diff --git a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json index 3a0403d66..1154567fd 100755 --- a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json +++ b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json @@ -1072,7 +1072,7 @@ "type": "entries", "name": "Tireless", "entries": [ - "When you finish a {@quickref resting|phb|2|0|short rest}, you can choose to lose up to one of your levels of {@condition exhaustion} and regain half your maximum hit points. You can't use this feature again until you finish a {@quickref resting|phb|2|0|long rest}." + "When you finish a {@quickref resting|phb|2|0|short rest}, you can choose to lose up to one of your levels of {@condition exhaustion} and regain half your maximum hit points. You can't use this feature again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -1216,7 +1216,7 @@ "type": "entries", "name": "Exceed Mortal Limits", "entries": [ - "As a bonus action on your turn, you can cause the alchemical processes animating you to grant you the ability to exceed mortal limitations. For the next minute, you ignore the effects of any {@condition exhaustion} levels you have. At the end of this minute, you gain a level of exhaustion. Once you use this trait, you must finish a {@quickref resting|phb|2|0|short or long rest} before you can use it again." + "As a bonus action on your turn, you can cause the alchemical processes animating you to grant you the ability to exceed mortal limitations. For the next minute, you ignore the effects of any {@condition exhaustion} levels you have. At the end of this minute, you gain a level of {@condition exhaustion}. Once you use this trait, you must finish a {@quickref resting|phb|2|0|short or long rest} before you can use it again." ] }, { @@ -1370,7 +1370,7 @@ "type": "entries", "name": "Vision Beyond Sight", "entries": [ - "You can take an action on your turn to open your third eye to vision beyond sight for one minute. While your third eye is open, you see {@condition invisible} creatures and objects as if they were visible, and you can see into the Ethereal Plane. You are immune to being {@condition blinded} while this ability is in use. If you were blinded before engaging this ability, that condition ends immediately. Once you use this trait, you must finish a {@quickref resting|phb|2|0|long rest} until you can use it again." + "You can take an action on your turn to open your third eye to vision beyond sight for one minute. While your third eye is open, you see {@condition invisible} creatures and objects as if they were visible, and you can see into the Ethereal Plane. You are immune to being {@condition blinded} while this ability is in use. If you were blinded before engaging this ability, that condition ends immediately. Once you use this trait, you must finish a {@quickref resting||2|0|long rest} until you can use it again." ] }, { @@ -1530,7 +1530,7 @@ "type": "entries", "name": "Eye Open", "entries": [ - "Oculi do not need to sleep, but must enter a resting state for 8 hours to benefit from a {@quickref resting|phb|2|0|long rest}. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as though you were awake." + "Oculi do not need to sleep, but must enter a resting state for 8 hours to benefit from a {@quickref resting||2|0|long rest}. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as though you were awake." ] }, { @@ -1572,7 +1572,7 @@ "entries": [ "Oculi do not have bodily orifices, such as ears, mouths, noses, or others. They experience taste, sound, and smell through a shallow and near-imperceptible membrane that surrounds their bodies, detecting and interpreting subtle stimuli. Oculi feed by absorbing nutrients through this membrane from bacteria and other microorganisms. An oculus can also “eat” more traditional foodstuffs by slowly absorbing the nutrients through contact with its membrane.", "Each oculus has a uniquely colored iris surrounding its large pupil, often with a myriad of intertwining colors. Other than body size and shape, these unique irises are the only way to tell individual oculi apart.", - "An oculus, while aware of bodily harm, does not experience pain as other creatures do. When an oculus's body has sustained enough damage, it will immediately enter a repair state that acts similarly to another creature's unconscious state." + "An oculus, while aware of bodily harm, does not experience pain as other creatures do. When an oculus's body has sustained enough damage, it will immediately enter a repair state that acts similarly to another creature's {@condition unconscious} state." ] }, { @@ -3217,7 +3217,7 @@ "type": "entries", "name": "Catch of the Day", "entries": [ - "When you are near a body of water you can spend 10 minutes fishing. You catch 10 fish which function identically to the berries created by the spell, {@spell goodberry}. Once you use this trait, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + "When you are near a body of water you can spend 10 minutes fishing. You catch 10 fish which function identically to the berries created by the spell, {@spell goodberry}. Once you use this trait, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] } ] @@ -4576,7 +4576,7 @@ "type": "list", "items": [ "You can roll a {@dice d6} in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the Pugilist table.", - "When you use the {@action Attack} action on your turn and make only unarmed strikes, attacks with pugilist weapons, {@action shove|PHB|shoves}, or {@action grapple|PHB|grapples}, you can use a bonus action to make one grapple or unarmed strike." + "When you use the {@action Attack} action on your turn and make only unarmed strikes, attacks with pugilist weapons, {@action shove|PHB|shoves}, or {@action grapple||grapples}, you can use a bonus action to make one grapple or unarmed strike." ] } ] @@ -4768,7 +4768,7 @@ "level": 9, "entries": [ "Starting at 9th level, when you use your {@classFeature Bloodied but Unbowed|Pugilist|UltimateAdventurer|3} feature, you can choose to also use this feature. If you do, you add your proficiency bonus to the damage of your unarmed strikes and {@classFeature Fisticuffs|Pugilist|UltimateAdventurer|1||pugilist weapons} for the next minute.", - "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -4813,7 +4813,7 @@ "classSource": "UltimateAdventurer", "level": 13, "entries": [ - "Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a {@quickref resting|phb|2|0|long rest} in a settlement during which time you spend at least two hours {@variantrule downtime activity: carousing|DMG|carousing}, you gain advantage on all Charisma ({@skill Persuasion}) and Charisma ({@skill Intimidation}) rolls made against the people who live there." + "Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a {@quickref resting||2|0|long rest} in a settlement during which time you spend at least two hours {@variantrule downtime activity: carousing|DMG|carousing}, you gain advantage on all Charisma ({@skill Persuasion}) and Charisma ({@skill Intimidation}) rolls made against the people who live there." ] }, { @@ -4870,7 +4870,7 @@ "level": 18, "entries": [ "Starting at 18th level, when you are reduced to 0 hit points, you can channel your fighting spirit. When you do, you regain half of your maximum hit points, half of your maximum moxie points, and do not suffer the effects of any levels of {@condition exhaustion} you have for the next 10 minutes. At the end of those 10 minutes, you gain a level of {@condition exhaustion}.", - "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -4893,7 +4893,7 @@ "classSource": "UltimateAdventurer", "level": 20, "entries": [ - "At 20th level, your Strength and Constitution ability scores increase by 2 to a maximum of 22. Additionally, when you take a {@quickref resting|phb|2|0|long rest} you recover 2 levels of {@condition exhaustion} instead of 1 and you regain all your expended Hit Dice instead of half." + "At 20th level, your Strength and Constitution ability scores increase by 2 to a maximum of 22. Additionally, when you take a {@quickref resting||2|0|long rest} you recover 2 levels of {@condition exhaustion} instead of 1 and you regain all your expended Hit Dice instead of half." ] } ], @@ -4908,7 +4908,7 @@ "page": 154, "type": "section", "entries": [ - "A drow enters a tavern, hitting his head on the door frame and tripping on a chair leg. As he rises back to his feet, a brawl begins amongst a couple other patrons. With a look, a sigh, and flick of his wrist, the brawlers both slip on an errant puddle of grog, hit their heads on tabletops, and fall unconscious. Finally arriving at the bar, the drow can enjoy his drinks.", + "A drow enters a tavern, hitting his head on the door frame and tripping on a chair leg. As he rises back to his feet, a brawl begins amongst a couple other patrons. With a look, a sigh, and flick of his wrist, the brawlers both slip on an errant puddle of grog, hit their heads on tabletops, and fall {@condition unconscious}. Finally arriving at the bar, the drow can enjoy his drinks.", "An elf argues with herself as she engages an orc raiding party in combat. Recalcitrantly, a spirit exits the elf's body, a thin cord of Ethereal energy connecting the two, and fights alongside her, unleashing a terrible scream that causes the bandits all to drop dead of fright.", "Wielding a terrible blade, a human engages the palace guards, slicing her adversaries in twain as if they were cloth. An archer comes around the corner, and she throws her sword, impaling the guard before he can even nock an arrow. As the vile weapon reappears in her outstretched hand, she saunters into the throne room, staring at the quivering king with death in her eyes. At last, the crown is hers.", "Accurseds are afflicted with a permanent magic that is inconvenient at best and debilitating at worst. But magic is still magic, and accurseds have found a way to harness the power of their curse to their own ends, while managing some of the worst symptoms of their condition. Either way, their curse is now theirs to use however they see fit.", @@ -11741,7 +11741,7 @@ "header": 2, "entries": [ "At 3rd level, you create a helm beset with gems, prisms, and glass that enhances your natural cognitive abilities. This helm counts as a spellcasting focus for your artificer spells. While you are wearing this helm, you know a number of the following cantrips your choice up to your Intelligence modifier (minimum one cantrip) {@spell guidance}, {@spell mage hand}, {@spell message}, {@spell mind sliver|TCE}, and {@spell prediction|UltimateAdventurer}. If the cantrip is normally not on the artificer spell list, it counts as an artificer spell for you.", - "When you finish a {@quickref resting|phb|2|0|long rest}, you can replace any number of cantrips from this list with an equal number of cantrips from this list.", + "When you finish a {@quickref resting||2|0|long rest}, you can replace any number of cantrips from this list with an equal number of cantrips from this list.", "If you ever lose your cerebral helm, you can create another one with 8 hours of work and 10 gp of materials. Creating a new cerebral helm causes the old one to immediately and permanently cease functioning." ] }, @@ -11788,7 +11788,7 @@ }, { "type": "item", - "entry": "You can use a bonus action to refract your will and focus through the crystalline lenses of the helm. For the next 10 minutes, you cannot lose {@condition concentration} on a spell as the result of taking damage and you can concentrate on a maximum of two artificer spells, instead of one. During this time, if you cast a third artificer spell that requires concentration, you decide which of the other two to end your concentration on. Once you use this bonus action, you can't use it again and you lose all other benefits granted by this feature until you finish a {@quickref resting|phb|2|0|long rest}." + "entry": "You can use a bonus action to refract your will and focus through the crystalline lenses of the helm. For the next 10 minutes, you cannot lose {@condition concentration} on a spell as the result of taking damage and you can concentrate on a maximum of two artificer spells, instead of one. During this time, if you cast a third artificer spell that requires concentration, you decide which of the other two to end your concentration on. Once you use this bonus action, you can't use it again and you lose all other benefits granted by this feature until you finish a {@quickref resting||2|0|long rest}." } ] } @@ -11924,7 +11924,7 @@ "level": 3, "header": 2, "entries": [ - "At 3rd level, you learn how to produce magical explosives. When you finish a {@quickref resting|phb|2|0|long rest}, you can use potter's tools or tinker's tools to magically create a number of explosive charges equal to half your artificer level, rounded up. When you finish your next long rest, any charges you have cease functioning.", + "At 3rd level, you learn how to produce magical explosives. When you finish a {@quickref resting||2|0|long rest}, you can use potter's tools or tinker's tools to magically create a number of explosive charges equal to half your artificer level, rounded up. When you finish your next long rest, any charges you have cease functioning.", "As an action, you can expend and throw one of your charges to a point you can see within 60 feet of you. When you do, you decide its type, choosing from one of the options on the Explosive Charges table. When the charge detonates, it explodes in a 10-foot radius sphere centered on the point to which you threw it. Any creature within the sphere that isn't behind {@quickref Cover|PHB|3|0|full cover} must make a Dexterity saving throw against your spell save DC. Each creature that failed its saving throw, as well as any structure and object that isn't being worn or carried, takes {@damage 2d6} force damage. A creature that succeeds on its saving throw takes half damage. The explosion emits a thunderous boom audible out to a range of 300 feet.", "If you have no charges, you can use {@item potter's tools|PHB} or {@item tinker's tools|PHB} as an action and expend a spell slot to magically create a number of charges equal to the level of the expended spell slot.", "The damage of your explosive charges increases by {@damage 1d6} when you reach certain levels in this class: 9th ({@damage 3d6}), 15th ({@damage 4d6}), and 20th ({@damage 5d6}).", @@ -12128,9 +12128,9 @@ "header": 2, "entries": [ "At 3rd level, you learn how to create magical vehicles that can be used to navigate many kinds of terrain. Using {@item smith's tools|PHB} or {@item tinker's tools|PHB}, you can take an action to magically create a Medium or Large vehicle in the space of a willing creature within 5 feet of you that is Large or smaller. The creature can immediately mount the vehicle if it is no larger than the vehicle.", - "Once you create a vehicle with this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest} or until you expend a spell slot to create another one. You can have only one vehicle from this feature at a time; if you create a new vehicle with this feature while you already have one, the previous vehicle disappears.", + "Once you create a vehicle with this feature, you can't do so again until you finish a {@quickref resting||2|0|long rest} or until you expend a spell slot to create another one. You can have only one vehicle from this feature at a time; if you create a new vehicle with this feature while you already have one, the previous vehicle disappears.", "The vehicle is a magical object. It has AC equal to 12 + your Intelligence modifier and a number of hit points equal to 10 times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. It disappears if it is reduced to 0 hit points or if you dismiss it as an action.", - "Only one creature can ride the vehicle at a time. The rider can use half its speed to dismount the vehicle, exiting into an unoccupied space within 5 feet of the vehicle. On a subsequent turn while the vehicle has no rider, a creature no larger than the vehicle within 5 feet of the vehicle can use half its speed to mount it. If an effect causes the vehicle to move against the rider's will or knocks the vehicle {@condition prone}, the rider must succeed on a {@dc 10} Dexterity saving throw or fall out of the vehicle, landing prone in a space within 5 feet of it. The rider also falls out of the vehicle in this way if the rider is knocked prone.", + "Only one creature can ride the vehicle at a time. The rider can use half its speed to dismount the vehicle, exiting into an unoccupied space within 5 feet of the vehicle. On a subsequent turn while the vehicle has no rider, a creature no larger than the vehicle within 5 feet of the vehicle can use half its speed to mount it. If an effect causes the vehicle to move against the rider's will or knocks the vehicle {@condition prone}, the rider must succeed on a {@dc 10} Dexterity saving throw or fall out of the vehicle, landing {@condition prone} in a space within 5 feet of it. The rider also falls out of the vehicle in this way if the rider is knocked {@condition prone}.", "When you create the vehicle, you determine its appearance and decide which type it is, choosing from the options on the Mechanical Marvels table.", { "type": "table", @@ -12340,7 +12340,7 @@ "At 3rd level, your experimentation has borne fruit in the form of a domesticated ooze. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Domesticated Ooze stat block, which uses your proficiency bonus (PB) in several places. The domesticated ooze is a malleable, translucent blob, but you otherwise choose its appearance; this has no effect on the {@creature domesticated ooze|UltimateAdventurer}'s statistics.", "In combat, the ooze shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the ooze can take any action of its choice, not just Dodge.", "If you spend a minute treating your ooze with {@item alchemist's supplies|PHB}, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot. The ooze returns to life after 1 minute with all its hit points restored.", - "At the end of a {@quickref resting|phb|2|0|long rest}, you can create a new domesticated ooze if you have alchemist's supplies with you. If you already have an ooze from this feature, the first one immediately perishes. The ooze also perishes if you die." + "At the end of a {@quickref resting||2|0|long rest}, you can create a new domesticated ooze if you have alchemist's supplies with you. If you already have an ooze from this feature, the first one immediately perishes. The ooze also perishes if you die." ] }, { @@ -12617,7 +12617,7 @@ "Until the spell ends, you can use a bonus action and expend a scrap slot to cause the scrapwave to heat up until the start of your next turn. Until then, the spell deals an additional {@damage 2d8} fire damage when a creature fails its saving throw against it." ] }, - "Once you use this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}, unless you expend a 5th level spell slot to use it again." + "Once you use this feature, you can't do so again until you finish a {@quickref resting||2|0|long rest}, unless you expend a 5th level spell slot to use it again." ] }, { @@ -12724,7 +12724,7 @@ "header": 2, "entries": [ "Beginning at 3rd level, you learn how to modify your body with magical implants called {@filter modules|optionalfeatures|source=|feature type=magmod}. You learn three modules of your choice from the options presented at the end of this specialization. When you gain a level in this class, you can replace one module you know with a different module.", - "You can install two modules at a time. When you finish a {@quickref resting|phb|2|0|long rest}, you can replace any number of your installed modules with other modules you know. While a module is installed, you gain the benefits described and can surge it to gain an additional benefit. Once you have surged a module, you can't surge the same module again until you finish a {@quickref resting|phb|2|0|long rest}. You can use an action and expend a spell slot to regain the ability to surge a number of installed modules of your choice up to the level of the expended spell slot.", + "You can install two modules at a time. When you finish a {@quickref resting||2|0|long rest}, you can replace any number of your installed modules with other modules you know. While a module is installed, you gain the benefits described and can surge it to gain an additional benefit. Once you have surged a module, you can't surge the same module again until you finish a {@quickref resting||2|0|long rest}. You can use an action and expend a spell slot to regain the ability to surge a number of installed modules of your choice up to the level of the expended spell slot.", "At higher levels, you learn additional modules and can have more modules installed simultaneously. You learn two additional modules at 5th level, and again at 9th and 15th level. You can have one additional module installed at 5th level (3 modules), and another at 9th (4 modules) and 15th level (5 modules)." ] }, @@ -12753,7 +12753,7 @@ "level": 9, "header": 2, "entries": [ - "Starting at 9th level, when you finish a {@quickref resting|phb|2|0|short rest}, you can regain the ability to {@subclassFeature Self Reforged|Artificer|TCE|Transmortalist|UltimateAdventurer|3||surge} all your {@filter modules|optionalfeatures|source=|feature type=magmod}. If you do, you can also replace any number of installed modules with an equal number of other modules you know. Once you use this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}." + "Starting at 9th level, when you finish a {@quickref resting|phb|2|0|short rest}, you can regain the ability to {@subclassFeature Self Reforged|Artificer|TCE|Transmortalist|UltimateAdventurer|3||surge} all your {@filter modules|optionalfeatures|source=|feature type=magmod}. If you do, you can also replace any number of installed modules with an equal number of other modules you know. Once you use this feature, you can't do so again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -12776,7 +12776,7 @@ "Your weapon attacks deal additional force damage equal to your Intelligence modifier (minimum +1)." ] }, - "When these benefits end, you choose which five modules remain installed and regain the ability to surge all of your modules. Once you use this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}." + "When these benefits end, you choose which five modules remain installed and regain the ability to surge all of your modules. Once you use this feature, you can't do so again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -12873,7 +12873,7 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, wild creatures know you as a friend, and will jump to your aid. You learn the {@spell conjure animals} and {@spell summon beast|TCE} spells, which count as bard spells for you and don't count against the number of spells you know. You can also cast either spell once with this feature without expending a spell slot or requiring material components, and you regain the ability to do so when you finish a {@quickref resting|phb|2|0|long rest}." + "Starting at 6th level, wild creatures know you as a friend, and will jump to your aid. You learn the {@spell conjure animals} and {@spell summon beast|TCE} spells, which count as bard spells for you and don't count against the number of spells you know. You can also cast either spell once with this feature without expending a spell slot or requiring material components, and you regain the ability to do so when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -13127,7 +13127,7 @@ "type": "list", "items": [ "Whenever you speak, you can cause your voice to boom up to five times as loud as normal.", - "You can cast the {@spell enthrall} spell once without expending a spell slot. You regain the use of this ability whenever you expend a spell slot of 3rd level or higher to cast a {@filter bard spell|spells|source=|class=bard} or when you finish a {@quickref resting|phb|2|0|long rest}.", + "You can cast the {@spell enthrall} spell once without expending a spell slot. You regain the use of this ability whenever you expend a spell slot of 3rd level or higher to cast a {@filter bard spell|spells|source=|class=bard} or when you finish a {@quickref resting||2|0|long rest}.", "As an action, you can cause light to shine down upon you. {@quickref Vision and Light|PHB|2||Bright white light} shines within a 5-foot radius, 20-foot-high cylinder centered on you, with {@quickref Vision and Light|PHB|2||dim light} shining a further 5 feet beyond the radius. The cylinder remains centered on you as you move. The light disappears when you become {@condition incapacitated} or when you choose to dismiss it on your turn (no action required)." ] } @@ -13437,11 +13437,11 @@ "header": 2, "entries": [ "At 3rd level, you have learned to create a puppet companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the {@creature animated marionette|UltimateAdventurer} stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance, which has no effect on its game statistics.", - "In combat, the animated marionette shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You must be holding the marionette's control rod to use a bonus action to command it. If you are incapacitated, the marionette can take any action of its choice, not just {@action Dodge}.", + "In combat, the animated marionette shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You must be holding the marionette's control rod to use a bonus action to command it. If you are {@condition incapacitated}, the marionette can take any action of its choice, not just {@action Dodge}.", "If the {@spell mending} cantrip is cast on it and it has at least 1 hit point, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your {@item woodcarver's tools|PHB} as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The animated marionette returns to life after 1 minute with all its hit points restored.", "While the animated marionette has one of your {@classFeature Bardic Inspiration|Bard||1} dice, you can use your reaction to roll and expend the die when a creature within 30 feet of the marionette makes an ability check, attack roll, or saving throw. When you do, add the result of the Bardic Inspiration die to the roll. You can choose to use this ability after the {@dice d20} is rolled but must use it before the DM declares whether the roll was a success or a failure.", "When you expend a spell slot of 6th level or higher to cast a {@filter bard spell|spells|source=|class=bard} and your animated marionette has less than three uses of its tangled thread action, it regains one use of the action.", - "At the end of a {@quickref resting|phb|2|0|long rest}, you can create a new animated marionette if you have your {@item woodcarver's tools|PHB} with you. If you already have an animated marionette from this feature, the first one immediately perishes. The marionette also perishes if you die." + "At the end of a {@quickref resting||2|0|long rest}, you can create a new animated marionette if you have your {@item woodcarver's tools|PHB} with you. If you already have an animated marionette from this feature, the first one immediately perishes. The marionette also perishes if you die." ] }, { @@ -13469,7 +13469,7 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, when you command your {@creature animated marionette|UltimateAdventurer} to use its Tangled Thread action, you can choose to target all creatures of your choice within 30 feet of the animated marionette, instead of one creature within 60 feet. Once you do, you can’t use this feature again until you finish a {@quickref resting|phb|2|0|long rest}." + "Starting at 14th level, when you command your {@creature animated marionette|UltimateAdventurer} to use its Tangled Thread action, you can choose to target all creatures of your choice within 30 feet of the animated marionette, instead of one creature within 60 feet. Once you do, you can’t use this feature again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -13681,7 +13681,7 @@ "type": "entries", "name": "Spell Slots", "entries": [ - "The Kabuki Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all of your expended spell slots when you finish a {@quickref resting|phb|2|0|long rest}." + "The Kabuki Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all of your expended spell slots when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -14846,7 +14846,7 @@ "type": "item", "name": "Sleep", "entries": [ - "You exhale sleep gas. Each creature in the area must succeed on a Constitution saving throw or fall {@condition unconscious} for 1 minute. This effect ends for a creature if it takes damage or if a creature within 5 feet of the unconscious creature uses an action to wake it. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling." + "You exhale sleep gas. Each creature in the area must succeed on a Constitution saving throw or fall {@condition unconscious} for 1 minute. This effect ends for a creature if it takes damage or if a creature within 5 feet of the {@condition unconscious} creature uses an action to wake it. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling." ] }, { @@ -15035,7 +15035,7 @@ "header": 2, "entries": [ "Starting at 18th level, you can use your action to cause your eye spy to project an area of antimagic, as in the {@spell antimagic field} spell, in a 30-foot cone originating from it for 1 minute, or until the eye spy becomes {@condition unconscious} or dies. The cone moves with your eye spy, and at the start of each of your turns for the duration, you decide which way the cone faces and whether the cone is active for that round. The area works against the eye spy's own {@creature eye spy|UltimateAdventurer|eye rays}.", - "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -15093,7 +15093,7 @@ "header": 2, "entries": [ "Also starting at 3rd level, you can use a bonus action to cast the {@spell enlarge/reduce} spell, targeting yourself and choosing the enlarge option. When you do, the extra damage applies to your unarmed strikes as well as weapons, and the spell's duration changes to 10 minutes and does not require {@condition concentration}. Intelligence is your spellcasting ability for this spell.", - "You can cast the spell with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a {@quickref resting|phb|2|0|long rest}." + "You can cast the spell with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -15189,7 +15189,7 @@ }, "entries": [ "Starting when you join this order at 3rd level, you harbor a wellspring of psionic energy due to the illithid tadpole attached to your brain. This energy is represented by your Psionic Energy dice, which are each the same size as your hemocraft die. You have a number of these equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.", - "Some of these powers expend the Psionic Energy die they use, as specified in the power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a {@quickref resting|phb|2|0|long rest}. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a {@quickref resting|phb|2|0|short or long rest}.", + "Some of these powers expend the Psionic Energy die they use, as specified in the power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a {@quickref resting||2|0|long rest}. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a {@quickref resting|phb|2|0|short or long rest}.", "The powers below use your Psionic Energy dice.", { "type": "list", @@ -15253,7 +15253,7 @@ "amount": 1 }, "entries": [ - "At 7th level, you learn to use your psionic power to strike at those who attempt to touch your mind. When you become subjected to an effect from a creature that would charm you, frighten you, read your thoughts, or deal psychic damage to you, you can use your reaction to expend and roll a {@subclassFeature Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3||Psionic Energy die}. The creature takes psychic damage equal to twice the number rolled, and you add the number rolled to the next saving throw you make against the triggering effect this turn." + "At 7th level, you learn to use your psionic power to strike at those who attempt to touch your mind. When you become subjected to an effect from a creature that would {@condition charmed||charm} you, {@condition frightened||frighten} you, read your thoughts, or deal psychic damage to you, you can use your reaction to expend and roll a {@subclassFeature Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3||Psionic Energy die}. The creature takes psychic damage equal to twice the number rolled, and you add the number rolled to the next saving throw you make against the triggering effect this turn." ] }, { @@ -15272,7 +15272,7 @@ }, "entries": [ "Starting at 11th level, as an action, you can release a wave of psionic force that rattles its victims' minds. Each creature of your choice in a 15-foot cone originating from you must make an Intelligence saving throw. A creature takes psychic damage equal to four rolls of your {@subclassFeature Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3||Psionic Energy die} and is {@condition stunned} until the end of your next turn on a failed save, or takes half damage and isn't stunned on a successful one.", - "Once you take this action, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}, unless you expend three Psionic Energy dice to take it again." + "Once you take this action, you can't do so again until you finish a {@quickref resting||2|0|long rest}, unless you expend three Psionic Energy dice to take it again." ] }, { @@ -15366,7 +15366,7 @@ }, "entries": [ "Also at 3rd level, you create an alternate persona that you can adopt or discard as a bonus action on your turn. When you create an alternate persona, you should give the persona a striking name as well as some physical signifier (such as a mask, colorful cape, or another prominent idiosyncratic feature). Unless you tell a creature, or the creature sees you adopt your persona, they do not know you and the adopted persona are the same person.", - "Additionally, you have a pool of persona points equal to 3 + your Charisma modifier (minimum 3 points). When you use an ability that costs {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points}, you can spend persona points instead. In addition, before you make a Charisma ability check, you can spend a persona point to add your Strength modifier to the result. You can only use persona points while you have adopted your persona. You regain all expended persona points when you finish a {@quickref resting|phb|2|0|long rest}." + "Additionally, you have a pool of persona points equal to 3 + your Charisma modifier (minimum 3 points). When you use an ability that costs {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points}, you can spend persona points instead. In addition, before you make a Charisma ability check, you can spend a persona point to add your Strength modifier to the result. You can only use persona points while you have adopted your persona. You regain all expended persona points when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -15411,7 +15411,7 @@ "entries": [ "Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your attacks on your turn with this signature move.", "When you use your signature move, you can jump in any direction up to your speed and make an attack roll with advantage against a creature within your reach. On a hit, the attack scores a critical hit and the creature is {@condition stunned} until the end of your next turn.", - "If you hit with your signature move, you must finish a {@quickref resting|phb|2|0|long rest} before you can use it again. If you miss with your signature move, you regain the use of it after 1 minute." + "If you hit with your signature move, you must finish a {@quickref resting||2|0|long rest} before you can use it again. If you miss with your signature move, you regain the use of it after 1 minute." ] }, { @@ -15508,7 +15508,7 @@ "level": 11, "header": 2, "entries": [ - "Starting at 11th level, when you take a {@quickref resting|phb|2|0|long rest} in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous familiar settlement with the current one. You gain the following benefits while in a familiar settlement:", + "Starting at 11th level, when you take a {@quickref resting||2|0|long rest} in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous familiar settlement with the current one. You gain the following benefits while in a familiar settlement:", { "type": "list", "items": [ @@ -15663,7 +15663,7 @@ "amount": 1 }, "entries": [ - "Beginning at 17th level, your hound's spirit is as unbreakable as yours. When your hound takes damage that reduces its current hit points to half its maximum hit points or less, you can use your reaction to let your hound off the chain. When you do, it immediately gains {@quickref temporary hit points||3|0} equal to four times your pugilist level and, for the next minute, its speed increases by 15 feet and it can take the bite or {@action Dodge} action (your choice) each turn you don't command it. Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + "Beginning at 17th level, your hound's spirit is as unbreakable as yours. When your hound takes damage that reduces its current hit points to half its maximum hit points or less, you can use your reaction to let your hound off the chain. When you do, it immediately gains {@quickref temporary hit points||3|0} equal to four times your pugilist level and, for the next minute, its speed increases by 15 feet and it can take the bite or {@action Dodge} action (your choice) each turn you don't command it. Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -15793,8 +15793,8 @@ }, "entries": [ "Starting at 17th level, you can use an action and expend 6 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to attempt to execute a creature of your choice within reach by magically burrowing your hand into its body and extracting its innards. The creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failure, the creature takes 100 piercing damage. On a success, the creature takes 50 piercing damage instead.", - "If this damage reduces the target to 0 hit points or less, it immediately dies as you rip a hole through it, creating a stomach-turning fountain of viscera. When this happens, each creature within 30 feet of you who can see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be {@condition frightened} of you for 1 minute. A creature who fails the saving throw can make the Wisdom saving throw again at the end of each of its turns, ending the frightened condition early on a success.", - "Once you use this feature, you must finish a {@quickref resting|phb|2|0|long rest} before you can use it again." + "If this damage reduces the target to 0 hit points or less, it immediately dies as you rip a hole through it, creating a stomach-turning fountain of viscera. When this happens, each creature within 30 feet of you who can see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be {@condition frightened} of you for 1 minute. A creature who fails the saving throw can make the Wisdom saving throw again at the end of each of its turns, ending the {@condition frightened} condition early on a success.", + "Once you use this feature, you must finish a {@quickref resting||2|0|long rest} before you can use it again." ] }, { @@ -15926,7 +15926,7 @@ "header": 2, "entries": [ "Starting at 11th level, whenever you make a Charisma check, you can substitute your Strength modifier for your Charisma modifier.", - "Additionally, when you succeed on an {@skill Intimidation} or {@skill Performance} check involving a black powder weapon you're holding, you regain 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point}, up to your maximum. You can regain a number of moxie points with this feature equal to your proficiency bonus, and you regain all of your expended uses when you finish a {@quickref resting|phb|2|0|long rest}." + "Additionally, when you succeed on an {@skill Intimidation} or {@skill Performance} check involving a black powder weapon you're holding, you regain 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point}, up to your maximum. You can regain a number of moxie points with this feature equal to your proficiency bonus, and you regain all of your expended uses when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -15945,7 +15945,7 @@ }, "entries": [ "Starting at 17th level, you can cast the {@spell duel of destiny|UltimateAdventurer} spell. Strength is your spellcasting ability for the spell. When you cast the spell with this feature, you can immediately make an unarmed strike or attack with a pugilist weapon as a bonus action, and if the spell ends as a result of the target dropping to 0 hit points, you regain all of your expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points}.", - "Once you cast the spell using this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}." + "Once you cast the spell using this feature, you can't do so again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -16045,7 +16045,7 @@ "header": 2, "entries": [ "At 6th level, your tinkering with your chronal capacitor has led you to experimentation with other technological techniques. You learn two {@filter artificer infusions|optionalfeatures|source=|feature type=ai|prerequisite=sor%3d1} of your choice from those available to the artificer class. For every two levels you have in this class, you count as having one artificer level for the purpose of meeting an infusion's prerequisites.", - "When you finish a {@quickref resting|phb|2|0|long rest}, you can use {@item tinker's tools|PHB} to imbue a nonmagical object with one of your infusions, turning it into a magic item. You must follow all of the other rules for {@classFeature Infuse Item|Artificer|TCE|2||infusing an item}, and you can have up to two objects infused at any given time.", + "When you finish a {@quickref resting||2|0|long rest}, you can use {@item tinker's tools|PHB} to imbue a nonmagical object with one of your infusions, turning it into a magic item. You must follow all of the other rules for {@classFeature Infuse Item|Artificer|TCE|2||infusing an item}, and you can have up to two objects infused at any given time.", "When you gain a level in this class, you can replace one of the infusions you know with another infusion for which you meet the prerequisites." ] }, @@ -16066,7 +16066,7 @@ "entries": [ "Starting at 11th level, when you hit a creature with an unarmed strike while wearing your chronal capacitor, you can spend 3 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to attempt to knock it out of the timestream. The target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become magically lost between the boundaries of space-time for 1 minute.", "While there, the target is {@condition incapacitated}, can't be affected by the attacks or effects of creatures other than itself, and can repeat the saving throw at the end of each of its turns. If it succeeds on the saving throw, if your chronal capacitor harness is destroyed, or if you lose {@condition concentration} (as though concentrating on a spell), the target reappears in the space it left or in the nearest unoccupied space if its former space is occupied.", - "If the target doesn't reappear before the full minute has elapsed, it reappears 7 days later in the space it left or in the nearest unoccupied space if that space is occupied, and you can't use this feature again until you finish a {@quickref resting|phb|2|0|long rest}." + "If the target doesn't reappear before the full minute has elapsed, it reappears 7 days later in the space it left or in the nearest unoccupied space if that space is occupied, and you can't use this feature again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -16080,8 +16080,8 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, you can use an action while wearing your chronal capacitor to magically summon a future version of yourself to the present. This time clone appears in an unoccupied space of your choice within 30 feet of you. The time clone takes its turns immediately after yours, and you control it just as you would yourself. It has your statistics, hit points, racial traits, class features, and equipment, each treated as though the time clone has just finished a {@quickref resting|phb|2|0|long rest} at the next day's dawn. The time clone disappears after 1 minute, if it is reduced to 0 hit points or dies, or if you die. The time clone immediately dies if it attempts to share future knowledge or use this feature, the paradox tearing it asunder.", - "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + "Starting at 17th level, you can use an action while wearing your chronal capacitor to magically summon a future version of yourself to the present. This time clone appears in an unoccupied space of your choice within 30 feet of you. The time clone takes its turns immediately after yours, and you control it just as you would yourself. It has your statistics, hit points, racial traits, class features, and equipment, each treated as though the time clone has just finished a {@quickref resting||2|0|long rest} at the next day's dawn. The time clone disappears after 1 minute, if it is reduced to 0 hit points or dies, or if you die. The time clone immediately dies if it attempts to share future knowledge or use this feature, the paradox tearing it asunder.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -16186,7 +16186,7 @@ "type": "item", "name": "Pocket Sand", "entries": [ - "You can use a bonus action to attempt to blind a creature within 5 feet. The creature must make a Constitution saving throw. On a failure, you regain 1 expended moxie point and the creature is {@condition blinded} until the end of its next turn." + "You can use a bonus action to attempt to {@condition blinded||blind} a creature within 5 feet. The creature must make a Constitution saving throw. On a failure, you regain 1 expended moxie point and the creature is {@condition blinded} until the end of its next turn." ] } ] @@ -16223,7 +16223,7 @@ "header": 2, "entries": [ "Starting at 17th level, you gain the ability to offend every creature in the room with minimal effort. When you use your {@subclassFeature Salty Salute|Pugilist|UltimateAdventurer|Piss & Vinegar|UltimateAdventurer|3} feature, you can choose to target a number of creatures within 60 feet who can see or hear you up to your level in this class, instead of a single creature. You regain 1 expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} the first time each target hits you with an attack before the start of your next turn.", - "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -16262,7 +16262,7 @@ { "type": "list", "items": [ - "You suffer from {@condition exhaustion} as if you had one less level than you do. You do not die from exhaustion until you gain a seventh level. At 11th level, you suffer from exhaustion as if you had two less levels than you do, at which point you do not die from exhaustion until you gain an eighth level.", + "You suffer from {@condition exhaustion} as if you had one less level than you do. You do not die from {@condition exhaustion} until you gain a seventh level. At 11th level, you suffer from {@condition exhaustion} as if you had two less levels than you do, at which point you do not die from {@condition exhaustion} until you gain an eighth level.", "You have advantage on death saving throws.", "If a spell, such as {@spell raise dead}, has the sole effect of restoring you to life, the caster doesn't need material components to cast the spell on you." ] @@ -16282,7 +16282,7 @@ "header": 2, "entries": [ "Also starting at 3rd level, you can use an action to cast the {@spell cause fear|XGE} spell. Constitution is your spellcasting ability for this spell.", - "While a creature is {@condition frightened} of you as a result of this spell, if it moves more than half of its movement speed on a turn, it must succeed on a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or fall {@condition prone} and have its speed reduced to 0 until the start of its next turn. Additionally, creatures who are frightened of you as a result of this spell cannot hide from you and do not gain any of the benefits of {@condition invisible|PHB|invisibility} against you.", + "While a creature is {@condition frightened} of you as a result of this spell, if it moves more than half of its movement speed on a turn, it must succeed on a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or fall {@condition prone} and have its speed reduced to 0 until the start of its next turn. Additionally, creatures who are {@condition frightened} of you as a result of this spell cannot hide from you and do not gain any of the benefits of {@condition invisible||invisibility} against you.", "Once you cast the spell with this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|short or long rest}." ] }, @@ -16312,8 +16312,8 @@ "level": 11, "header": 2, "entries": [ - "Starting at 11th level, when you take damage that would reduce you to 0 hit points or kill you outright, you can use your reaction to be reduced to 1 hit point instead. When you do, you gain temporary hit points equal to 5 × your pugilist level, and you regain all expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} and the use of your No Escape and Grave Cold Fury features. One minute after you use this feature, you gain two levels of exhaustion.", - "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + "Starting at 11th level, when you take damage that would reduce you to 0 hit points or kill you outright, you can use your reaction to be reduced to 1 hit point instead. When you do, you gain temporary hit points equal to 5 x your pugilist level, and you regain all expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} and the use of your No Escape and Grave Cold Fury features. One minute after you use this feature, you gain two levels of {@condition exhaustion}.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -16333,7 +16333,7 @@ "items": [ "Your maximum hit points can't be reduced.", "You have resistance to necrotic damage.", - "When a spell or effect would cause a creature to become {@condition frightened} of you, it ignores any immunity to the frightened condition the target may have." + "When a spell or effect would cause a creature to become {@condition frightened} of you, it ignores any immunity to the {@condition frightened} condition the target may have." ] } ], @@ -16426,7 +16426,7 @@ "amount": 1 }, "entries": [ - "Starting at 6th level, your fists can punch nothing and still be devastating. When you take the Attack action, you can spend 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} to replace one of your attacks with a punch to the empty space in front of you. When you do, you erase up to 30 feet of empty space ahead of you, allowing you to choose between propelling yourself forward or pulling the closest, unanchored creature or object towards you. The DC for saving throws called for by this feature equals 8 + your proficiency bonus + your Strength modifier.", + "Starting at 6th level, your fists can punch nothing and still be devastating. When you take the {@action Attack} action, you can spend 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} to replace one of your attacks with a punch to the empty space in front of you. When you do, you erase up to 30 feet of empty space ahead of you, allowing you to choose between propelling yourself forward or pulling the closest, unanchored creature or object towards you. The DC for saving throws called for by this feature equals 8 + your proficiency bonus + your Strength modifier.", { "type": "list", "style": "list-hang-notitle", @@ -16442,7 +16442,7 @@ "type": "item", "name": "Pulling a Target", "entries": [ - "If the target is an unanchored object weighing less than your carrying capacity, it flies and lands in an unoccupied space in front of you. If the target is a creature your size or smaller, it must succeed on a Strength saving throw or fly into an unoccupied space of your choice within 5 feet of you and fall prone." + "If the target is an unanchored object weighing less than your carrying capacity, it flies and lands in an unoccupied space in front of you. If the target is a creature your size or smaller, it must succeed on a Strength saving throw or fly into an unoccupied space of your choice within 5 feet of you and fall {@condition prone}." ] } ] @@ -16482,7 +16482,7 @@ "amount": 6 }, "entries": [ - "Starting at 17th level, you can use an action to cast the {@spell arcane gate} spell. Constitution is your spellcasting ability for this spell. Once you cast the spell using this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}, unless you spend 6 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to do so again." + "Starting at 17th level, you can use an action to cast the {@spell arcane gate} spell. Constitution is your spellcasting ability for this spell. Once you cast the spell using this feature, you can't do so again until you finish a {@quickref resting||2|0|long rest}, unless you spend 6 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to do so again." ] }, { @@ -16599,7 +16599,7 @@ "level": 11, "header": 2, "entries": [ - "Starting at 11th level, you count as being one size larger for the purposes of {@action grapple|PHB|grappling} and {@action shove|PHB|shoving}. In addition, you can move your full movement speed when you are dragging or carrying a {@condition grappled} creature your size or smaller." + "Starting at 11th level, you count as being one size larger for the purposes of {@action grapple||grappling} and {@action shove|PHB|shoving}. In addition, you can move your full movement speed when you are dragging or carrying a {@condition grappled} creature your size or smaller." ] }, { @@ -16828,7 +16828,7 @@ "header": 2, "entries": [ "Starting at 2nd level, you can use your Channel Divinity to bribe a creature into changing the way it attacks. When a hostile creature you can see within 30 feet makes an attack against you or one of your allies, you can use your reaction to cause 5 gp to appear at the creature's feet. If the creature can see the gold, it changes the target of the attack to another target of your choice within range of the attack, other than itself. If there are no other valid targets within range, the creature loses the attack.", - "This feature has no effect on creatures that are immune to the charmed condition, or that place no value in gold or money, such as creatures of Intelligence 4 or lower." + "This feature has no effect on creatures that are immune to the {@condition charmed} condition, or that place no value in gold or money, such as creatures of Intelligence 4 or lower." ] }, { @@ -16974,7 +16974,7 @@ "level": 2, "header": 2, "entries": [ - "Starting at 2nd level, you can summon shadow energies that constrict a creature, using your Channel Divinity. As an action, choose a creature you can see within 60 feet. That creature must succeed on a Strength saving throw or become restrained for 1 minute. The target makes the initial saving throw with disadvantage if it's within an area of dim light or darkness. As an action during each of its turns, an affected creature can repeat the saving throw, freeing itself on a successful save." + "Starting at 2nd level, you can summon shadow energies that constrict a creature, using your Channel Divinity. As an action, choose a creature you can see within 60 feet. That creature must succeed on a Strength saving throw or become {@condition restrained} for 1 minute. The target makes the initial saving throw with disadvantage if it's within an area of dim light or darkness. As an action during each of its turns, an affected creature can repeat the saving throw, freeing itself on a successful save." ] }, { @@ -17018,7 +17018,7 @@ "level": 17, "header": 2, "entries": [ - "At 17th level, {@spell maddening darkness|XGE} is added to the cleric spell list for you, and surrounding shadows twist and quiver around you, creating a terrifying visage for your enemies to behold. When a creature other than one of your allies starts its turn within 5 feet of you, it must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of its turn. A creature has disadvantage on this saving throw if you're within an area of dim light or darkness.", + "At 17th level, {@spell maddening darkness|XGE} is added to the cleric spell list for you, and surrounding shadows twist and quiver around you, creating a terrifying visage for your enemies to behold. When a creature other than one of your allies starts its turn within 5 feet of you, it must succeed on a Wisdom saving throw against your spell save DC or become {@condition frightened} of you until the end of its turn. A creature has disadvantage on this saving throw if you're within an area of dim light or darkness.", "A creature that succeeds on this saving throw is immune to this feature for 24 hours." ] }, @@ -17118,8 +17118,8 @@ "level": 1, "header": 1, "entries": [ - "Also at 1st level, you learn how to lure others into deals with sickly sweetness, catching more souls with honey than blood, as the old fiendish saying goes. As an action, one humanoid you can see within 30 feet of you that can see, hear, and understand you must succeed on a Wisdom saving throw against your spell save DC or become magically charmed for 8 hours. The creature undertakes to perform any services you ask of it in a friendly manner, to the best of its ability in order to please you.", - "After the charmed condition ends on a creature, the creature realizes that you used magic to influence its mood and becomes hostile toward you. If the target suffers any harm or receives instructions that are suicidal or that conflict with the creature's normal desires, the charm automatically ends. If you use this feature to charm a creature while you already have a creature charmed by this feature, the charmed condition ends on the previously targeted creature.", + "Also at 1st level, you learn how to lure others into deals with sickly sweetness, catching more souls with honey than blood, as the old fiendish saying goes. As an action, one humanoid you can see within 30 feet of you that can see, hear, and understand you must succeed on a Wisdom saving throw against your spell save DC or become magically {@condition charmed} for 8 hours. The creature undertakes to perform any services you ask of it in a friendly manner, to the best of its ability in order to please you.", + "After the {@condition charmed} condition ends on a creature, the creature realizes that you used magic to influence its mood and becomes hostile toward you. If the target suffers any harm or receives instructions that are suicidal or that conflict with the creature's normal desires, the charm automatically ends. If you use this feature to charm a creature while you already have a creature charmed by this feature, the charmed condition ends on the previously targeted creature.", "Once used, you cannot use it again until you finish a long rest, unless you expend a spell slot of any level to do so again." ] }, @@ -17140,7 +17140,7 @@ "type": "list", "items": [ "You gain 1d10 temporary hit points.", - "You grant an unconscious creature you can see 1d4 \u22121 successful death saving throws.", + "You grant an {@condition unconscious} creature you can see 1d4 \u22121 successful death saving throws.", "You place a small curse on a creature you can see within 30 feet until the start of your next turn. During that time, when the creature makes an attack roll or saving throw it must roll a d4 and add or subtract (your choice) the result from the attack roll or saving throw.", "For the next hour, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check." ] @@ -17197,7 +17197,7 @@ "header": 2, "entries": [ "Starting at 17th level, you know the deals made in the Nine Hells better than most and can strike a bargain with death itself for your personal gain. When a creature dies within 60 feet of you, you can use your reaction to bargain for its soul.", - "When you do, the creature is returned to life with its maximum hit points reduced by half and an equal number of current hit points. When you revive a creature in this way, you can choose to charm it, causing it to obey your verbal commands. After 1 minute has passed, the charmed condition ends and the creature immediately dies unless it was targeted by a spell or other effect that could return it to life, such as the {@spell revivify} spell. If a creature is targeted by such a spell, the charmed condition immediately ends and its maximum hit points are no longer reduced.", + "When you do, the creature is returned to life with its maximum hit points reduced by half and an equal number of current hit points. When you revive a creature in this way, you can choose to {@condition charmed||charm} it, causing it to obey your verbal commands. After 1 minute has passed, the charmed condition ends and the creature immediately dies unless it was targeted by a spell or other effect that could return it to life, such as the {@spell revivify} spell. If a creature is targeted by such a spell, the charmed condition immediately ends and its maximum hit points are no longer reduced.", "Once you use this feature, you can't do so again until you finish a long rest." ] }, @@ -17291,7 +17291,7 @@ "header": 2, "entries": [ "Starting at 2nd level, you can use your Channel Divinity to exude an aura of goodwill and love.", - "As an action, you project respect and admiration for 1 minute. All creatures within 30 feet of you who can see and hear you have disadvantage on attack rolls against you. A creature is not subject to this effect if it is immune to being charmed. This effect ends early on a creature if you make an attack against it, deal it damage, or force it to make an ability check or saving throw." + "As an action, you project respect and admiration for 1 minute. All creatures within 30 feet of you who can see and hear you have disadvantage on attack rolls against you. A creature is not subject to this effect if it is immune to being {@condition charmed}. This effect ends early on a creature if you make an attack against it, deal it damage, or force it to make an ability check or saving throw." ] }, { @@ -17306,7 +17306,7 @@ "header": 2, "entries": [ "Starting at 6th level, you can use your Channel Divinity to woo others even when it seems your charms are failing. It can be used in two circumstances.", - "When a creature succeeds on a saving throw against a charm effect caused by you, you can use your reaction to force the creature to reroll the saving throw and use the second result.", + "When a creature succeeds on a saving throw against a {@condition charmed||charm} effect caused by you, you can use your reaction to force the creature to reroll the saving throw and use the second result.", "Alternatively, when you make a Charisma ability check, you can use your reaction to reroll the ability check. You can wait until after the DM declares whether the original result was a success or not and you must use the second result, even if it is lower." ] }, @@ -17335,7 +17335,7 @@ "level": 17, "header": 2, "entries": [ - "At 17th level, you can channel pure passion when you speak. As an action, you can command each creature within 60 feet who can hear you and shares any language with you to treat others kindly. When you do, each target must succeed on a Wisdom saving throw or be charmed by you and all other creatures targeted by this ability. This charmed effect lasts for 8 hours or until the creature takes damage from you or any of your allies." + "At 17th level, you can channel pure passion when you speak. As an action, you can command each creature within 60 feet who can hear you and shares any language with you to treat others kindly. When you do, each target must succeed on a Wisdom saving throw or be {@condition charmed} by you and all other creatures targeted by this ability. This charmed effect lasts for 8 hours or until the creature takes damage from you or any of your allies." ] }, { @@ -17864,7 +17864,7 @@ "entries": [ "At 3rd level, you learn to treat wounds and ailments quickly and efficiently. Your medical expertise is represented by a pool of d6s. The number of dice in this pool equals your fighter level.", "As an action, you can heal a willing creature within your reach, spending dice from the pool. The maximum number of dice you can spend at once equals half your fighter level. Roll the dice you spend, add them together, and restore a number of hit points equal to the total + your proficiency bonus.", - "Alternatively, you can expend two of the dice from the pool to end one effect imposing the paralyzed, poisoned, or stunned condition on the target.", + "Alternatively, you can expend two of the dice from the pool to end one effect imposing the {@condition paralyzed}, {@condition poisoned}, or {@condition stunned} condition on the target.", "This dice pool regains one expended die whenever you finish a short rest, and all expended dice when you finish a long rest." ] }, @@ -17908,7 +17908,7 @@ "header": 2, "entries": [ "Starting at 15th level, whenever you finish a short rest, your Battlefield Medicine dice pool now regains a number of expended dice equal to your proficiency bonus.", - "Additionally, you can use your action and expend three of the dice from the pool to return a creature within 5 feet of you to life with 1 hit point, provided the target has died within the last minute. A creature returned to life this way gains one level of exhaustion." + "Additionally, you can use your action and expend three of the dice from the pool to return a creature within 5 feet of you to life with 1 hit point, provided the target has died within the last minute. A creature returned to life this way gains one level of {@condition exhaustion}." ] }, { @@ -17989,7 +17989,7 @@ "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, you can issue a challenge to a foe that makes it hesitate to engage your allies. When you hit a creature with a weapon attack, you can mark the creature for 1 minute. This effect ends early if you attack another creature, become incapacitated or die, or someone else marks the creature.", + "Starting at 3rd level, you can issue a challenge to a foe that makes it hesitate to engage your allies. When you hit a creature with a weapon attack, you can mark the creature for 1 minute. This effect ends early if you attack another creature, become {@condition incapacitated} or die, or someone else marks the creature.", "If the creature makes an attack against a creature other than you, you have advantage on all weapon attacks against the creature until the end of your next turn. Additionally, you gain a special reaction that you can use once each round to make one weapon attack against the marked creature when it moves out of your reach or attacks a creature other than you. You cannot use this special reaction and your normal reaction on the same turn." ] }, @@ -18004,7 +18004,7 @@ "level": 7, "header": 2, "entries": [ - "Starting at 7th level, when you take the Attack action on your turn, you can use a bonus action to showboat for your allies. When you do, choose a number of hostile creatures within 15 feet up to the number of friendly creatures within 15 feet. The chosen creatures must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take psychic damage equal to 1d6 + your fighter level.", + "Starting at 7th level, when you take the {@action Attack} action on your turn, you can use a bonus action to showboat for your allies. When you do, choose a number of hostile creatures within 15 feet up to the number of friendly creatures within 15 feet. The chosen creatures must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take psychic damage equal to 1d6 + your fighter level.", "You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses of it when you finish a long rest." ] }, @@ -18055,7 +18055,7 @@ "items": [ "Move up to twice your base walking speed. During this movement, your jumping distances are tripled.", "Gain temporary hit points equal to your fighter level + your Charisma score.", - "Take the Attack action. Your final weapon attack as part of the Attack action has advantage and deals additional damage equal to your Charisma score." + "Take the {@action Attack} action. Your final weapon attack as part of the Attack action has advantage and deals additional damage equal to your Charisma score." ] }, "You can use your signature move once. You regain its use when you roll initiative." @@ -18645,7 +18645,7 @@ "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, you learn to efficiently dispatch foes with swift strikes. When you take the Attack action on your turn, you can use your bonus action on the same turn to make a weapon attack. You don't add your ability modifier to the damage of this bonus attack unless the target is your bounty or that modifier is negative." + "Starting at 3rd level, you learn to efficiently dispatch foes with swift strikes. When you take the {@action Attack} action on your turn, you can use your bonus action on the same turn to make a weapon attack. You don't add your ability modifier to the damage of this bonus attack unless the target is your bounty or that modifier is negative." ] }, { @@ -18659,7 +18659,7 @@ "level": 7, "header": 2, "entries": [ - "At 7th level, you become an expert at capturing enemies, instead of killing them. When you reduce a creature to 0 hit points with a weapon attack or spell, you can choose to knock the creature unconscious instead of killing it.", + "At 7th level, you become an expert at capturing enemies, instead of killing them. When you reduce a creature to 0 hit points with a weapon attack or spell, you can choose to knock the creature {@condition unconscious} instead of killing it.", "Additionally, when you hit a creature with the bonus action attack granted by your Efficient Takedown, you can choose for the attack to deal no damage to instead reduce the target’s speed to 0 until the end of your next turn." ] }, @@ -18809,7 +18809,7 @@ "necrotic" ], "entries": [ - "By 7th level, your actions have pleased the crones that watch over you and given them a reason to protect you. You gain resistance to necrotic damage and have advantage on saving throws against being frightened.", + "By 7th level, your actions have pleased the crones that watch over you and given them a reason to protect you. You gain resistance to necrotic damage and have advantage on saving throws against being {@condition frightened}.", "Additionally, you gain one eldritch invocation of your choice from among those available to the warlock class, using your ranger level as a warlock level for the purpose of meeting an invocation's prerequisites. If an invocation references your Charisma or Charisma modifier you can use your Wisdom or Wisdom modifier instead. Whenever you gain a level in this class, you can replace the chosen invocation with a different one." ] }, @@ -18839,7 +18839,7 @@ "level": 15, "header": 2, "entries": [ - "By the time you reach 15th level, you are as terrifying to a foe as any hag. When you would be hit by an attack, or targeted by the {@spell magic missile} spell, you can use your reaction to bind your foe with dread magic. The attacking creature must succeed on a Wisdom saving throw against your spell save DC or the triggering attack (or magic missile) misses and the creature is stunned until the end of your next turn.", + "By the time you reach 15th level, you are as terrifying to a foe as any hag. When you would be hit by an attack, or targeted by the {@spell magic missile} spell, you can use your reaction to bind your foe with dread magic. The attacking creature must succeed on a Wisdom saving throw against your spell save DC or the triggering attack (or magic missile) misses and the creature is {@condition stunned} until the end of your next turn.", "You can use this feature a number of times equal to your proficiency bonus, and you regain your expended uses when you finish a long rest." ] }, @@ -18992,7 +18992,7 @@ "You can move through the space of any creature without restriction.", "Your movement doesn't provoke {@action opportunity attack||opportunity attacks}.", "Moving through difficult terrain costs you no extra movement.", - "It costs you only 5 feet of movement to stand up from being prone.", + "It costs you only 5 feet of movement to stand up from being {@condition prone}.", "You can use Dexterity, instead of Strength, when determining the maximum distance of your long jump and height of your high jump." ] } @@ -19159,7 +19159,7 @@ "type": "entries", "name": "Riversnake", "entries": [ - "You can breathe in both air and water, and you gain a swimming speed equal to your base walking speed. Additionally, you can take the {@action Disengage|XPHB} action as a bonus action on your turn." + "You can breathe in both air and water, and you gain a swimming speed equal to your base walking speed. Additionally, you can take the {@action Disengage} action as a bonus action on your turn." ] }, { @@ -19372,7 +19372,7 @@ "name": "Peace with the Dead", "entries": [ "As an action, you can call out to the undead and the dying and plead with your ancestors to bring them peace, using your Channel Divinity. Every creature with 0 hit points within 30 feet of you is automatically stabilized, and each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes damage.", - "While pacified, the undead can't take reactions and will only take its action to {@action Help} (if it has 3 or less Intelligence) or {@action Dodge} (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the Help action cannot reach you or one of your enemies to do so, it instead takes the Dodge action." + "While pacified, the undead can't take reactions and will only take its action to {@action Help} (if it has 3 or less Intelligence) or {@action Dodge} (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the {@action Help} action cannot reach you or one of your enemies to do so, it instead takes the Dodge action." ] } ] @@ -19586,7 +19586,7 @@ "level": 7, "header": 2, "entries": [ - "Starting at 7th level, you and friendly creatures within 10 feet are immune to being poisoned and automatically stabilize when at 0 hit points while you are conscious.", + "Starting at 7th level, you and friendly creatures within 10 feet are immune to being {@condition poisoned} and automatically stabilize when at 0 hit points while you are conscious.", "At 18th level, the range of this aura increases to 30 feet." ] }, @@ -19813,7 +19813,7 @@ { "type": "list", "items": [ - "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are incapacitated or your speed is 0.", + "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are {@condition incapacitated} or your speed is 0.", "A creature native to a different plane of existence than the one it currently occupies has disadvantage on attack rolls it makes against you.", "Once per turn when you hit a creature with a weapon attack, you can force that creature to succeed on a Charisma saving throw against your spell save DC or be banished, as if under the effect of the {@spell banishment} spell, until the start of your next turn." ] @@ -19994,9 +19994,9 @@ { "type": "list", "items": [ - "You can't be grappled, incapacitated, or restrained, nor can you have your movement reduced in any way, other than by becoming unconscious due to having 0 hit points. If you are subject to one or more of these conditions when you use this feature, the condition immediately ends on you.", + "You can't be {@condition grappled}, {@condition incapacitated}, or {@condition restrained}, nor can you have your movement reduced in any way, other than by becoming {@condition unconscious} due to having 0 hit points. If you are subject to one or more of these conditions when you use this feature, the condition immediately ends on you.", "Once, when you are reduced to 0 hit points, you choose to be reduced to 1 hit point instead. You regain the use of this ability at the start of your next turn.", - "When a creature casts a spell or uses an ability that would frighten or charm you or one of your allies within 30 feet of you, you gain advantage on attack rolls against that creature until the end of your next turn." + "When a creature casts a spell or uses an ability that would {@condition frightened||frighten} or {@condition charmed||charm} you or one of your allies within 30 feet of you, you gain advantage on attack rolls against that creature until the end of your next turn." ] }, "Once you use this feature, you can't use it again until you finish a long rest." @@ -20017,7 +20017,7 @@ { "type": "list", "items": [ - "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are incapacitated or your speed is 0.", + "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are {@condition incapacitated} or your speed is 0.", "A creature native to a different plane of existence than the one it currently occupies has disadvantage on attack rolls it makes against you.", "Once per turn when you hit a creature with a weapon attack, you can force that creature to succeed on a Charisma saving throw against your spell save DC or be banished, as if under the effect of the {@spell freedom of movement} spell, until the start of your next turn." ] @@ -20443,7 +20443,7 @@ "level": 1, "header": 1, "entries": [ - "When you choose this sorcerous origin at 1st level, you can choose to use Intelligence, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Intelligence, all sorcerer features and Metamagic options that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature" + "When you choose this sorcerous origin at 1st level, you can choose to use Intelligence, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Intelligence, all sorcerer features and {@filter Metamagic options|optionalfeatures|feature type=MM} that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature." ] }, { @@ -20530,7 +20530,7 @@ "level": 6, "header": 2, "entries": [ - "At 6th level, you gain a pool of prodigy points equal to half your level in this class. You can spend prodigy points instead of sorcery points to activate Metamagic options. You regain all expended prodigy points when you finish a long rest." + "At 6th level, you gain a pool of prodigy points equal to half your level in this class. You can spend prodigy points instead of sorcery points to activate {@filter Metamagic options|optionalfeatures|feature type=MM}. You regain all expended prodigy points when you finish a long rest." ] }, { @@ -20788,7 +20788,7 @@ "level": 1, "header": 1, "entries": [ - "When you choose this sorcerous origin at 1st level, you can choose to use Wisdom, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Wisdom, all sorcerer features and Metamagic options that reference your Charisma ability modifier use your Wisdom modifier instead. You must make this choice when you gain this feature." + "When you choose this sorcerous origin at 1st level, you can choose to use Wisdom, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Wisdom, all sorcerer features and {@filter Metamagic options|optionalfeatures|feature type=MM} that reference your Charisma ability modifier use your Wisdom modifier instead. You must make this choice when you gain this feature." ] }, { @@ -20999,7 +20999,7 @@ "level": 18, "header": 2, "entries": [ - "At 18th level, you can use an action to become a conduit to the Astral Plane itself, unleashing a barrage of psychic wind and raw thought. When you do, each creature in a 60-foot cone in front of you must make an Intelligence saving throw against your spell save DC. A target suffers {@dice 6d10} psychic damage on a failure, or half as much damage on a success. If a creature fails the save by 5 or more, it is also stunned for 1 minute as its mind becomes inundated with a deluge of emotions and lost memories. A stunned creature can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.", + "At 18th level, you can use an action to become a conduit to the Astral Plane itself, unleashing a barrage of psychic wind and raw thought. When you do, each creature in a 60-foot cone in front of you must make an Intelligence saving throw against your spell save DC. A target suffers {@dice 6d10} psychic damage on a failure, or half as much damage on a success. If a creature fails the save by 5 or more, it is also {@condition stunned} for 1 minute as its mind becomes inundated with a deluge of emotions and lost memories. A {@condition stunned} creature can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.", "Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use this feature again." ], "foundrySystem": { @@ -21064,7 +21064,7 @@ "level": 1, "header": 1, "entries": [ - "Starting at 1st level, you count as being an ooze, in addition to any other creature type you have. You have {@sense blindsight} to a range of 60 feet, but are blind beyond this radius. If you take fire damage, you can't regain hit points until the end of your next turn." + "Starting at 1st level, you count as being an ooze, in addition to any other creature type you have. You have {@sense blindsight} to a range of 60 feet, but are {@condition blinded||blind} beyond this radius. If you take fire damage, you can't regain hit points until the end of your next turn." ] }, { @@ -21700,7 +21700,7 @@ "level": 1, "header": 1, "entries": [ - "Also starting at 1st level, you can utter a chilling word to call upon your patron's arctic power. As an action, choose a point you can see within 60 feet of you. You infuse the area in a 10-foot-radius sphere centered on the point with bitter cold. If this radius overlaps with a body of water or similar liquid, the surface freezes up to 1 foot thick, harmlessly shunting creatures that would intersect with this surface to the top of the ice. Each surface within the sphere becomes difficult terrain for each creature other than those you choose. If a creature suffers a critical hit or fails a Dexterity saving throw while affected by this difficult terrain, it slips and falls prone.", + "Also starting at 1st level, you can utter a chilling word to call upon your patron's arctic power. As an action, choose a point you can see within 60 feet of you. You infuse the area in a 10-foot-radius sphere centered on the point with bitter cold. If this radius overlaps with a body of water or similar liquid, the surface freezes up to 1 foot thick, harmlessly shunting creatures that would intersect with this surface to the top of the ice. Each surface within the sphere becomes difficult terrain for each creature other than those you choose. If a creature suffers a critical hit or fails a Dexterity saving throw while affected by this difficult terrain, it slips and falls {@condition prone}.", "The sphere remains for 1 minute, after which any ice or frost created by this feature begins to naturally melt. Once you use this feature, you can't use it again until you finish a short or long rest." ] }, @@ -21745,7 +21745,7 @@ "rows": [ [ "1", - "After the attack hits or misses, you become invisible for 1 minute, or until you attack or cast a spell." + "After the attack hits or misses, you become {@condition invisible} for 1 minute, or until you attack or cast a spell." ], [ "2", @@ -21765,7 +21765,7 @@ ], [ "6", - "Your cloak attempts to freeze the attacker in ice. The attacker must succeed on a Constitution saving throw against your spell save DC or lose the attack and become restrained until the start of its next turn." + "Your cloak attempts to freeze the attacker in ice. The attacker must succeed on a Constitution saving throw against your spell save DC or lose the attack and become {@condition restrained} until the start of its next turn." ] ] }, @@ -21783,8 +21783,8 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, you can call upon your patron's power to encase a creature in magical ice that will never naturally melt. As an action, you cause ice to erupt around a creature you can see within 60 feet of you and attempt to imprison it. The target must succeed on a Dexterity saving throw against your spell save DC or become restrained for 1 minute.", - "A creature restrained by this feature, or a creature within 5 feet of it that isn't restrained, can use its action to attempt to free the restrained creature. It must make a Strength saving throw against your spell save DC. After three successful saving throws, the creature is freed. If the creature remains restrained by the ice for the full minute, the ice seals around its entire body, permanently paralyzing the creature and rendering it unable to breathe, eat, drink, or use any of its senses other than sight until the paralyzed condition ends on it.", + "Starting at 14th level, you can call upon your patron's power to encase a creature in magical ice that will never naturally melt. As an action, you cause ice to erupt around a creature you can see within 60 feet of you and attempt to imprison it. The target must succeed on a Dexterity saving throw against your spell save DC or become {@condition restrained} for 1 minute.", + "A creature {@condition restrained} by this feature, or a creature within 5 feet of it that isn't restrained, can use its action to attempt to free the {@condition restrained} creature. It must make a Strength saving throw against your spell save DC. After three successful saving throws, the creature is freed. If the creature remains {@condition restrained} by the ice for the full minute, the ice seals around its entire body, permanently {@condition paralyzed||paralyzing} the creature and rendering it unable to breathe, eat, drink, or use any of its senses other than sight until the {@condition paralyzed} condition ends on it.", "Once you use this feature, you can't use it again until you finish a short or long rest if the target succeeded on the initial saving throw; otherwise, you can't use this feature again until you finish a long rest." ] }, @@ -22102,8 +22102,8 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, as an action, you can attempt to swallow a creature within 5 feet of you that is your size or smaller. That creature must succeed on a Strength saving throw against your spell save DC or be swallowed into your demiplane. While within your demiplane, the creature is restrained, it can't perceive, affect, or be affected by anything outside your demiplane, and it takes 4d6 acid damage at the start of each of its turns. The creature's weight doesn't count against the maximum weight that can be stored within your demiplane. If the creature dies, the acid dissolves its corpse and you regurgitate all of the objects it was wearing and carrying onto the ground in your space.", - "On its turn, a creature within your demiplane can use its weapons and abilities to target you as though you are visible to it and within 5 feet of it. When you take damage from a creature within your demiplane, you must succeed on a Constitution saving throw with a DC equal to half the damage you took (minimum DC 10) or regurgitate the creature prone into the nearest unoccupied space to you. You also regurgitate the creature prone into the nearest unoccupied space if you fall unconscious or die.", + "Starting at 14th level, as an action, you can attempt to swallow a creature within 5 feet of you that is your size or smaller. That creature must succeed on a Strength saving throw against your spell save DC or be swallowed into your demiplane. While within your demiplane, the creature is {@condition restrained}, it can't perceive, affect, or be affected by anything outside your demiplane, and it takes 4d6 acid damage at the start of each of its turns. The creature's weight doesn't count against the maximum weight that can be stored within your demiplane. If the creature dies, the acid dissolves its corpse and you regurgitate all of the objects it was wearing and carrying onto the ground in your space.", + "On its turn, a creature within your demiplane can use its weapons and abilities to target you as though you are visible to it and within 5 feet of it. When you take damage from a creature within your demiplane, you must succeed on a Constitution saving throw with a DC equal to half the damage you took (minimum DC 10) or regurgitate the creature {@condition prone} into the nearest unoccupied space to you. You also regurgitate the creature {@condition prone} into the nearest unoccupied space if you fall {@condition unconscious} or die.", "Once you use this feature, you must finish a long rest before you can use it again." ] }, @@ -22202,7 +22202,7 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, you have advantage on saving throws against being restrained and ability checks made to escape a grapple. Additionally, you can cast the {@spell knock} spell at will, without expending a spell slot." + "Starting at 10th level, you have advantage on saving throws against being {@condition restrained} and ability checks made to {@action escape a grapple}. Additionally, you can cast the {@spell knock} spell at will, without expending a spell slot." ] }, { @@ -22216,7 +22216,7 @@ "level": 14, "header": 2, "entries": [ - "Starting at 14th level, you can't be surprised. When you roll for initiative, you can use your reaction to position yourself for an ambush. When you do, you gain a +20 bonus to your initiative roll, you have truesight out to a range of 120 feet and turn invisible until the end of your next turn, and can immediately teleport to any unoccupied space within 120 feet. Once you use this feature, you must finish a long rest before you can use it again." + "Starting at 14th level, you can't be surprised. When you roll for initiative, you can use your reaction to position yourself for an ambush. When you do, you gain a +20 bonus to your initiative roll, you have truesight out to a range of 120 feet and turn {@condition invisible} until the end of your next turn, and can immediately teleport to any unoccupied space within 120 feet. Once you use this feature, you must finish a long rest before you can use it again." ] }, { @@ -22265,7 +22265,7 @@ "level": 2, "header": 1, "entries": [ - "Also starting at 2nd level, you can use your action and expend a use of your Wild Shape to inspire your community to rally together around a common goal. Your rally lasts for 10 minutes and affects you and each creature of your choice within 30 feet that can hear you, but it ends early if you become unconscious or die. When you start a rally, choose one of the following effects:", + "Also starting at 2nd level, you can use your action and expend a use of your Wild Shape to inspire your community to rally together around a common goal. Your rally lasts for 10 minutes and affects you and each creature of your choice within 30 feet that can hear you, but it ends early if you become {@condition unconscious} or die. When you start a rally, choose one of the following effects:", { "type": "entries", "name": "Prose of Vitality", @@ -22277,14 +22277,14 @@ "type": "entries", "name": "Speech of Urgency", "entries": [ - "Each affected creature gains a +1 bonus to its AC. Additionally, when an affected creature starts its turn within the rally, it can use its bonus action this turn to take the {@action Disengage|PHB} or {@action Hide|PHB} action." + "Each affected creature gains a +1 bonus to its AC. Additionally, when an affected creature starts its turn within the rally, it can use its bonus action this turn to take the {@action Disengage} or {@action Hide} action." ] }, { "type": "entries", "name": "Uproar of Ferocity", "entries": [ - "Any weapon attack an affected creature makes as part of the {@action Attack|PHB} action scores a critical hit on a roll of 19 or 20 on the {@dice d20}. Additionally, when an affected creature scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." + "Any weapon attack an affected creature makes as part of the {@action Attack} action scores a critical hit on a roll of 19 or 20 on the {@dice d20}. Additionally, when an affected creature scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." ] } ] @@ -22439,7 +22439,7 @@ "entries": [ "Starting at 2nd level, your animal companion changes in the following ways while it is linked to you.", "The companion loses its Multiattack action, if it has one.", - "The animal companion is friendly to you and your companions, and it obeys your commands. In combat, the companion acts on your turn. It can move and use its reaction on its own, but the only action it takes is the {@action Dodge} action unless you use an action to telepathically command it to take an action in its stat block or the {@action Help} action, or your bonus action to telepathically command it to take any other action. You can't use your action and bonus action to command your animal companion on the same turn. If you are incapacitated, the companion can take any action of its choice, not just Dodge.", + "The animal companion is friendly to you and your companions, and it obeys your commands. In combat, the companion acts on your turn. It can move and use its reaction on its own, but the only action it takes is the {@action Dodge} action unless you use an action to telepathically command it to take an action in its stat block or the {@action Help} action, or your bonus action to telepathically command it to take any other action. You can't use your action and bonus action to command your animal companion on the same turn. If you are {@condition incapacitated}, the companion can take any action of its choice, not just Dodge.", "The weapon attacks in your animal companion's stat block count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your animal companion has an effect that causes a target to make a saving throw, the effect uses your spell save DC, unless the beast's DC was already higher.", "If your animal companion is large enough, you can use it as an independent mount, though you still determine its actions (the Mounted Combat rules appear in Chapter 9 of the Player's Handbook).", "Your animal companion has abilities and game statistics determined in part by your proficiency bonus. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.", @@ -22579,7 +22579,7 @@ "level": 2, "header": 1, "entries": [ - "Starting at 2nd level, you can root yourself into the ground and assume a tree warrior form. As part of casting shillelagh targeting your natural weapon, you can expend a use of your Wild Shape to magically assume this form, which lasts for a number of minutes equal to half your druid level. After this time, you revert to your normal form unless you expend another use of your Wild Shape to renew the duration. The duration ends early, causing you to revert to your normal form, if you fall unconscious, drop to 0 hit points, die, or use your bonus action to end it.", + "Starting at 2nd level, you can root yourself into the ground and assume a tree warrior form. As part of casting shillelagh targeting your natural weapon, you can expend a use of your Wild Shape to magically assume this form, which lasts for a number of minutes equal to half your druid level. After this time, you revert to your normal form unless you expend another use of your Wild Shape to renew the duration. The duration ends early, causing you to revert to your normal form, if you fall {@condition unconscious}, drop to 0 hit points, die, or use your bonus action to end it.", "You undergo the following changes while in your tree warrior form; otherwise, all of your statistics remain the same:", { "type": "list", @@ -22810,7 +22810,7 @@ "level": 10, "header": 2, "entries": [ - "At 10th level, your natural resilience extends to the point of defying death. You can go without food, water, and sleep for 30 days at a time without suffering exhaustion or death. Also, when you are reduced to 0 hit points but not killed outright, you can use your reaction and expend a spell slot to drop to a number of hit points equal to 5 x the level of the expended spell slot instead." + "At 10th level, your natural resilience extends to the point of defying death. You can go without food, water, and sleep for 30 days at a time without suffering {@condition exhaustion} or death. Also, when you are reduced to 0 hit points but not killed outright, you can use your reaction and expend a spell slot to drop to a number of hit points equal to 5 x the level of the expended spell slot instead." ] }, { @@ -22860,7 +22860,7 @@ "header": 1, "entries": [ "Starting at 2nd level, you gain proficiency with the Perception skill if you don't already have it.", - "In addition, you can use an action to attune yourself to the invisible world. When you do so, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. This shamanic sight remains for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest." + "In addition, you can use an action to attune yourself to the invisible world. When you do so, you see {@condition invisible} creatures and objects as if they were visible, and you can see into the Ethereal Plane. This shamanic sight remains for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest." ] }, { @@ -23025,7 +23025,7 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.", + "Starting at 10th level, when you {@action attack} a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.", "Additionally, when a creature attacks you, your inability to see it doesn't grant it advantage on the attack roll." ] }, @@ -23154,7 +23154,7 @@ "entries": [ "By 10th level, you have learned to trust no one but yourself. That would pose a problem for the agents of the Grey Guild except that they learn to form a conspiracy of one. As an action, you can expend a spell slot to create a number of conspirators equal to the level of the spell slot expended. Each conspirator appears in its own unoccupied space within 30 feet of you.", "Conspirators are indistinguishable from one another and from you. Each conspirator has your Armor Class, saving throw proficiencies, and other attributes but evaporates into shadows and spiderwebs when it takes any damage. It is immune to all conditions. When you take an action, you can choose to take it as if you occupied the same space as any one of your conspirators.", - "While you have one or more conspirators, you can use a bonus action to swap places via teleportation with a conspirator of your choice who is on the same plane as you. As an action, you can sense through a chosen conspirator's senses indefinitely until you choose to end the ability or the conspirator is destroyed. Your conspirators have the same senses as you. While you are sensing through a conspirator, you are blind and deaf in regard to your own senses.", + "While you have one or more conspirators, you can use a bonus action to swap places via teleportation with a conspirator of your choice who is on the same plane as you. As an action, you can sense through a chosen conspirator's senses indefinitely until you choose to end the ability or the conspirator is destroyed. Your conspirators have the same senses as you. While you are sensing through a conspirator, you are {@condition blinded||blind} and {@condition deafened||deaf} in regard to your own senses.", "After an hour, or 8 hours if you expended a spell slot of 6th level or higher to create your conspirators, all remaining conspirators are destroyed. Whenever a conspirator is destroyed or evaporates into shadows and spiderwebs, you can use a reaction immediately after to teleport to the nearest unoccupied space closest to where the conspirator was.", "Once you use this feature, you must finish a long rest before you can do so again." ] @@ -23381,7 +23381,7 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, you ward your mind against intrusion. You are immune to any effect that would magically sense your emotions, read your thoughts, or cause you to become charmed or frightened." + "Starting at 10th level, you ward your mind against intrusion. You are immune to any effect that would magically sense your emotions, read your thoughts, or cause you to become {@condition charmed} or {@condition frightened}." ] }, { @@ -23569,7 +23569,7 @@ "type": "list", "items": [ "You shed bright light out to 150 feet and dim light out 150 feet beyond that.", - "Attacks made against you by creatures without blindsight have disadvantage.", + "Attacks made against you by creatures without {@sense blindsight} have disadvantage.", "When you cast a spell that deals damage, you can choose for the damage to be radiant instead of its normal damage type." ] }, @@ -23679,7 +23679,7 @@ "level": 13, "header": 2, "entries": [ - "Starting at 13th level, you have resistance to poison damage and advantage on saving throws against being poisoned." + "Starting at 13th level, you have resistance to poison damage and advantage on saving throws against being {@condition poisoned}." ] }, { @@ -23744,7 +23744,7 @@ "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, while you have a creature of your size or smaller grappled, you can use it as a melee improvised weapon. If the creature is the same size as you, you treat it as though it's a weapon with the two-handed property; otherwise, you can make the attack with only the hand you used to grapple the creature. When you do, you deal bludgeoning damage depending on the creature's size category, as shown in the Improvised Creature Weapons table. When you deal damage with a creature used as an improvised weapon, the target of the attack takes half the damage (rounded up), and the creature used as an improvised weapon takes an equal amount of bludgeoning damage. This damage is calculated before resistances, immunities, and other reductions to damage are taken into account.", + "Starting at 3rd level, while you have a creature of your size or smaller {@condition grappled}, you can use it as a melee improvised weapon. If the creature is the same size as you, you treat it as though it's a weapon with the two-handed property; otherwise, you can make the attack with only the hand you used to {@action grapple} the creature. When you do, you deal bludgeoning damage depending on the creature's size category, as shown in the Improvised Creature Weapons table. When you deal damage with a creature used as an improvised weapon, the target of the attack takes half the damage (rounded up), and the creature used as an improvised weapon takes an equal amount of bludgeoning damage. This damage is calculated before resistances, immunities, and other reductions to damage are taken into account.", { "type": "table", "caption": "Improvised Creature Weapons", @@ -23796,7 +23796,7 @@ "level": 9, "header": 2, "entries": [ - "Starting at 9th level, when you take the Attack action and make only grapple attempts, you can make a weapon attack as a bonus action this turn." + "Starting at 9th level, when you take the {@action Attack} action and make only {@action grapple} attempts, you can make a weapon attack as a bonus action this turn." ] }, { @@ -23810,7 +23810,7 @@ "level": 13, "header": 2, "entries": [ - "Starting at 13th level, you have a look in your eye that implies you can tie your opponents into knots. As a bonus action on your turn, you stare into the eyes of a creature you can see, and who can see you, within 30 feet of you. Make a Strength (Intimidation) check contested by the target's Wisdom (Insight) check. If you succeed, the creature is frightened of you for 1 minute, or until you use this feature on a different target. If a creature frightened this way ends its turn in a location where it doesn't have a direct line of sight to you, it regains its composure and is no longer frightened.", + "Starting at 13th level, you have a look in your eye that implies you can tie your opponents into knots. As a bonus action on your turn, you stare into the eyes of a creature you can see, and who can see you, within 30 feet of you. Make a Strength (Intimidation) check contested by the target's Wisdom (Insight) check. If you succeed, the creature is {@condition frightened} of you for 1 minute, or until you use this feature on a different target. If a creature {@condition frightened} this way ends its turn in a location where it doesn't have a direct line of sight to you, it regains its composure and is no longer {@condition frightened}.", "Once you use this feature on a creature, you can't use it on that creature again until you finish a long rest." ] }, @@ -23825,7 +23825,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, when you make an attack using a creature you have grappled, you can use your Sneak Attack even if you don't have advantage on the attack roll, but not if you have disadvantage on it." + "Starting at 17th level, when you make an attack using a creature you have {@condition grappled}, you can use your Sneak Attack even if you don't have advantage on the attack roll, but not if you have disadvantage on it." ] }, { @@ -23880,7 +23880,7 @@ "header": 2, "entries": [ "Also at 3rd level, you can embolden others by providing words of sweet encouragement and validation. You have a pool of soothing power that replenishes when you take a long rest. With that pool, you can grant a total number of temporary points equal to your rogue level x 5.", - "As a bonus action, you choose a creature within 30 feet that can hear you and draw power from the pool to give the creature a number of temporary hit points up to your rogue level. Alternatively, you can expend 10 temporary hit points from your pool to end the charmed or frightened condition affecting that creature." + "As a bonus action, you choose a creature within 30 feet that can hear you and draw power from the pool to give the creature a number of temporary hit points up to your rogue level. Alternatively, you can expend 10 temporary hit points from your pool to end the {@condition charmed} or {@condition frightened} condition affecting that creature." ] }, { @@ -23894,7 +23894,7 @@ "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, you can use an action to attempt to charm a humanoid who can hear you within 60 feet. When you do, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for a number of hours up to your level in this class. While charmed by this feature, the creature attempts to ingratiate itself to you and treats you as a friend or, if you and your DM agree, a romantic suitor. The charmed condition ends early if you do anything harmful to the creature. How the creature feels about you after the charmed condition ends depends on how you treated it while it was charmed.", + "Starting at 3rd level, you can use an action to attempt to charm a humanoid who can hear you within 60 feet. When you do, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be {@condition charmed} by you for a number of hours up to your level in this class. While charmed by this feature, the creature attempts to ingratiate itself to you and treats you as a friend or, if you and your DM agree, a romantic suitor. The {@condition charmed} condition ends early if you do anything harmful to the creature. How the creature feels about you after the charmed condition ends depends on how you treated it while it was charmed.", "You can use this feature a number of times equal to your proficiency bonus, regaining any expended uses when you finish a long rest." ] }, @@ -23924,7 +23924,7 @@ "level": 13, "header": 2, "entries": [ - "Starting at 13th level, the trail of broken hearts you leave has left you immune to similarly insincere overtures. You are immune to being charmed and have resistance to psychic damage." + "Starting at 13th level, the trail of broken hearts you leave has left you immune to similarly insincere overtures. You are immune to being {@condition charmed} and have resistance to psychic damage." ] }, { @@ -23980,7 +23980,7 @@ "type": "list", "items": [ "The target has advantage on Wisdom checks to detect you.", - "You can use a bonus action on your turn to frighten the target for 1 minute. The target can use its action to end this effect early, provided it can't see you. Once you use this bonus action, you can't use it again until you give out another calling card.", + "You can use a bonus action on your turn to {@condition frightened||frighten} the target for 1 minute. The target can use its action to end this effect early, provided it can't see you. Once you use this bonus action, you can't use it again until you give out another calling card.", "You can use your Sneak Attack against the target even if you don't have advantage on the attack roll, but not if you have disadvantage on it." ] }, @@ -24096,7 +24096,7 @@ "header": 2, "entries": [ "At 3rd level, you bond with a creature of mighty loyalty and diminutive size: a sterling vermin. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the {@creature sterling vermin|UltimateAdventurer} stat block, which uses your proficiency bonus (PB) in several places. Most sterling vermin are rats, mice, monkeys, cats, or hamsters, but your vermin can be any Tiny beast at your DM's discretion; its appearance and species have no effect on its game statistics.", - "In combat, the sterling vermin acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the vermin can take any action of its choice, not just Dodge.", + "In combat, the sterling vermin acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the vermin can take any action of its choice, not just Dodge.", "As long as your sterling vermin is alive, it regains all of its hit points whenever it finishes a short or long rest. If your sterling vermin has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it. The vermin returns to life after 1 minute with all its hit points restored. You can use this action a number of times equal to half your proficiency bonus, rounded up, and you regain your expended uses when you finish a long rest.", "If your sterling vermin has been dead for longer than an hour, you can perform an 8 hour ritual and expend 25 gp worth of food and shiny gifts to call a new vermin, bond with it, and train it. It can take the same form as your previous sterling vermin, or a different form of your choice." ] @@ -24141,7 +24141,7 @@ "level": 17, "header": 2, "entries": [ - "At 17th level, you and your sterling vermin work as a seamless unit to bring down your foes. Once per turn when your sterling vermin hits a creature with a natural weapon attack, it adds your Sneak Attack damage dice to the damage of the attack if it had advantage on the attack roll. It doesn't need advantage on the attack roll if you were within 5 feet of the target, you aren't incapacitated, and it didn't have disadvantage on the attack roll." + "At 17th level, you and your sterling vermin work as a seamless unit to bring down your foes. Once per turn when your sterling vermin hits a creature with a natural weapon attack, it adds your Sneak Attack damage dice to the damage of the attack if it had advantage on the attack roll. It doesn't need advantage on the attack roll if you were within 5 feet of the target, you aren't {@condition incapacitated}, and it didn't have disadvantage on the attack roll." ] }, { @@ -24258,11 +24258,11 @@ "type": "list", "items": [ "It can't regain hit points or gain temporary hit points.", - "It can't become hidden from or invisible to you, even by magical means.", + "It can't become hidden from or {@condition invisible} to you, even by magical means.", "You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks you make to interrogate the creature." ] }, - "Your judgment lasts 1 minute. It ends early if you fall unconscious or die, if you choose to end it (no action required), or if you use this feature again.", + "Your judgment lasts 1 minute. It ends early if you fall {@condition unconscious} or die, if you choose to end it (no action required), or if you use this feature again.", "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot to use it again." ] }, @@ -24369,10 +24369,10 @@ "type": "entries", "name": "Preparing and Casting Spells", "entries": [ - "The Rune Sage Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these wizard spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a {@quickref resting|phb|2|0|long rest}.", + "The Rune Sage Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these wizard spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a {@quickref resting||2|0|long rest}.", "You prepare the list of wizard spells that are available for you to cast by painting runes on your body, choosing from among the {@filter evocation and transmutation spells on the wizard spell list|spells|source=|level=1|class=wizard|components & miscellaneous=|school=v;t}. When you do, choose a number of those spells equal to your barbarian level divided by 3 (rounded up) + your Intelligence modifier (minimum of one spell). The spells must be of a level for which you have spell slots.", "For example, if you are a 7th-level barbarian, you have four 1st-level spell slots and two 2nd-level spell slots. With an Intelligence score of 16, your list of prepared spells can include 5 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell burning hands}, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", - "You can change your list of prepared spells when you finish a {@quickref resting|phb|2|0|long rest}. Preparing a new list of wizard spells requires time spent cleansing yourself of old runes and painting new ones on your skin: at least 1 minute per spell level for each spell on your list." + "You can change your list of prepared spells when you finish a {@quickref resting||2|0|long rest}. Preparing a new list of wizard spells requires time spent cleansing yourself of old runes and painting new ones on your skin: at least 1 minute per spell level for each spell on your list." ] }, { @@ -24790,7 +24790,7 @@ "level": 7, "header": 2, "entries": [ - "Starting at 7th level, you can guide your compatriots through the worst terrain and toward your divine calling, using your Channel Divinity. As an action, choose a number of willing creatures within 30 feet of you that you can see up to your Wisdom modifier (minimum 1). You and each of the chosen creatures ignore difficult terrain and gain the benefits of the {@spell water walk} spell for 1 hour. The duration ends early if you become unconscious or die, or if you choose to end it (no action required by you)." + "Starting at 7th level, you can guide your compatriots through the worst terrain and toward your divine calling, using your Channel Divinity. As an action, choose a number of willing creatures within 30 feet of you that you can see up to your Wisdom modifier (minimum 1). You and each of the chosen creatures ignore difficult terrain and gain the benefits of the {@spell water walk} spell for 1 hour. The duration ends early if you become {@condition unconscious} or die, or if you choose to end it (no action required by you)." ] }, { @@ -24804,7 +24804,7 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, battling in your deity's name increases your divine resilience. When you take the Attack action and hit one or more creatures with weapon attacks, you have advantage on the next saving throw you make against one of those creatures' effects before the start of your next turn." + "Starting at 10th level, battling in your deity's name increases your divine resilience. When you take the {@action Attack} action and hit one or more creatures with weapon attacks, you have advantage on the next saving throw you make against one of those creatures' effects before the start of your next turn." ] }, { @@ -25683,7 +25683,7 @@ "BattleCry" ], "entries": [ - "The target can’t willingly move closer to you during its next turn. This battle cry has no effect on a creature immune to being {@condition frightened}." + "The target can't willingly move closer to you during its next turn. This battle cry has no effect on a creature immune to being {@condition frightened}." ] }, { @@ -26247,7 +26247,7 @@ } ], "entries": [ - "You can spend 3 ki points to cast {@spell blindness/deafness}. When you cast the spell with this discipline, it can't be used to deafen the target." + "You can spend 3 ki points to cast {@spell blindness/deafness}. When you cast the spell with this discipline, it can't be used to {@condition deafened||deafen} the target." ], "additionalSpells": [ { @@ -27258,7 +27258,7 @@ "When the target makes its next damage roll for a weapon, it rolls the damage dice twice and uses the lower result." ] }, - "You can use these jinx options a total number of times equal to your proficiency bonus, and you regain your expended uses when you finish a {@quickref resting|phb|2|0|long rest}." + "You can use these jinx options a total number of times equal to your proficiency bonus, and you regain your expended uses when you finish a {@quickref resting||2|0|long rest}." ], "prerequisite": [ { @@ -27536,7 +27536,7 @@ "Mal" ], "entries": [ - "When you finish a {@quickref resting|phb|2|0|short rest}, you can choose to replace one of your other metamorphoses with a different metamorphosis, and when you finish a {@quickref resting|phb|2|0|long rest}, you can choose to replace any number of your other metamorphoses with different metamorphoses. To choose a replacement metamorphosis, you must meet its prerequisites, and it can't have an 18th level prerequisite.", + "When you finish a {@quickref resting|phb|2|0|short rest}, you can choose to replace one of your other metamorphoses with a different metamorphosis, and when you finish a {@quickref resting||2|0|long rest}, you can choose to replace any number of your other metamorphoses with different metamorphoses. To choose a replacement metamorphosis, you must meet its prerequisites, and it can't have an 18th level prerequisite.", "If replacing a metamorphosis causes you to no longer meet another metamorphosis' prerequisites, you must also replace that metamorphosis. If you are replacing two or more metamorphoses simultaneously with this ability, you can choose a metamorphosis at the same time you choose its prerequisite metamorphosis." ], "prerequisite": [ @@ -27558,7 +27558,7 @@ "type": "list", "items": [ "The target has disadvantage on the next attack roll it makes.", - "The target has disadvantage on the next saving throw it makes. Once you use this jinx on a creature, you must finish a {@quickref resting|phb|2|0|long rest} before you can use it on that creature again." + "The target has disadvantage on the next saving throw it makes. Once you use this jinx on a creature, you must finish a {@quickref resting||2|0|long rest} before you can use it on that creature again." ] } ], @@ -27581,7 +27581,7 @@ "Mal" ], "entries": [ - "You learn the {@spell dispel caster|UltimateAdventurer} spell if you don't already know it. It doesn't count against the number of {@filter accursed spells|spells|class=Accursed (UAH)} you know. You can cast {@spell dispel caster|UltimateAdventurer} once, without expending a spell slot. When you do, you must finish a {@quickref resting|phb|2|0|long rest} before you can cast it with this ability again.", + "You learn the {@spell dispel caster|UltimateAdventurer} spell if you don't already know it. It doesn't count against the number of {@filter accursed spells|spells|class=Accursed (UAH)} you know. You can cast {@spell dispel caster|UltimateAdventurer} once, without expending a spell slot. When you do, you must finish a {@quickref resting||2|0|long rest} before you can cast it with this ability again.", "Additionally, when you make an ability check as part of your {@optfeature Arcane Anathema|UltimateAdventurer}, you add your proficiency bonus to that ability check." ], "prerequisite": [ @@ -27784,7 +27784,7 @@ "Mal" ], "entries": [ - "As a bonus action, you can force each creature of your choice that can see or hear you within 30 feet of you to make a Wisdom saving throw or become {@condition frightened} of you for 1 minute. At the start of each of its turns, a creature frightened by this ability takes {@damage 2d8} psychic damage if it can see or hear you, or can repeat the saving throw if it can't see or hear you, 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 this ability until you finish a {@quickref resting|phb|2|0|long rest}." + "As a bonus action, you can force each creature of your choice that can see or hear you within 30 feet of you to make a Wisdom saving throw or become {@condition frightened} of you for 1 minute. At the start of each of its turns, a creature {@condition frightened} by this ability takes {@damage 2d8} psychic damage if it can see or hear you, or can repeat the saving throw if it can't see or hear you, 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 this ability until you finish a {@quickref resting||2|0|long rest}." ], "prerequisite": [ { @@ -28175,7 +28175,7 @@ } ], "entries": [ - "The target creature must succeed on a Constitution saving throw or be paralyzed until the end of its next turn or until it takes damage." + "The target creature must succeed on a Constitution saving throw or be {@condition paralyzed} until the end of its next turn or until it takes damage." ] }, { @@ -28237,7 +28237,7 @@ "type": "entries", "name": "Amplify", "entries": [ - "This use of the ability ignores any immunity to the charmed condition that the target has." + "This use of the ability ignores any immunity to the {@condition charmed} condition that the target has." ] } ] @@ -28314,7 +28314,7 @@ "UAH:PD" ], "entries": [ - "Your eyes are clouded and milky. You are permanently blind, but have {@sense blindsight} to a distance of 30 feet. At 11th level, the distance of your {@sense blindsight} increases to 60 feet." + "Your eyes are clouded and milky. You are permanently {@condition blinded||blind}, but have {@sense blindsight} to a distance of 30 feet. At 11th level, the distance of your {@sense blindsight} increases to 60 feet." ] }, { @@ -28347,7 +28347,7 @@ "Conc" ], "entries": [ - "You can blow a dose of this powder into the eyes of a creature within 5 feet with the Use an Object action. When you do, that creature must succeed on a Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the blinded effect on a success." + "You can blow a dose of this powder into the eyes of a creature within 5 feet with the {@action Use an Object} action. When you do, that creature must succeed on a Constitution saving throw or be {@condition blinded} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the {@condition blinded} effect on a success." ] }, { @@ -28380,7 +28380,7 @@ "Conc" ], "entries": [ - " You can apply a dose of this philter to yourself or a target creature within 5 feet that you can see with the Use an Object action. For the next 10 minutes, when a creature that must breathe enters a space within 15 feet of the target, the creature must succeed on a Wisdom saving throw or be charmed by the target for the remainder of the duration of the philter. This effect automatically ends if the creature takes damage from the target or one of the target's allies. A creature affected by this concoction cannot cannot be affected again for 24 hours." + " You can apply a dose of this philter to yourself or a target creature within 5 feet that you can see with the Use an Object action. For the next 10 minutes, when a creature that must breathe enters a space within 15 feet of the target, the creature must succeed on a Wisdom saving throw or be {@condition charmed} by the target for the remainder of the duration of the philter. This effect automatically ends if the creature takes damage from the target or one of the target's allies. A creature affected by this concoction cannot cannot be affected again for 24 hours." ] }, { @@ -28402,7 +28402,7 @@ "Conc" ], "entries": [ - "A creature can apply a dose of this tar to its gums with the {@action Use an Object} action. When it does, for the next minute, the creature adds half your proficiency bonus to its AC and can take the {@action Attack} (one weapon attack only), {@action Dash}, or {@action Disengage} action as a bonus action on its turn. After that minute, the creature gains a level of exhaustion." + "A creature can apply a dose of this tar to its gums with the {@action Use an Object} action. When it does, for the next minute, the creature adds half your proficiency bonus to its AC and can take the {@action Attack} (one weapon attack only), {@action Dash}, or {@action Disengage} action as a bonus action on its turn. After that minute, the creature gains a level of {@condition exhaustion}." ] }, { @@ -28413,7 +28413,7 @@ "Conc" ], "entries": [ - "A creature can pinch a dose of this mix into its mouth with the Use an Object action. When it does, it has advantage on Strength saving throws, it deals an additional 1d4 damage when it makes weapon attacks that use Strength, and it is considered one size larger for determining carrying capacity and the weight it can push, drag, or lift. These effects end after one hour, at which time the creature gains a level of exhaustion." + "A creature can pinch a dose of this mix into its mouth with the Use an Object action. When it does, it has advantage on Strength saving throws, it deals an additional 1d4 damage when it makes weapon attacks that use Strength, and it is considered one size larger for determining carrying capacity and the weight it can push, drag, or lift. These effects end after one hour, at which time the creature gains a level of {@condition exhaustion}." ] }, { @@ -28424,7 +28424,7 @@ "Conc" ], "entries": [ - "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage to a creature, the creature must succeed on a Constitution saving throw or be poisoned and take 1d10 poison damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending this effect on a success." + "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage to a creature, the creature must succeed on a Constitution saving throw or be {@condition poisoned} and take 1d10 poison damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending this effect on a success." ] }, { @@ -28435,7 +28435,7 @@ "Conc" ], "entries": [ - "A creature can consume a dose of this tonic, or administer it to a willing or unconscious creature within 5 feet of it, with the Use an Object action. When a creature drinks this tonic, roll your Sneak Attack damage dice. The creature regains hit points equal to the result." + "A creature can consume a dose of this tonic, or administer it to a willing or {@condition unconscious} creature within 5 feet of it, with the Use an Object action. When a creature drinks this tonic, roll your Sneak Attack damage dice. The creature regains hit points equal to the result." ] }, { @@ -28446,7 +28446,7 @@ "Conc" ], "entries": [ - "A creature can consume a dose of this mixture with the Use an Object action. When it does, roll your Sneak Attack damage dice. The creature gains temporary hit points equal to the result, and for the next minute ignores the effect of any levels of exhaustion it has. After that minute, the creature gains a level of exhaustion." + "A creature can consume a dose of this mixture with the Use an Object action. When it does, roll your Sneak Attack damage dice. The creature gains temporary hit points equal to the result, and for the next minute ignores the effect of any levels of {@condition exhaustion} it has. After that minute, the creature gains a level of {@condition exhaustion}." ] }, { @@ -28457,7 +28457,7 @@ "Conc" ], "entries": [ - "A willing creature can consume a dose of this tincture with the Use an Object action. When it does, the creature can choose to fall asleep at the end of any of its turns within the next minute. If it does, the creature is petrified for 8 hours. When this effect ends after 8 hours, the creature gains all the benefits of having finished a long rest and loses an additional level of exhaustion." + "A willing creature can consume a dose of this tincture with the Use an Object action. When it does, the creature can choose to fall asleep at the end of any of its turns within the next minute. If it does, the creature is {@condition petrified} for 8 hours. When this effect ends after 8 hours, the creature gains all the benefits of having finished a long rest and loses an additional level of {@condition exhaustion}." ] }, { @@ -28468,7 +28468,7 @@ "Conc" ], "entries": [ - "A creature can apply a dose of this syrup to food or drink with the Use an Object action. A creature that consumes the food or drink must succeed on a Constitution saving throw or gain a level of exhaustion. A creature that fails that saving throw must succeed on another Constitution saving throw after 1 minute has passed or become unconscious for 8 hours. When a creature uses its action to rouse the sleeping creature or the sleeping creature takes damage, the sleeping creature can make another Constitution saving throw, waking up on a success." + "A creature can apply a dose of this syrup to food or drink with the {@action Use an Object} action. A creature that consumes the food or drink must succeed on a Constitution saving throw or gain a level of {@condition exhaustion}. A creature that fails that saving throw must succeed on another Constitution saving throw after 1 minute has passed or become {@condition unconscious} for 8 hours. When a creature uses its action to rouse the sleeping creature or the sleeping creature takes damage, the sleeping creature can make another Constitution saving throw, waking up on a success." ] }, { @@ -28479,7 +28479,7 @@ "Conc" ], "entries": [ - "A creature can take the Use an Object action to administer a dose of these salts to itself or another creature within 5 feet of it. When it does, the creature affected can choose to wake up or end one effect causing it to be charmed, frightened, or stunned." + "A creature can take the Use an Object action to administer a dose of these salts to itself or another creature within 5 feet of it. When it does, the creature affected can choose to wake up or end one effect causing it to be {@condition charmed}, {@condition frightened}, or {@condition stunned}." ] }, { @@ -28490,7 +28490,7 @@ "Conc" ], "entries": [ - "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage, the creature is inebriated for the next minute. While inebriated, it has disadvantage on Perception ability checks and the first time each turn it uses its movement, it must succeed on a Dexterity saving throw or fall prone and have its movement speed reduced to 0 until the end of its turn." + "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage, the creature is inebriated for the next minute. While inebriated, it has disadvantage on Perception ability checks and the first time each turn it uses its movement, it must succeed on a Dexterity saving throw or fall {@condition prone} and have its movement speed reduced to 0 until the end of its turn." ] }, { @@ -28501,7 +28501,7 @@ "Conc" ], "entries": [ - "You can apply a dose of this acid to a weapon with the Use an Object action. The next time this weapon deals damage, the creature must make a Wisdom saving throw. If the creature fails, it is frightened and takes 1d6 psychic damage at the start of each of its turns for the next minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success." + "You can apply a dose of this acid to a weapon with the Use an Object action. The next time this weapon deals damage, the creature must make a Wisdom saving throw. If the creature fails, it is {@condition frightened} and takes 1d6 psychic damage at the start of each of its turns for the next minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success." ] }, { @@ -28512,7 +28512,7 @@ "Conc" ], "entries": [ - "A creature can drink a dose of this antidote, or administer it to a willing or unconscious creature within 5 feet, with the Use an Object action. When it does, all poisons and non-magical diseases currently afflicting the creature immediately end. Additionally, for the next minute, the creature has resistance to poison damage and advantage on saving throws against poison." + "A creature can drink a dose of this antidote, or administer it to a willing or {@condition unconscious} creature within 5 feet, with the Use an Object action. When it does, all poisons and non-magical diseases currently afflicting the creature immediately end. Additionally, for the next minute, the creature has resistance to poison damage and advantage on saving throws against poison." ] } ], @@ -28967,7 +28967,7 @@ { "name": "Telepathic Bond", "entries": [ - "While the skull servant is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use your action to see through the skull servant's emerald eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} in regard to your own senses." + "While the skull servant is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use your action to see through the skull servant's emerald eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are {@condition deafened||deaf} and {@condition blinded||blind} in regard to your own senses." ] }, { @@ -29005,7 +29005,7 @@ { "name": "Bone Jab", "entries": [ - "{@atk mw} {@hitYourSpellAttack}, reach 5 ft., one target. {@h}1 piercing damage plus necrotic damage equal to the spell's level. If the spell's level is at least 5, the target's hit point maximum is reduced by an amount equal to the necrotic damage it took from the attack until it finishes a {@quickref resting|phb|2|0|long rest}. A creature dies if its hit point maximum is reduced to 0." + "{@atk mw} {@hitYourSpellAttack}, reach 5 ft., one target. {@h}1 piercing damage plus necrotic damage equal to the spell's level. If the spell's level is at least 5, the target's hit point maximum is reduced by an amount equal to the necrotic damage it took from the attack until it finishes a {@quickref resting||2|0|long rest}. A creature dies if its hit point maximum is reduced to 0." ] }, { @@ -29255,7 +29255,7 @@ "wondrous": true, "entries": [ "While you wear this brass amulet, it grants you immu nity to being {@condition charmed} or {@condition frightened}, and it allows you to cast {@spell fear} or suggestion (save DC 13) as an action. Once these spells have been cast from the amulet a combined total of three times, the amulet can no longer cast them.", - "Thereafter you can cast {@spell cause fear|XGE} XGE or charm person (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay.", + "Thereafter you can cast {@spell cause fear|XGE} XGE or {@spell charm person} (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay.", { "type": "entries", "name": " Curse", @@ -29337,7 +29337,7 @@ "wondrous": true, "entries": [ "While you wear this brass amulet, it grants you immu nity to being {@condition charmed} or {@condition frightened}, and it allows you to cast {@spell fear} or suggestion (save DC 13) as an action. Once these spells have been cast from the amulet a combined total of three times, the amulet can no longer cast them.", - "Thereafter you can cast {@spell cause fear|XGE} XGE or charm person (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay.", + "Thereafter you can cast {@spell cause fear|XGE} XGE or {@spell charm person} (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay.", { "type": "entries", "name": " Curse", @@ -30139,7 +30139,7 @@ "entries": [ "You perform a ritual on a willing creature within range, binding your magic to its essence. The creature must remain within range for the duration of the ritual. Once the ritual ends, the creature becomes your familiar.", "You can't have more than one familiar at a time, such as from the {@spell find familiar} spell or similar magic. If the familiar dies, or if you cast a spell that creates a new familiar while you already have a familiar from this spell, your connection to the familiar is broken, and it is no longer your familiar.", - "While your familiar is within 100 feet of you, you can communicate to each other telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} to your own senses.", + "While your familiar is within 100 feet of you, you can communicate to each other telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are {@condition deafened||deaf} and {@condition blinded||blind} to your own senses.", "When you cast {@filter a spell with a range of Self or Touch|spells|source=|class=wizard|range=self;touch}, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires {@condition concentration}, and the familiar is willing, you can choose to have the familiar maintain concentration on the spell.", "Finally, you can use a bonus action and expend a spell slot to restore hit points to your familiar. Roll a number of {@dice d6} equal to the level of the expended spell slot. Add your spellcasting ability modifier to each roll, and then the familiar regains a number of hit points equal to the total result." ], @@ -31253,7 +31253,7 @@ ] }, "entries": [ - "You attempt to charm any number of creatures you can see within range. Each target must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. Each charmed creature is friendly to you. When the spell ends, each creature knows it was charmed by you." + "You attempt to charm any number of creatures you can see within range. Each target must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. Each charmed creature is friendly to you. When the spell ends, each creature knows it was {@condition charmed} by you." ], "entriesHigherLevel": [ { @@ -31777,7 +31777,7 @@ ] }, "entries": [ - "You can cast this spell only at night. If it becomes daytime while you cast the spell, the spell fails. When you begin casting the spell, a willing humanoid within range dies. When you finish casting the spell, that creature returns to life as a vampire and gains the benefits of a {@quickref resting|phb|2|0|long rest}. It retains its personality, alignment, hit points, racial traits, class features, and ability scores, though it changes in the following ways:", + "You can cast this spell only at night. If it becomes daytime while you cast the spell, the spell fails. When you begin casting the spell, a willing humanoid within range dies. When you finish casting the spell, that creature returns to life as a vampire and gains the benefits of a {@quickref resting||2|0|long rest}. It retains its personality, alignment, hit points, racial traits, class features, and ability scores, though it changes in the following ways:", { "type": "list", "items": [ @@ -31793,7 +31793,7 @@ "It can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.", "If it has consumed a liter of blood within the last 24 hours, it has at least 1 hit point, and it isn't in sunlight or running water, it regains 10 hit points at the start of each of its turns. If it takes radiant damage or damage from {@item holy water (flask)|PHB|holy water}, this benefit doesn't function at the start of its next turn.", "While it isn't in sunlight or running water, it can use its action to polymorph into a Tiny {@creature bat} or back into its vampire form. While in bat form, it can't speak, its walking speed is 5 feet, and it has a {@quickref Flying Movement|PHB|3|0|flying speed} of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to vampire form if it dies.", - "Its bite becomes a natural weapon, which it can use to make unarmed strikes. If it hits with its bite, it deals piercing damage equal to {@dice 1d6} + its Strength modifier and {@damage 3d6} necrotic damage, instead of the bludgeoning damage normal for an unarmed strike. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a {@quickref resting|phb|2|0|long rest}, and dies if its hit point maximum is reduced to 0. The vampire can use this bite attack no more than once each turn." + "Its bite becomes a natural weapon, which it can use to make unarmed strikes. If it hits with its bite, it deals piercing damage equal to {@dice 1d6} + its Strength modifier and {@damage 3d6} necrotic damage, instead of the bludgeoning damage normal for an unarmed strike. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a {@quickref resting||2|0|long rest}, and dies if its hit point maximum is reduced to 0. The vampire can use this bite attack no more than once each turn." ] }, "You can cast this spell targeting a willing vampire created with it to revert all of the changes caused by the spell and return it to its humanoid form." @@ -34061,7 +34061,7 @@ "Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal creature type.", "Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.", "When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is on the same plane as you, you can communicate with it telepathically.", - "Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} with regard to your own senses.", + "Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are {@condition deafened||deaf} and {@condition blinded||blind} with regard to your own senses.", "As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.", "You can't have more than one familiar at a time, including a familiar created by this spell or by {@spell find familiar}. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.", "Finally, when you cast a {@filter spell with a range of touch|spells|source=|components & miscellaneous==|range=touch}, your familiar can deliver the spell as if it had cast the spell. You must be able to see your familiar, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll." @@ -35621,7 +35621,7 @@ ] }, "entries": [ - "You look straight into the face of one creature you can see within range, and begin bellowing a nightmarish tale audible to 300 feet that hits the creature like a shockwave. Make a ranged spell attack against the target. The target being within 5 feet of you doesn't impose disadvantage on the attack roll. On a hit, the target takes {@damage 3d8} thunder damage, and, if it can hear you, it must succeed on a Wisdom saving throw or become {@condition frightened} of you until the spell ends. On a miss, the target takes half damage and isn't frightened.", + "You look straight into the face of one creature you can see within range, and begin bellowing a nightmarish tale audible to 300 feet that hits the creature like a shockwave. Make a ranged spell attack against the target. The target being within 5 feet of you doesn't impose disadvantage on the attack roll. On a hit, the target takes {@damage 3d8} thunder damage, and, if it can hear you, it must succeed on a Wisdom saving throw or become {@condition frightened} of you until the spell ends. On a miss, the target takes half damage and isn't {@condition frightened}.", "A target {@condition frightened} this way can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. It has disadvantage on the saving throw if you're within 5 feet of it." ], "entriesHigherLevel": [ @@ -36408,7 +36408,7 @@ "Nonmagical weather and climate effects will not harm anyone within the area.", "Beasts will not enter the area unless magically compelled to do so.", "Creatures outside the area have disadvantage on ability checks to perceive or find the camp, unless you choose otherwise.", - "Creatures that complete a {@quickref resting|phb|2|0|long rest} in the area gain {@dice 1d6} {@quickref temporary hit points||3|0} at the end of the long rest." + "Creatures that complete a {@quickref resting||2|0|long rest} in the area gain {@dice 1d6} {@quickref temporary hit points||3|0} at the end of the long rest." ] } ], @@ -36877,7 +36877,7 @@ "The duplicate can't attune to magic items, though it counts as being attuned to each magic item to which you are attuned." ] }, - "You can see through the duplicate's eyes, hear through its ears, and speak through its mouth (no action required by you) for any duration of time. While you use your duplicate's senses or speak through it, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} with regard to your own senses and are unable to speak from your own mouth.", + "You can see through the duplicate's eyes, hear through its ears, and speak through its mouth (no action required by you) for any duration of time. While you use your duplicate's senses or speak through it, you are {@condition deafened||deaf} and {@condition blinded||blind} with regard to your own senses and are unable to speak from your own mouth.", "A creature is able to determine that the duplicate is an illusion only through the use of magic, such as the {@spell detect magic} spell, or if it has {@sense truesight}. In either case, the creature sees the illusion as translucent, and can see that it is hollow beneath the layer of imagery and shadow material from which it is constructed.", "If you or your duplicate casts this spell again while you already have a duplicate, the previous duplicate is destroyed. The duplicate is also destroyed if you are ever on a different plane than it, or if it drops to 0 hit points or would be instantly killed, such as through a {@spell disintegrate} or {@spell power word kill} spell. You can also have the duplicate destroy itself as an action on its turn. When the duplicate is destroyed, each piece of equipment it appeared with disappears." ], @@ -36925,7 +36925,7 @@ ] }, "entries": [ - "Until the spell ends, when you make a Strength or Constitution check, you can replace the number you roll with a 15. Additionally, you count as one size larger for the purpose of {@action grapple|PHB|grappling} and {@action shove|PHB|shoving}, as well as determining the weight you can push, drag, or lift." + "Until the spell ends, when you make a Strength or Constitution check, you can replace the number you roll with a 15. Additionally, you count as one size larger for the purpose of {@action grapple||grappling} and {@action shove|PHB|shoving}, as well as determining the weight you can push, drag, or lift." ] }, { @@ -38266,7 +38266,7 @@ "type": "entries", "name": "Earth", "entries": [ - "The weapon and the creature wielding it are imbued with the steadfastness and permanence of stone. Weapon attacks made with the weapon deal an extra {@damage 2d8} bludgeoning damage on a hit. A creature holding the weapon ignores the effects of nonmagical {@quickref difficult terrain|PHB|4}, and has advantage on Strength checks and on any saving throw it makes against being knocked {@condition prone} or moved against its will." + "The weapon and the creature wielding it are imbued with the steadfastness and permanence of stone. Weapon attacks made with the weapon deal an extra {@damage 2d8} bludgeoning damage on a hit. A creature holding the weapon ignores the effects of nonmagical {@quickref difficult terrain||4}, and has advantage on Strength checks and on any saving throw it makes against being knocked {@condition prone} or moved against its will." ] }, { @@ -39106,7 +39106,7 @@ ] }, "entries": [ - "You weave threads of shadow around any number of willing creatures you can see within range. All other creatures within range must succeed on a Wisdom saving throw or become {@condition frightened} for the duration of this spell. If a frightened creature ends its turn in a location in which it can't see any of the chosen creatures, it can repeat the saving throw, ending the condition for itself on a success.", + "You weave threads of shadow around any number of willing creatures you can see within range. All other creatures within range must succeed on a Wisdom saving throw or become {@condition frightened} for the duration of this spell. If a {@condition frightened} creature ends its turn in a location in which it can't see any of the chosen creatures, it can repeat the saving throw, ending the condition for itself on a success.", "Around each of the spell's targets appears a suit of shadow armor, which the target wears over any clothing or armor it's wearing. It counts as a suit of heavy armor with which the target is proficient, though it doesn't have a Strength requirement or impose disadvantage on the target's Dexterity ({@skill Stealth}) checks.", "While a target wears the armor, its AC is 20 unless it was already higher, and while the wearer is in {@quickref Vision and Light|PHB|2||dim light} and {@quickref Vision and Light|PHB|2||darkness}, it makes Dexterity ({@skill Stealth}) checks with advantage.", "Additionally, when you cast the spell, each target can choose to gain one of the following pieces of shadow equipment in one of its open hands (if it has one):", @@ -41681,7 +41681,7 @@ { "type": "list", "items": [ - "You can use a bonus action to protect a creature within 5 feet of you. Until the start of your next turn, any attack roll made against that creature has disadvantage if you can see the attacker. This benefit ends early if you are incapacitated or your speed drops to 0.", + "You can use a bonus action to protect a creature within 5 feet of you. Until the start of your next turn, any attack roll made against that creature has disadvantage if you can see the attacker. This benefit ends early if you are {@condition incapacitated} or your speed drops to 0.", "When you take the {@action Dodge} action on your turn, you can spend one Hit Die to steel yourself. Roll the die, add your Constitution modifier, and gain a number of temporary hit points equal to the total (minimum 1)." ] } @@ -41845,7 +41845,7 @@ "items": [ "Increase your Constitution score by 1, to a maximum of 20.", "As a bonus action on your turn, you gain temporary hit points equal to 1d10 + your Constitution modifier. Once you use this ability, you must finish a short or long rest before you can do so again.", - "When you finish a long rest, your exhaustion level is reduced by 2 (instead of 1)." + "When you finish a long rest, your {@condition exhaustion} level is reduced by 2 (instead of 1)." ] } ] @@ -41922,7 +41922,7 @@ "type": "list", "items": [ "When you make an unarmed strike against a creature and beat the target's AC by 5 or more, you can move it 5 feet in a direction of your choice.", - "When you take the Attack action, you can use a bonus action on the same turn to make an unarmed strike against a creature within 5 feet. If this unarmed strike hits, you deal no damage and instead knock the creature prone or push the creature 5 feet in any direction (your choice)." + "When you take the {@action Attack} action, you can use a bonus action on the same turn to make an unarmed strike against a creature within 5 feet. If this unarmed strike hits, you deal no damage and instead knock the creature prone or push the creature 5 feet in any direction (your choice)." ] } ] @@ -41992,7 +41992,7 @@ "type": "list", "items": [ "You gain a climbing speed equal to your base walking speed.", - "When you take the Attack action and replace one or more of your attacks with a grapple, you can make an additional unarmed strike attack as part of the same action." + "When you take the {@action Attack} action and replace one or more of your attacks with a {@action grapple}, you can make an additional unarmed strike attack as part of the same action." ] } ] @@ -42038,7 +42038,7 @@ "items": [ "The range of your telepathy increases to 300 feet.", "Even if a creature does not share a language with you, you can telepathically communicate with the creature using images, sounds, and other sensorymessages. The creature must have an Intelligence score of at least 6 to understand the message, and you must be able to see the creature to communicate with it in this way.", - "You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving." + "You can sense the presence of any creature within 30 feet of you that is {@condition invisible} or on the Ethereal Plane. You can pinpoint such a creature that is moving." ] } ] @@ -42078,8 +42078,8 @@ { "type": "list", "items": [ - "You suffer the effects of exhaustion as if you had one level less than you do. If you have 6 levels of exhaustion and you would gain an additional level, you die.", - "When you finish a short rest, you can choose to remove a level of exhaustion. Once you do, you can't use this ability again until you finish a long rest.", + "You suffer the effects of {@condition exhaustion} as if you had one level less than you do. If you have 6 levels of {@condition exhaustion} and you would gain an additional level, you die.", + "When you finish a short rest, you can choose to remove a level of {@condition exhaustion}. Once you do, you can't use this ability again until you finish a long rest.", "You learn the mold earth XGE cantrip. Your choice of one of the ability scores associated with your mote or anima subrace is your spellcasting ability for this spell." ] } @@ -42096,7 +42096,7 @@ "items": [ "Increase your Wisdom score by 1, to a maximum of 20.", "You have resistance to psychic damage.", - "When you make a saving throw against being charmed or frightened, you can use your reaction to gain advantage on that roll." + "When you make a saving throw against being {@condition charmed} or {@condition frightened}, you can use your reaction to gain advantage on that roll." ] } ] @@ -42400,8 +42400,8 @@ "type": "list", "items": [ "As a bonus action on your turn, you can take a defensive stance, gaining a +2 bonus to AC until the start of your next turn.", - "As a bonus action on your turn, you can make a melee weapon attack against a creature no more than one size larger than you. On a hit, you deal no damage but instead push the creature 5 feet or knock it prone.", - "The first time each turn you score a critical hit on a creature, it is incapacitated until the end of its next turn." + "As a bonus action on your turn, you can make a melee weapon attack against a creature no more than one size larger than you. On a hit, you deal no damage but instead push the creature 5 feet or knock it {@condition prone}.", + "The first time each turn you score a critical hit on a creature, it is {@condition incapacitated} until the end of its next turn." ] } ] @@ -42458,7 +42458,7 @@ "The normal and long range of thrown weapons is doubled for you.", "You can draw a weapon that has the thrown property as part of the attack you make with the weapon.", "Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.", - "When you take the Attack action and make only ranged weapon attacks with thrown light weapons on your turn, you can use a bonus action to make two ranged weapon attacks with thrown light weapons. These two ranged attacks cannot target the same creature." + "When you take the {@action Attack} action and make only ranged weapon attacks with thrown light weapons on your turn, you can use a bonus action to make two ranged weapon attacks with thrown light weapons. These two ranged attacks cannot target the same creature." ] } ] @@ -42497,8 +42497,8 @@ { "type": "list", "items": [ - "Once per turn when you deal damage with a whip or weighted chain to a creature that is no more than one size larger than you, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failure, you choose whether the creature drops one object of your choice that it's holding, falls prone, or has its movement speed reduced to 0 until the start of your next turn.", - "When you take the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a whip or weighted chain you are holding." + "Once per turn when you deal damage with a whip or weighted chain to a creature that is no more than one size larger than you, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failure, you choose whether the creature drops one object of your choice that it's holding, falls {@condition prone}, or has its movement speed reduced to 0 until the start of your next turn.", + "When you take the {@action Attack} action and attack with a one-handed weapon, you can use a bonus action to attack with a whip or weighted chain you are holding." ] } ]