerie fire}, {@spell sunburst}." + ] + }, + { + "type": "entries", + "name": "Druid", + "entries": [ + "{@spell Continual flame}." + ] + }, + { + "type": "entries", + "name": "Ranger", + "entries": [ + "{@spell Continual flame}, {@spell faerie fire}, {@spell guiding bolt}." + ] + }, + { + "type": "entries", + "name": "Sorcerer", + "entries": [ + "{@spell Continual flame}, {@spell faerie fire}, {@spell guiding bolt}." + ] + }, + { + "type": "entries", + "name": "Warlock", + "entries": [ + "{@spell Daylight}, {@spell faerie fire}, {@spell guiding bolt}, {@spell light}." + ] + }, + { + "type": "entries", + "name": "Wizard", + "entries": [ + "{@spell Daylight}, {@spell faerie fire}, {@spell guiding bolt}." + ] + } + ] + } + ] + }, + { + "source": "KPDM", + "page": 173, + "ruleType": "O", + "name": "Virtuous Casters", + "entries": [ + "{@filter Angelic spells|spells|subschool=angelic} are principally intended to be used by good-aligned spellcasters, though nothing prevents non-good casters from learning them. As an optional rule, the DM can declare that a non-good caster of {@filter angelic spells|spells|subschool=angelic} can gradually become more inclined toward a good alignment, provided that the caster uses such magic frequently for non-evil purposes.", + "The alignment of a spellcaster who satisfies that condition while advancing through two levels of experience moves from evil to neutral or from neutral to good (at the player's option, for a player character). After gaining an additional four levels, a caster who started out evil can move from neutral to good.", + "Angelic magic has no effect on the lawful or chaotic component of a caster's alignment." + ] + }, + { + "source": "KPDM", + "name": "Charm Person Variants", + "page": 349, + "type": "entries", + "entries": [ + "{@spell Charm person} is the classic enchantment, dating to the origins of the game in 1974. Its appeal is obvious: an enemy grants a bit of friendly head start to retreating foes, a recalcitrant informant suddenly becomes talkative, or a town guard agrees to ignore a crime because that's what friends do for each other. The five {@filter variant spells|spells|source=KPDM|subschool=variant|search=charm} presented here all work on this theme but with differing levels of power and specificity.", + { + "type": "statblock", + "tag": "spell", + "name": "Lesser Charm", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Charm of Long Standing", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Bedazzling Charm", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Charm of Great Fondness", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Moonlight Charm", + "source": "KPDM", + "collapsed": true + } + ] + }, + { + "source": "KPDM", + "name": "Raise Dead Variants", + "page": 350, + "type": "entries", + "entries": [ + "{@spell Raise dead} is another spell with roots in the earliest days of RPGs. The {@filter variants|spells|source=KPDM|subschool=variant|search=raise} here are twisted, limited, or expanded in several ways. They all return a creature to life but in unexpected ways: as ghosts, for a short period, without memories or skills, or under a particular compulsion.", + { + "type": "entries", + "name": "Character and Effect Changes", + "page": 350, + "entries": [ + "Two aspects of {@spell raise dead} are easy to change: the raised creature's appearance and the traumatic effect of returning to life. The {@table Raise Dead Random Effects|KPDM} table offers a dozen options for reskinning {@spell raise dead} in random ways. When the spell is cast, roll a {@dice d12} or choose the option that best suits the situation or the caster. This change need not be a one-time thing; it can be emblematic of that caster, as recognizably personal as a signature, a catchphrase, or a coat of arms.", + { + "type": "statblock", + "tag": "table", + "name": "Raise Dead Random Effects", + "source": "KPDM", + "collapsed": true + } + ] + }, + { + "type": "statblock", + "tag": "spell", + "name": "Raise Ghost", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Raise Hero", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Raise Shade", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Raise Nemesis", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Raise Elder", + "source": "KPDM", + "collapsed": true + }, + { + "type": "statblock", + "tag": "spell", + "name": "Raise Questing Dead", + "source": "KPDM", + "collapsed": true + } + ] + }, + { + "source": "KPDM", + "name": "Fireball Variants", + "page": 352, + "type": "entries", + "entries": [ + "{@spell Fireball} is perhaps the most iconic damage-dealing spell in fantasy RPGs, so why mess with it? Partly to add an interesting twist to something familiar, partly to give it a story or character spin, and partly just for fun. Here are three options to consider for {@spell variant fireballs|spells|source=KPDM|subschool=variant|search=fireball} used by your PC or NPC casters.", + { + "type": "entries", + "name": "Appearance and Type Changes", + "page": 352, + "entries": [ + "{@spell Fireball} can be easily spiced up by changing its appearance and damage type. The following table offers twenty options for reskinning {@spell fireball}; roll a {@dice d20} or choose the options that best suit the character who's casting the spell. The new appearance can become emblematic of that caster, as personal as a signature, a catchphrase, or a distinctive facial feature.", + "All items created by a variant appearance vanish as soon as their damage is done; no items or materials can be recovered.", + { + "type": "statblock", + "tag": "table", + "name": "Reskinning Fireball", + "source": "KPDM", + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Power Changes", + "page": 353, + "entries": [ + "{@spell Fireball} is an instantaneous spell, but it might just as easily resemble {@spell heat metal}, with a round of warning, a round of damage, and a round of additional damage. Spreading out the damage this way could be called a {@spell slow-burn fireball|KPDM}. Though this is a bit more bookkeeping, such a spell would be appropriate for limited use by a pyromaniacal spellcasting NPC.", + "While {@spell fireball} is an area of effect spell, a smaller version could attack a single target. This might be called {@spell solitary fireball|KPDM}, and could easily find a place in an elementalist's spellbook or in the hands of a fire {@creature imp} or an {@creature efreeti||efreet}.", + "Finally, the third variant here is a {@spell bouncing fireball|KPDM}, which (as the name implies) strikes one location, then bounces according to the caster's direction to a second location and explodes again. This is similar to how {@spell chain lightning} works, but {@spell bouncing fireball|KPDM} attacks multiple targets in both locations. The tradeoff is lower damage against each creature when compared to {@spell chain lightning}." + ] + } + ] + } + ], + "trap": [ + { + "source": "KPDM", + "page": 346, + "name": "Cthugha's Caress", + "trapHazType": "MAG", + "entries": [ + "{@i Magic school: evocation}", + "The caress of Cthugha is patient, volatile, and the basis of a trap that {@class wizard||evokers|Evocation} find appealing. When this trap is triggered by stepping on a pressure plate, opaque smoke fills a 10-foot square for 2 rounds atop the plate, leaving a thin film of soot on everything within the square when it dissipates. On the following round, a flame fills the same 10-foot square and lasts for 2 rounds, dealing 14 ({@damage 4d6}) fire damage, or half as much damage on a successful DC 14 Dexterity saving throw. Creatures covered in the soot have disadvantage on the saving throw.", + "A successful DC 14 Intelligence ({@skill Arcana}) check identifies the soot as fire elemental residue. On a check that beats the DC by 4 or more, the character recalls that the substance is highly combustible. Removing the soot requires an action.", + "The pressure plate is detected with a successful DC 16 Wisdom ({@skill Perception}) check, and it can be disarmed with a successful DC 14 Dexterity check using thieves' tools. Failing this check by 4 or more activates the trap." + ] + }, + { + "source": "KPDM", + "page": 346, + "name": "Furies' Moat", + "trapHazType": "MAG", + "entries": [ + "{@i Magic school: enchantment}", + "Wizards of the Northern tribes fight alongside their berserker brethren, intimately aware of the awful power, and strategic limitations, of a warrior in the thrall of mindless wrath. This trap is placed in a water-filled moat or ditch that is laced with enchantments to drive enemies into an incandescent, all-consuming rage.", + "The enchantment can be detected by a successful DC 14 Intelligence ({@skill Arcana}) check. Swimming across the water to the other side of the moat without incident requires a successful DC 14 Strength ({@skill Athletics}) check. On a failed check, the creature is swept under, taking 3 ({@damage 1d6}) cold damage, and it must make a successful DC 12 Wisdom saving throw or be filled with murderous anger that can be slaked only by attacking any creature within reach. While affected, a creature must use its action to attack the nearest other creature. An affected creature takes an additional 3 ({@damage 1d6}) cold damage at the end of its turn, and can repeat the saving throw, ending the effect on itself on a success." + ] + }, + { + "source": "KPDM", + "page": 346, + "name": "Otherworldly Pipes", + "trapHazType": "MAG", + "entries": [ + "{@i Magic school: enchantment}", + "This auditory trap uses otherworldly piping to transform its listeners into addlepated imbeciles.", + "The trap's insidious nature allows it to be hidden inside a chest, behind a tapestry, or even within a bell or among rafters. The only outward sign of the trap is a series of skewed star-like symbols engraved into the trapped room, chest, or object. The functional components (a series of small silver pipes, like a pan pipe, and a small set of magically animated bellows) can be found with a successful DC 12 Intelligence ({@skill Investigation}) check. Once they are found, a successful DC 17 Intelligence ({@skill Arcana}) check identifies the trap and the correct method of disarming it: a {@spell dispel magic} spell (DC 17), which deactivates it for 1 hour. Attempts to physically disarm the trap by tampering with the pipes or bellows trigger its music and effects immediately.", + "Touching a trapped chest or object, or the door of a trapped room, triggers the trap. When this occurs, each creature within 10 feet takes 7 ({@damage 2d6}) psychic damage and must make a DC 12 Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma are decreased by {@dice 1d6} each. A creature takes the same psychic damage each round it listens to the piping; plugging one's ears reduces the damage by half. The effect lasts until the creature finishes a long rest or is targeted by greater restoration or similar magic." + ] + }, + { + "source": "KPDM", + "page": 346, + "name": "Infernal Convocation", + "trapHazType": "MAG", + "entries": [ + "{@i Magic school: conjuration}", + "An infernal convocation is a way to use a conjuration in a trap. A powerful caster binds a fiend, which is summoned to a specific site when a trigger occurs. The fiend collects a second sacrifice\u2014whoever triggered the trap\u2014and is freed of its debt to the caster.", + "The trap is triggered as soon as a creature enters a magic circle, which can be inscribed on the wall or ceiling, or even woven into a carpet or limned on a cavern floor. There's no limit on the circle's size; horrific tales of lairs being encircled are told over campfires.", + "The purpose of the circle is deduced with a successful DC 18 Intelligence ({@skill Arcana}) check. It can be disarmed with a successful DC 15 Intelligence ({@skill Arcana}) check or a {@spell dispel magic} spell (which renders it briefly inactive). If a creature that is not proficient in {@skill Arcana} gets a failure on either check, the trap is triggered and the fiend is summoned. An uncommon variant of the trap exists in which a {@spell wall of force} spell traps both the prey and the summoned creature in the same area." + ] + }, + { + "source": "KPDM", + "page": 347, + "name": "Seven Flavors (of Doom)", + "trapHazType": "MAG", + "entries": [ + "{@i Magic school: evocation}", + "The number seven holds mystical importance in many civilizations, but only kobolds apply that veneration to their beloved art of trapmaking. The creation known as seven flavors is a deceptively simple trap in which eldritch needles spring from seven hidden tubes to strike a single target and release their charge.", + "The trap is detected with a successful DC 15 Wisdom ({@skill Perception}) check. It can be disarmed only with {@spell dispel magic}, though it can be avoided or rendered ineffective by blocking all seven holes. Each needle makes a ranged attack with a +8 bonus. On a hit, a needle deals 7 ({@damage 1d8 + 3}) damage of a different type from this list: lightning, fire, cold, acid, psychic, thunder, or necrotic." + ] + }, + { + "source": "KPDM", + "page": 347, + "name": "Step Softly", + "trapHazType": "MAG", + "entries": [ + "{@i Magic school: evocation/illusion}", + "The dwarven inventor of the trap known as step softly believed that adventurers are their own worst enemy, and couldn't resist using their eagerness against them. A room is built with a false floor too flimsy to support any weight above a pit trap and temporarily braced with magic to give it additional strength.", + "When everyone in the party has entered the room, glyphs blaze into view, covering every inch of the floor, appearing to trap the occupants in their spots. A successful DC 10 Intelligence ({@skill Arcana}) check reveals that the glyphs are used with evocation magic. A {@spell dispel magic} spell dismisses the glyphs and the magic that supports the floor, causing everything on the false floor to fall into the pit beneath the room. A {@spell detect magic} spell, coupled with a successful DC 18 Wisdom ({@skill Perception}) check, reveals the glyphs glowing with illusion magic and a layer of evocation magic under them." + ] + }, + { + "source": "KPDM", + "page": 347, + "name": "Dreamless Slumber", + "trapHazType": "MAG", + "entries": [ + "{@i Magic school: enchantment}", + "Sometimes capturing thieves is more important than permanently stopping them, and that was the impetus for creating the dreamless slumber trap, which layers an enchantment over a traditional needle trap on a chest or door. The trap is triggered by touching the chest or door. When that occurs, the creature takes 1 piercing damage and must succeed on a DC 15 Wisdom saving throw or fall into a dreamless, ageless, magical stasis. The stasis remains until it is successfully removed by {@spell dispel magic} (DC 17) or until three months have passed.", + "The trap can be detected with a successful DC 15 Intelligence ({@skill Investigation}) check, and disarmed with a successful DC 15 Dexterity check using {@item thieves' tools|PHB}." + ] + } + ], + "condition": [ + { + "name": "Void Taint", + "page": 333, + "source": "KPDM", + "entries": [ + "Void taint is a measure of how much the Void's influence has seeped into and corrupted a creature's essence. Accumulating too much Void taint causes madness and physical debilitation.", + "Whenever a creature is exposed to Void taint, it risks losing a small piece of itself to that influence. The Void attacks the very reality of the exposed creature, overwriting a fragment of its personal reality with a twisted version. An exposed creature must make a Charisma saving throw against a DC based on the severity of the exposure, as described on the Void Exposure table.", + "On a successful save, the creature might be shaken or upset by the experience, but suffers no ill effects. Once a creature has succeeded on a saving throw against a particular kind of Void exposure, it is unaffected by further exposures of the same type until it finishes a long rest.", + { + "type": "table", + "caption": "Void Exposure", + "colLabels": [ + "Creature...", + "Charisma Save DC" + ], + "colStyles": [ + "col-8", + "col-4" + ], + "rows": [ + [ + "finishes a rest within a Void-tainted area", + "10" + ], + [ + "learns Void-tainted lore", + "10" + ], + [ + "attunes to a Void-tainted magic item", + "15" + ], + [ + "learns a mythos magic or Void magic spell", + "10 + spell level" + ], + [ + "is subjected to a mythos magic or Void magic spell of 6th level or higher", + "Caster's spell save DC" + ], + [ + "encounters a creature of the Void for the first time", + "10 + creature's Charisma modifier" + ], + [ + "is exposed to the Void itself", + "20" + ] + ] + }, + "On a failed save, the creature gains 1 point of Void taint. A creature can accumulate an amount of Void taint equal to its proficiency bonus + its Charisma modifier (minimum of 2 points) without harm. When a creature's Void taint exceeds that number, it is afflicted with a form of indefinite madness and its Void taint total resets to 0. To determine which type of madness emerges, refer to the {@table Indefinite Madness|KPDM} table.", + "Instead of bearing this scar on its psyche, a creature can choose to channel the Void's influence into a physical change, known as a flesh warp. The Void can produce an infinite variety of these effects, ranging from subtle to terrifying; the {@table Flesh Warps|KPDM} table offers a number of possibilities. A creature that has any flesh warp has disadvantage on Charisma checks involving a creature not of the Void for any purpose other than intimidation.", + "On either the {@table Indefinite Madness|KPDM} table or the {@table Flesh Warps|KPDM} table, a die roll dictates the outcome unless the GM decides otherwise. Under no circumstances should a player be allowed to choose a desired result.", + { + "type": "entries", + "name": "Curing Flesh Warps and Void Taint", + "entries": [ + "A {@spell greater restoration} spell removes 1 point of Void taint from the target, in addition to curing the target's indefinite madness, if the creature succeeds on a DC 15 Charisma saving throw.", + "Flesh warps are permanent manifestations of the Void within the body of a tainted creature and are incredibly difficult to remove. A {@spell regenerate} spell or more powerful magic is required to rid a creature of a flesh warp." + ] + } + ] } ] } diff --git a/collection/Kobold Press; Tome of Heroes.json b/collection/Kobold Press; Tome of Heroes.json index 31359efdd8..02b53793a5 100644 --- a/collection/Kobold Press; Tome of Heroes.json +++ b/collection/Kobold Press; Tome of Heroes.json @@ -8416,7 +8416,7 @@ "choose": { "from": [ "enthrall", - "maddening whispers|DMS" + "maddening whispers|KPDM" ], "count": 1 } @@ -8431,7 +8431,7 @@ "choose": { "from": [ "fear", - "alone|DMS" + "alone|KPDM" ], "count": 1 } @@ -8447,7 +8447,7 @@ "choose": { "from": [ "vicious mockery", - "crushing curse|DMS" + "crushing curse|KPDM" ], "count": 1 } @@ -8468,7 +8468,7 @@ "type": "entries", "name": "Mad Fervor", "entries": [ - "The driving force behind your insanity has blessed you with a measure of its power. You know the {@spell vicious mockery} cantrip. When you reach 3rd level, you can cast the {@spell enthrall} spell with this trait, and starting at 5th level, you can cast the {@spell fear} spell with it. Once you cast a non-cantrip spell with this trait, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}. Charisma is your spellcasting ability for these spells. If you are using Deep Magic for 5th Edition, these spells are instead {@spell crushing curse|DMS}, {@spell maddening whispers|DMS}, and {@spell alone|DMS}, respectively." + "The driving force behind your insanity has blessed you with a measure of its power. You know the {@spell vicious mockery} cantrip. When you reach 3rd level, you can cast the {@spell enthrall} spell with this trait, and starting at 5th level, you can cast the {@spell fear} spell with it. Once you cast a non-cantrip spell with this trait, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}. Charisma is your spellcasting ability for these spells. If you are using Deep Magic for 5th Edition, these spells are instead {@spell crushing curse|KPDM}, {@spell maddening whispers|KPDM}, and {@spell alone|KPDM}, respectively." ] } ], diff --git a/creature/Kobold Press; Tome of Beasts 3.json b/creature/Kobold Press; Tome of Beasts 3.json index 25d13b1b74..f86cb88878 100644 --- a/creature/Kobold Press; Tome of Beasts 3.json +++ b/creature/Kobold Press; Tome of Beasts 3.json @@ -84627,7 +84627,7 @@ { "type": "item", "name": "Enhanced Spells.", - "entry": "Color-based spells (such as {@spell hypnotic pattern}, {@spell frenzied bolt|DMS} from {@loader Deep Magic|collection/Kobold Press; Deep Magic for 5th Edition.json}, or any {@filter \"prismatic\"|spells|search=prismatic} spell) cast within 1 mile of a prismatic dragon's lair become enhanced. When rolling damage for a spell of that type that deals damage, treat any 1 on a damage die as a 2 and increase the spell save DC by 1 (this doesn't affect the dragon's spells)." + "entry": "Color-based spells (such as {@spell hypnotic pattern}, {@spell frenzied bolt|KPDM} from {@loader Deep Magic|collection/Kobold Press; Deep Magic.json}, or any {@filter \"prismatic\"|spells|search=prismatic} spell) cast within 1 mile of a prismatic dragon's lair become enhanced. When rolling damage for a spell of that type that deals damage, treat any 1 on a damage die as a 2 and increase the spell save DC by 1 (this doesn't affect the dragon's spells)." }, { "type": "item",