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A. 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Thieves' Cant.json":{"a":1602439286,"m":1668987711},"variantrule/Kanekuo; Potions Plus.json":{"a":1585648267,"m":1663792415},"variantrule/Kcon; Group Spellcasting.json":{"a":1537874753,"m":1537874753},"variantrule/Liarus; Druidic.json":{"a":1602439286,"m":1668987711},"variantrule/Matthew Mercer; Corruption Rules.json":{"a":1649342553,"m":1683389057},"variantrule/Metabot; Stealth Rules.json":{"a":1537874753,"m":1661285343},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1673562612},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1537874753},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1537874753},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1666126587},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":0},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1666635069},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1692564844},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":0}} \ No newline at end of file diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 26e7a79a95..9593b1fd8f 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -23,8 +23,8 @@ }, "status": "wip", "dateAdded": 1694466271, - "dateLastModified": 1694466271, - "_dateLastModifiedHash": "34fc654f2a" + "_dateLastModifiedHash": "41becb7b30", + "dateLastModified": 1698618873 }, "book": [ { @@ -7373,1502 +7373,5555 @@ }, { "type": "item", - "name": "", + "name": "Fade", "entries": [ - "" + "After a successful Attack test, this unit can move back 1 space. Opposed units cannot use the Follow Up maneuver in response." ] }, { "type": "item", - "name": "", + "name": "Fast Siege Weapon", "entries": [ - "" + "This unit can attack a fortification. It automatically hits (no Attack test or Power test needed) and deals 3 damage." ] }, { "type": "item", - "name": "", + "name": "Fast Siege Weapon (Heavy)", "entries": [ - "" + "This unit can attack a fortification. It automatically hits (no Attack test or Power test needed) and deals 5 damage." ] }, { "type": "item", - "name": "", + "name": "Fearless", "entries": [ - "" + "This unit automatically succeeds on Morale tests." ] }, { "type": "item", - "name": "", + "name": "Fearsome", "entries": [ - "" + "As a reaction to making an Attack test, this unit forces the target to succeed on a Morale test (DC = 8 + this unit's size) or suffer 1 additional casualty." ] }, { "type": "item", - "name": "", + "name": "Feast", "entries": [ - "" + "At the end of this unit's activation, if any diminished unit is adjacent to it, increment this unit's casualty die." ] }, { "type": "item", - "name": "", + "name": "Fire Blast", "entries": [ - "" + "As an action, this unit forces two adjacent opposed units to each make a DC 13 Power test. On a failure, a unit suffers 2 casualties. Recharge 5\u20136." ] }, { "type": "item", - "name": "", + "name": "Fire Breath", "entries": [ - "" + "As an action, this unit forces three adjacent opposed units to each make a Power test (DC = 8 + this unit's size). On a failure, a unit suffers 2 casualties and gains a fire token. The fire token inflicts 1 casualty. Recharge 5\u20136." ] }, { "type": "item", - "name": "", + "name": "Fire Immunity", "entries": [ - "" + "This unit does not suffer casualties from traits or other effects with \"burning,\" \"fire,\" or \"flame\" in their names, or from fire tokens." ] }, { "type": "item", - "name": "", + "name": "Flaming Weapons", "entries": [ - "" + "When this unit makes a successful Power test as part of an attack, it adds a fire token to the target in addition to the normal effects of the test. The fire token inflicts 1 casualty." ] }, { "type": "item", - "name": "", + "name": "\"Follow the Standard!\"", "entries": [ - "" + "When this unit succeeds on a Power test as part of an attack, each cavalry unit the unit's commander controls can use a reaction to immediately make an attack against the target of the Power test." ] }, { "type": "item", - "name": "", + "name": "Guerrillas", "entries": [ - "" + "When this unit succeeds on an Attack test against any opposed infantry or artillery unit (but not siege weapons), that unit is disoriented." ] }, { "type": "item", - "name": "", + "name": "Gulp", "entries": [ - "" + "As an action, this unit forces an opposed infantry or artillery unit (but not a siege engine) to make a DC 15 Power test. On a failure, the target unit is diminished (or is broken if it was already diminished). Recharge 5\u20136." ] }, { "type": "item", - "name": "", + "name": "Hallucinatory Spores", "entries": [ - "" + "As an action, this unit forces a legal target to make a DC 15 Power test. On a failure, the opposed unit attacks one of its own allied units of this unit's choice on the opposed unit's next activation." ] }, { "type": "item", - "name": "", + "name": "Hard Hats", "entries": [ - "" + "This unit has +2 to Defense against attacks from aerial units." ] }, { "type": "item", - "name": "", + "name": "Harriers", "entries": [ - "" + "If this unit succeeds on a Power test as part of an attack, this unit becomes the target unit's only legal target on its next activation." ] }, { "type": "item", - "name": "", + "name": "Harrowing", "entries": [ - "" + "Any opposed infantry, cavalry, or aerial unit must first succeed on a Morale test (DC = 10 + this unit's tier) when it attacks this unit. On a success, the attacking unit is not affected by any unit's Harrowing trait for the rest of the battle. On a failure, the attacking unit's activation ends." ] - } - ] - } - ] - } - ] - } - ] - } - ], - "optionalfeature": [ - { - "name": "Cap'n", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn." - ], - "foundryEffects": [ - { - "name": "Cap'n Initiative Bonus", - "changes": [ - { - "key": "data.attributes.init.value", - "mode": "ADD", - "value": "@data.attributes.prof" - } - ] - } - ] - }, - { - "name": "Doc", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two {@item potion of healing|DMG|potions of healing} during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation." - ], - "skillProficiencies": [ - { - "medicine": true - } - ], - "toolProficiencies": [ - { - "herbalism kit": true - } - ] - }, - { - "name": "Know-It-All", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature's challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute." - ], - "skillProficiencies": [ - { - "history": true, - "nature": true - } - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "you roll initiative" - } - }, - { - "name": "Smart Mouth", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature's initiative by a number equal to your Charisma modifier." - ], - "skillProficiencies": [ - { - "intimidation": true, - "persuasion": true - } - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a hostile creature you can see rolls initiative" - } - }, - { - "name": "Weirdo", - "source": "KaW", - "page": 32, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest.", - "Additionally, you can cast the {@spell counterspell} spell, and regain the ability to do so when you finish a long rest." - ], - "skillProficiencies": [ - { - "arcana": true - } - ], - "additionalSpells": [ - { - "innate": { - "_": { - "daily": { - "1": [ - "counterspell" - ] - } - } - } - } - ] - }, - { - "name": "Never Tell Me The Odds", - "source": "KaW", - "page": 32, - "featureType": [ - "DPWR" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain's pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." - ] - }, - { - "name": "Call In a Favor", - "source": "KaW", - "page": 32, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm's attitude toward your domain as shown on the following table.", - { - "type": "table", - "colLabels": [ - "Attitude", - "Diplomacy DC" - ], - "colStyles": [ - "col-1 text-left", - "col-2 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "Hostile", - "18", - "" - ], - [ - "Suspicious", - "15", - "" - ], - [ - "Neutral", - "13", - "" - ], - [ - "Friendly", - "10", - "" - ], - [ - "Allied", - "8", - "" - ] - ] - } - ] - }, - { - "name": "To Arms, Fellow Adventurers (Special Unit)", - "source": "KaW", - "page": 32, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Adventuring Party" - } - ], - "entries": [ - "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers\u2014a special unit of adventurers just like you!", + }, + { + "type": "item", + "name": "Heroes of the Myriad Worlds", + "entries": [ + "Once per battle as a bonus action, this unit can gain advantage on Attack tests and Power tests until the end of its activation." + ] + }, + { + "type": "item", + "name": "Holy", + "entries": [ + "Undead and fiend units have disadvantage on Attack tests and Power tests against this unit." + ] + }, + { + "type": "item", + "name": "Hop", + "entries": [ + "For its movement, this unit can move to any empty space on the battlefield." + ] + }, + { + "type": "item", + "name": "Implacable", + "entries": [ + "This unit cannot unwillingly be moved or teleported, and it can ignore any effects of terrain." + ] + }, + { + "type": "item", + "name": "Indistinct", + "entries": [ + "Attack tests for ranged attacks made against this unit have disadvantage." + ] + }, + { + "type": "item", + "name": "Inexorable", + "entries": [ + "This unit is immune to any effect that would hinder or stop its movement, or that would deny it the ability to use actions." + ] + }, + { + "type": "item", + "name": "Inspire Fear", + "entries": [ + "Whenever this unit leaves an opposed unit diminished, all goblinoid units in the same rank as this unit can immediately attack a legal target." + ] + }, + { + "type": "item", + "name": "Into the Breach", + "entries": [ + "When this unit successfully executes the Follow Up maneuver, it has +2 bonus to Defense until the beginning of its next activation." + ] + }, + { + "type": "item", + "name": "Invisibility", + "entries": [ + "This unit cannot be attacked until it successfully attacks an opposed unit." + ] + }, + { + "type": "item", + "name": "Jaunt", + "entries": [ + "In place of its movement, remove this unit from the battlefield. It returns to the space it left, or an unoccupied space of the GM's choice if that space is occupied, at the start of its next activation. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Lightning Breath", + "entries": [ + "As an action, choose a rank on the battlefield. Each unit in that rank must succeed on a Power test (DC = 8 + this unit's size) or suffer 2 casualties. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Load the Bones!", + "entries": [ + "While any diminished unit is adjacent to this unit, this unit has +2 damage against opposed fortifications." + ] + }, + { + "type": "item", + "name": "Magic Resistant", + "entries": [ + "This unit has advantage on Power tests to resist battle magic." + ] + }, + { + "type": "item", + "name": "Magical Adepts", + "entries": [ + "As a bonus action, this unit forces an opposed unit to make a DC 13 Power Test. On a failure, allied units have advantage on Attack tests against the opposed unit until the end of the battle. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Maneuver: Detonate", + "entries": [ + "As an action, this unit deals {@damage 1d4 + 2} damage to an adjacent fortification. Recharge 3\u20136." + ] + }, + { + "type": "item", + "name": "Maneuver: \"Evasive Maneuvers!\"", + "entries": [ + "As a reaction when an opposed artillery unit makes an Attack test against this unit, impose disadvantage on the opposed unit's Attack test. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Maneuver: \"Fire!!\"", + "entries": [ + "As a reaction to a successful Power test made against a target unit, add a fire token to the target. The fire token inflicts 1 casualty. Recharge 4\u20136." + ] + }, + { + "type": "item", + "name": "Maneuver: \"Hold the Line!\"", + "entries": [ + "As a reaction to being diminished, this unit makes a DC 13 Command test. On a success, this unit ignores the casualties that caused it to become diminished, and is not diminished." + ] + }, + { + "type": "item", + "name": "Maneuver: \"Lancers! Flank Them!\"", + "entries": [ + "As a reaction when an opposed cavalry or aerial unit inflicts 1 or more casualties on an allied infantry or artillery unit, this unit makes a free attack against that opposed unit." + ] + }, + { + "type": "item", + "name": "Maneuver: \"Land and Charge!\"", + "entries": [ + "While this unit has the aerial type, it can use a bonus action to make a DC 11 Command test. On a success, this unit's Power tests have +2 damage on this activation, but the unit's type becomes cavalry. At the end of its next activation, the unit regains the aerial type. Recharge 4\u20136." + ] + }, + { + "type": "item", + "name": "Maneuver: Outflank", + "entries": [ + "As an action, move this unit into any empty space. Any opposed unit that executes the Follow Up maneuver in response has disadvantage on the Command test." + ] + }, + { + "type": "item", + "name": "Maneuver: \"Prey on the Weak.\"", + "entries": [ + "As a reaction to an exposed opposed unit being diminished, this unit makes a DC 10 Command test. On a success, the unit makes an attack against the opposed unit." + ] + }, + { + "type": "item", + "name": "Maneuver: Repair", + "entries": [ + "As an action, a fortification this unit is on or adjacent to recovers {@damage 1d4 + 2} hit points, up to its starting hit points." + ] + }, + { + "type": "item", + "name": "Maneuver: \"Spit Upon Their Horns.\"", + "entries": [ + "As a reaction to succeeding on a Power test made as part of an attack, this unit makes a DC 13 Command test. On a success, the target unit suffers 1 additional casualty." + ] + }, + { + "type": "item", + "name": "Maneuver: Strafe", + "entries": [ + "As a reaction to succeeding on a Power test made as part of an attack against an opposed artillery or infantry unit, this unit makes a DC 13 Command test. On a success, two adjacent opposed units in the same rank as the target unit each suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Maneuver: Testudo", + "entries": [ + "As a reaction to suffering 1 or more casualties from an opposed artillery or aerial unit's Attack test, this unit makes a DC 13 Command test. On a success, any opposed unit targeting this unit has disadvantage on Power tests until this unit's next activation." + ] + }, + { + "type": "item", + "name": "Mass Protection Against Evil", + "entries": [ + "Any opposed infantry or artillery unit must succeed on a DC 15 Morale test to enter the vanguard rank of this unit's side." + ] + }, + { + "type": "item", + "name": "Meld", + "entries": [ + "As a reaction to a successful Attack test against an infantry or artillery unit, this unit can move into the target unit's space. While this unit is in the target's space, the target unit cannot move and can attack only this unit. Units attacking either unit in this space have a 50 percent chance of targeting the wrong unit." + ] + }, + { + "type": "item", + "name": "Mobile", + "entries": [ + "This unit has advantage on the Command test when using the Follow Up maneuver, and can move back 2 spaces when using the Withdraw maneuver." + ] + }, + { + "type": "item", + "name": "Nature's Bond", + "entries": [ + "When an allied infantry or artillery unit suffers 1 or more casualties, this unit can take the casualty instead. This unit must deploy in its side's front." + ] + }, + { + "type": "item", + "name": "None", + "entries": [ + "This unit has no traits." + ] + }, + { + "type": "item", + "name": "Noxious Fog", + "entries": [ + "As an action, this unit places two poison tokens in each of 4 adjacent spaces. Any unit that moves into a space with one or more of these poison tokens or that activates there suffers 1 casualty per token. Each space loses one poison token at the end of this unit's subsequent activations. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Pack Tactics", + "entries": [ + "When an adjacent unit that also has this trait successfully uses the Follow Up maneuver (page 109), this unit can move into any empty space adjacent to this unit's current position." + ] + }, + { + "type": "item", + "name": "Pike Training", + "entries": [ + "This unit automatically succeeds on Command test for the Set for Charge manuever." + ] + }, + { + "type": "item", + "name": "Point Blank", + "entries": [ + "When this unit succeeds on a Power test as part of an attack against an adjacent unit, it inflicts 1 additional casualty." + ] + }, + { + "type": "item", + "name": "Poisonous", + "entries": [ + "When this unit succeeds on a Power test as part of an attack, the target unit is also weakened until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Pool of Soul's Blood", + "entries": [ + "Any opposed infantryor artillery unit adjacent to this unit cannot leave its space." + ] + }, + { + "type": "item", + "name": "Quadruped", + "entries": [ + "For its movement, this unit becomes a cavalry unit until the end of its activation. The unit leaves the grid and then returns to the space it left at the end of its activation (or to its army's reserve rank if that space is occupied). Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Ram Riders", + "entries": [ + "When this unit succeeds on a Power test as part of an attack, the target unit must succeed on a followup DC 10 Power test or become dioriented until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Reckless", + "entries": [ + "This unit can take disadvantage on any Attack test in order to have that Attack test inflict an additional 1 casualty." + ] + }, + { + "type": "item", + "name": "Reflector", + "entries": [ + "When this unit fails a Power test against a wand, it can use a reaction to roll a d20. On a 10 or higher, this unit suffers no effect from the wand and the unit activating the wand suffers the effect instead." + ] + }, + { + "type": "item", + "name": "Regenerate", + "entries": [ + "Each time this unit activates, increment its casualty die by 1." + ] + }, + { + "type": "item", + "name": "Relentless", + "entries": [ + "As a reaction to suffering a casualty that would cause this unit to break, this unit makes a DC 13 Power test. On a success, this unit does not break and has 1 casualty." + ] + }, + { + "type": "item", + "name": "Rime", + "entries": [ + "Any opposed infantry or artillery unit adjacent to this unit has its movement reduced to 0 and cannot benefit from bonus movement." + ] + }, + { + "type": "item", + "name": "Rock!", + "entries": [ + "As an action, this unit can make an Attack test against any opposed unit, with disadvantage if the target is an aerial unit. Recharge 4\u20136." + ] + }, + { + "type": "item", + "name": "Rockbreaker", + "entries": [ + "This unit deals double damage against fortifications." + ] + }, + { + "type": "item", + "name": "Rolling Thunder", + "entries": [ + "As an action, this unit makes an opposed Power test against an adjacent opposed unit. If this unit's result is equal to or greater than the target's, the target unit must move back 1 space or break. This unit immediately moves into the target unit's vacated space." + ] + }, + { + "type": "item", + "name": "Rush", + "entries": [ + "This unit automatically succeeds on the Command test for the Follow Up maneuver." + ] + }, + { + "type": "item", + "name": "Savage", + "entries": [ + "Each successful Attack test by this unit adds a bleed token to a target unit. Each bleed token inflicts 2 casualties." + ] + }, + { + "type": "item", + "name": "Scourge of the Wild", + "entries": [ + "This unit has +2 to Attack and +2 to Power against orc, goblinoid, or elf units." + ] + }, + { + "type": "item", + "name": "Scouts", + "entries": [ + "This unit can deploy into the rear rank of an opposed army" + ] + }, + { + "type": "item", + "name": "Screech", + "entries": [ + "As an action, this unit forces an opposed unit to succeed on a DC 15 Power test or become misled. Recharge 4\u20136." + ] + }, + { + "type": "item", + "name": "Shock Troops", + "entries": [ + "Each time this unit causes another unit to be diminished, this unit gains +2 to Attack and +2 to Power until the end of the battle." + ] + }, + { + "type": "item", + "name": "Siege Engine", + "entries": [ + "This unit must spend 1 round of battle doing nothing before each attack. This unit can attack a fortification. It automatically hits (no Attack test or Power test needed) and deals {@damage 1d4 + 2} damage." + ] + }, + { + "type": "item", + "name": "Siege Weapon", + "entries": [ + "This unit can attack an adjacent fortification. It automatically hits (no Attack test or Power test needed) and deals 3 damage." + ] + }, + { + "type": "item", + "name": "Slam", + "entries": [ + "When this unit succeeds on a Power test as part of an attack, the target unit is also disoriented." + ] + }, + { + "type": "item", + "name": "Smoke Screen", + "entries": [ + "When this unit succeeds on an Attack test against another unit, that unit is also disoriented." + ] + }, + { + "type": "item", + "name": "Solar Flare", + "entries": [ + "Once per battle as a reaction to targeting a fortification, the damage this unit deals to fortifications is maximized, and it deals that damage to all fortifications in one rank." + ] + }, + { + "type": "item", + "name": "Soporific Spores", + "entries": [ + "As an action, this unit forces a legal target to make a DC 13 Power test. On a failure, the opposed unit is disorganized." + ] + }, + { + "type": "item", + "name": "Sow Chaos", + "entries": [ + "Each opposed unit within 1 space of this unit has disadvantage on Morale and Command tests, and suffers 1 additional casualty if it fails the Morale test to avoid becoming diminished." + ] + }, + { + "type": "item", + "name": "Spike Shot", + "entries": [ + "As an action, this unit forces a target unit to succeed on a DC 12 Power test or suffer 2 casualties and become weakened. An affected unit can repeat this power test at the end of each of its activations to lose the weakened unit condition. Recharge 5\u20136." + ] + }, + { + "type": "item", + "name": "Split", + "entries": [ + "When this unit is diminished, place an identical unit with the same current battle statistics and casualties in an empty adjacent space." + ] + }, + { + "type": "item", + "name": "Spores", + "entries": [ + "When this unit is targeted by a successful Attack test from an infantry, cavalry, or aerial unit, the attacking unit must succeed on a DC 13 Power test or become disoriented." + ] + }, + { + "type": "item", + "name": "Stalwart", + "entries": [ + "While this unit is diminished, opposed infantry and cavalry units have disadvantage on Power tests against it." + ] + }, + { + "type": "item", + "name": "Stinky", + "entries": [ + "Any opposed unit adjacent to this unit has disadvantage on Attack tests." + ] + }, + { + "type": "item", + "name": "Stone", + "entries": [ + "Each opposed unit that activates adjacent to this unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Stoneskin", + "entries": [ + "As a reaction to suffering 1 or more casualties from any opposed artillery unit, this unit can ignore 1 of those casualties." + ] + }, + { + "type": "item", + "name": "Strength in Numbers", + "entries": [ + "This unit begins the battle with 1 additional casualty for each other undead unit in its army (up to a maximum of 12 casualties)." + ] + }, + { + "type": "item", + "name": "Stupid", + "entries": [ + "Each time it attacks, this unit has a 25 percent chance of ignoring its intended target and attacking a random adjacent unit." + ] + }, + { + "type": "item", + "name": "Swords of the Dragon Lord", + "entries": [ + "When this unit makes a successful Attack test against a target unit, the target must succeed on a DC 13 Morale test or suffer 1 additional casualty." + ] + }, + { + "type": "item", + "name": "To the Death", + "entries": [ + "If this unit breaks as a result of an opposed infantry, cavalry, or aerial unit's Attack or Power test, the attacking unit suffers 1 casualty." + ] + }, + { + "type": "item", + "name": "Veterans of a Thousand Wars", + "entries": [ + "This unit's movement increases by 1. When attacking units of a lower tier, its damage increases by 1." + ] + }, + { + "type": "item", + "name": "Wail", + "entries": [ + "Once per battle, this unit can use an action to force each adjacent opposed unit to make a DC 15 Power test. On a failure, a unit suffers 1 casualty, and its Morale bonus is reduced to 0 until the end of its next activation. On a success, a unit has disadvantage on Morale tests until the end of its next activation." + ] + }, + { + "type": "item", + "name": "Warbred", + "entries": [ + "As a reaction to succeeding on a Power test as part of an attack, this unit can make a DC 10 Command test. On a success, this unit can attack again." + ] + }, + { + "type": "item", + "name": "Wave", + "entries": [ + "When this unit succeeds on a Power test as part of an attack against an opposed unit, the opposed unit is pushed back 1 space if there is an empty space behind it. If there is no empty space, the opposed unit and the unit behind it each suffer 1 casualty." + ] + }, + { + "type": "item", + "name": "Whirlwind", + "entries": [ + "When this unit succeeds on an Attack test against an opposed infantry unit, that unit takes \u22122 to Attack and Defense. Each opposed unit can be affected by this trait once per battle." + ] + }, + { + "type": "item", + "name": "You Follow!", + "entries": [ + "Whenever this unit successfully uses the Follow Up maneuver, each goblinoid unit in the rank this unit leaves can move 1 space." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Ancestral Units", + "page": 131, + "entries": [ + "Many of the units that make up the armies in the warfare rules are organized by ancestry. Six of the most common ancestries are discussed below\u2014humans, elves, dwarves, orcs, goblinoids (including hobgoblins and bugbears), and undead. These ancestries cover many of the peoples and forces that players and GMs might commonly recruit from, with other ancestries available through the special unit deck (see below).", + "Organizing units by ancestry is completely arbitrary, but still useful. If it makes sense for a specific campaign, any of these ancestries can be easily reskinned and referred to as specific nations, tribes, or domains. In an all-human campaign, dwarf units could represent a line of human mountain folk, while elf units stand in for the soldiers of a steadfast forest realm. In the same way, not all elf units need the same traits. A GM might develop three or four additional traits for different courts of elves in their world, so that only one court gets the Eternal trait.", + "Each of the standard ancestries features nine units, including a variety of infantry, cavalry, and artillery units covering Tiers I, II, and III. It's possible to build a solid army using just the units from those ancestries, making use of the characters' and NPCs' backgrounds and alliances.", + { + "type": "entries", + "name": "Units, Not Characters", + "page": 131, + "entries": [ + "It's important to note that the way members of a given ancestry organize for war can be very different from how they perform during adventuring or when fighting a dragon single-handed. In other words, the stats a member of an ancestry has in combat are not related to the ancestry's stats in warfare. The things that make a good adventurer don't necessarily make a good soldier. Instead, these rules focus on how members of a particular ancestry might organize in large companies, how good they are at taking orders, how seamlessly they coordinate with dozens of other soldiers, and how they maintain their cool while taking casualties.", + "As such, the typical stats for an elf, dwarf, or zombie in the core rules don't translate mathematically into a unit's stats. Rather, a unit focuses on culture, training, and behavior as those things apply to the requirements of a large battle. By the same token, the soldiers represented by units are not adventurers. Though they have solid combat skill, their training is mostly focused on fighting together and not breaking under pressure. A battle in a dungeon or a dragon's lair is not a place for a hundred soldiers trained with pike and shield, accustomed to deploying in formation and to count on the soldiers in front of, behind, and beside them. Army battles take place in wide-open spaces to allow this sort of unit to make best use of its soldiers' training. Cram them all into a series of 10-foot-wide corridors without light, and it drastically reduces their effectiveness.", + "An army might have some kind of special operations section whose soldiers function more like adventurers, at least in terms of their skill sets. But for the most part, those sorts of soldiers are not the soldiers in a standard unit." + ] + }, + { + "type": "entries", + "name": "Humans", + "page": 132, + "entries": [ + "Humans are feeble and weak compared to most of the other ancestries in the book. They have no ancestral bonus to Attack, Power, Defense, or Toughness. What pathetic creatures! However, they are better than most other ancestries at two things: Morale and Command. And as it turns out, these are critical elements to success on the battlefield. Human units are thus less likely to break and run when the battle gets tough or things get weird. And they're better at executing complex commands, which means their infantry are more likely to succeed on maneuvers such as Follow Up and Set for Charge. Taken in combination with the Adaptable trait that all human units have\u2014granting advantage on Morale and Command tests\u2014and humans are an ancestry optimized for warfare.", + "Many are the commanders who've looked out at a pathetic band of spindly humans and imagined them to be easy pickings\u2014only to experience real dread and terror when the humans don't break. They don't run. Rather, they stand fast. They hold their ground. And they think tactically. Each ancestry has its own specialty in the field of war. But for humans, their specialty is war.", + "Human armies are versatile. The best armies have a variety of units: infantry, cavalry, and artillery, and humans are equally good at all of these. This means you can field a balanced army, evenly divided between these disciplines. However, it's your army. You should muster the units you think are fun to field. Try an army with lots of archers! Or use your domain's Espionage skill to spy on the enemy, learn their army's composition, and muster units to thwart them!", + "If you don't know which units your enemy is fielding, try mustering the Hounds of Dalrath. They gain a bonus against most of the units the GM is likely to use." + ] + }, + { + "type": "entries", + "name": "Elves", + "page": 133, + "entries": [ + "Elf units are better on Attack than other ancestries in this book, representing their hereditary affinity with sword and bow. Elf units include some of the best archers in the game, though they are otherwise physically unimpressive on the battlefield. That said, elf units are highly mobile, making it easier for them to exploit any holes in an enemy's defenses. If a unit breaks or uses the Retreat maneuver, elf infantry will very likely move into position to take advantage of that gap.", + "As well, elf units have the Eternal trait. Undead and infernal creatures are no different to them than humans, dwarves, or goblins. As such, the soldiers of an elf unit don't experience existential dread at seeing a zombie horde shuffling toward them any more than they do in response to a human horde. This makes them better at holding their ground in the face of units that strike fear into the hearts of soldiers of other ancestries.", + "Elf armies favor archers! No surprise there. The Elven Thorns are one of the best artillery units in the game. Weakening opposed units with the Thorns is a powerful strategy likely to contribute to your victory. But the Forest Mist unit is also not to be underestimated.", + "Like many well-trained infantry units in the book, the Forest Mist gains a bonus to Defense when it moves into a gap left by an opposed unit after a successful Follow Up maneuver. In addition to the Forest Mist's high Defense, they can plunge into gaps of the opposed infantry without worrying too much about taking casualties as a result." + ] + }, + { + "type": "entries", + "name": "Dwarves", + "page": 134, + "entries": [ + "Dwarves are a hardy folk, granting their units greater natural Toughness than the units of other ancestries. This makes them excellent infantry, and dwarf infantry units are among the best in the game. Dwarf units also have the Stalwart trait, meaning that even after a dwarf unit is diminished, it is very hard to break it.", + "Infantry should be the meat and potatoes of any dwarf army, but dwarves field good artillery and cavalry too! Dwarves favor crossbows for their foot soldiers, and these are devastating at close range. But artillery must deploy into the center rank, so a skilled dwarf commander focuses on using their infantry to open some space in the front rank, and then move their artillery units adjacent to opposed units to maximize their close-range effectiveness." + ] + }, + { + "type": "entries", + "name": "Orcs", + "page": 135, + "entries": [ + "Orcs share the elves' affinity with weapons (granting a bonus to an orc unit's Attack) and have increased Toughness that makes them excellent soldiers. But their most potent asset is the Relentless trait, which allows an orc unit in danger of breaking to keep fighting and stay on the field. An orc unit reduced to the very last of its soldiers can keep fighting almost indefinitely!", + "Orcs are the traditional enemies of human, elf, and dwarf armies, known for their proud and fierce culture and traditions. But a domain that can avoid conflict to ally with orcs (typically in exchange for assurances of respect for territorial boundaries and mutual defense in times of need) can gain access to powerful units. An entire orc army with the Relentless trait is a thing few enemies are prepared to face. But orc units have a wide array of other traits.", + "The Bloodwalkers can outflank any enemy, making them the equivalent of super scouts. And the orc cavalry known as the Hellriders ride nightmares, which grant that unit the Harrowing trait. Most enemies find the presence of these hell steeds on the battlefield a serious blow to morale, and opposed artillery struggle to focus on targets whose Jaunt trait allows them to attack, then shift into the Ethereal Plane where they cannot be reached.", + { + "type": "entries", + "name": "Proxying Other Steeds", + "entries": [ + "Cavalry units gain no bonuses to their stats based on the mount they ride, but different mounts contribute unique traits to their unit. As you can infer from the Hellriders, nightmares add the Harrowing and Jaunt traits to this unit.", + "A GM who wants to give cavalry units different mounts should easily be able to look at existing mounted units in the game and reverse engineer what that mount does. Nightmares grant the Harrowing and Jaunt traits. Ram-mounted cavalry get the Ram Riders trait, units with elk mounts get the Spit Upon Their Horns maneuver, and so on." + ] + } + ] + }, + { + "type": "entries", + "name": "Goblinoids", + "page": 136, + "entries": [ + "Often at the low end of the pecking order under bigger, stronger species, goblins tend to be pressed into service as levies more so than trained troops. But goblinoids also include the powerful bugbears and the hobgoblins, two peoples whose love of regimentation makes them exceptional soldiers. As such, the proper mix of goblins, hobgoblins, and bugbears on the field can prove a match for any other ancestry.", + "Bugbear units have huge bonuses to Attack and Defense (and are all Tier III units as a result). They also inspire other goblinoid units to greater deeds, so that an army of goblins with a bugbear unit leading them can be a formidable threat! For their part, hobgoblins are fearless combatants and sound strategists, giving hobgoblin units a better Attack than units of other ancestries, and making them the equal of human units for Morale. Hobgoblin units also make use of the Warbred trait, granting an additional attack after a successful Power test. This can be used to devastating effect as hobgoblin infantry chew through opposing forces\u2014and makes those units easily the equal of humans on the battlefield.", + "Although goblins are typically no one's first choice for infantry units, their cleverness more than makes up for a lack of physical strength. Goblin Sappers make use of the Dig trait to undermine enemy fortifications, while Goblin Smokers use the Smoke Screen trait to leave opposed units unable to properly retaliate to goblinoid attacks.", + "An all-goblin army normally focuses on hobgoblins for infantry, artillery, and cavalry. Goblins are useful as levies and maybe one or two specialized units, such as Goblin Sappers if the enemy has a fortification.", + "Because the Bugbear Heavy Claw unit has traits that can grant free movement and attacks to goblinoid units, it's best to use that unit for an all-goblin army. If you want to spice up an existing army with some goblinoid units, hobgoblins are best." + ] + }, + { + "type": "entries", + "name": "Undead", + "page": 137, + "entries": [ + "Not an ancestry so much as a necromantic tool used by the commanders of evil domains, undead units feature in many NPC-led armies. Low-tier undead units are intended to be expendable, but higher-tier units are quite nasty\u2014and many interesting undead units can be found in the special unit deck.", + "The baseline units of an undead army are skeletons and zombies. Skeleton units are destroyed relatively quickly, but zombie units can be as hard to take down as orc units. What makes all undead units especially formidable, though, is the Dead trait and the Harrowing trait. The Dead trait means an undead unit never worries about Morale tests and can't be diminished. Because its soldiers aren't alive, they don't worry about their fellow bonebags being ground up by enemy forces.", + "The Harrowing trait means that most units of mortal creatures are freaked out by the presence of undead on the battlefield. Elf units pay undead no mind, but the units of other ancestries don't like the prospect of fighting against their own forebears risen from the grave. A sense of dread and foreboding fills the field when undead march, and especially at the beginning of a battle, undead units can have a major advantage!", + "Undead armies shine once they get past Tier I units. The main purpose of fielding skeletons and zombies is to unlock ghoul, wight, and wraith units! Ghoul Infantry regain lost casualties thanks to the Feast trait, allowing them to feed on the corpses of fallen enemies or allies. And the ghoul artillery unit known as the Fireborn can inflict ongoing damage with fire tokens from their special maneuver.", + "Deathstormers are wight cavalry units that race across the battlefield on skeletal steeds. And the unique Tier III wraith unit known as the Black Wind is even more powerful. Along with the Dead and Harrowing traits, this unit gains bonus movement and can move through other units thanks to its Ethereal trait. This also means units that the Black Wind attacks gain no benefit from fortifications. If you've amassed a large enough army to field the Tier III units, you probably don't need that Zombie Catapult\u2014but you should probably field it anyway, because it's dope." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/J5aNqHs.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Qd1CEDX.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fIqiUrL.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/75M50MH.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fQMrxzz.png" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/aHAPY0j.png" + } + }, + { + "type": "section", + "name": "The Special Unit Deck", + "page": 144, + "entries": [ + "Of course there was no way to fit every possible unit anyone might think of into a single book, so MCDM had to produce a supplement to Kingdoms & Warfare: the special unit deck. This features sixty-four nonstandard units from a variety of additional ancestries and monstrous lineages, including dragons, fiends, more undead, kobolds, giants, black puddings, centaurs, gnomes, elementals, and more!", + "Ultimately though, the three tiers of units across six ancestries in this book, plus the special units that can be mustered by domains, are enough to run any number of interesting, unique battles without resorting to additional special units\u2014especially when those battles include fortifications and different kinds of terrain.", + "Moreover, it's our hope that the warfare system and the setup of units is clear enough to make creating new units fun. There's no need to buy the special unit deck just to field a single dragon unit for a battle. Rather, just think about the system as presented, imagine how dragons might work in it, and create your own unit\u2014which will probably end up very close to the official dragon units in the special unit deck!" + ] + }, + { + "type": "section", + "name": "For the GM: Building the Villain's Army", + "page": 144, + "entries": [ + "Just like the regular game focuses on the characters, these warfare rules are not a competitive exercise. It's still the GM's responsibility to curate content in order to create drama. So while the GM can use the same rules for building the villain's army as the players use to build the characters' army, it is perhaps more important that the army the heroes face is sufficiently challenging. Likewise, the villain's army should reflect the choices the players and characters have made. The heroes can always get in over their heads, bite off more than they can chew, and end up facing overwhelming odds on the battlefield\u2014just as they can in combat with individual enemies.", + "The rules used for designing encounters with monsters apply to the warfare rules as well. Thus \"more units\" is typically a greater challenge than \"better units,\" just like a standard encounter with many more monsters than characters can quickly become a TPK. The villain's army should obey the rules for unit command and dependencies (part of the {@book Building an Army|KaW|3|Building an Army} section starting on page 100). But knowing that an army can field one Tier IV unit does nothing to suggest which unit is best for a particular scenario\u2014and not all units of the same type are equal in battle.", + "Players can muster units only from ancestries they have connections or alliances with, or from ancestries predisposed to lend aid through good roleplaying. But the GM {@b should make liberal use of monstrous units}, as well as any units from any ancestry that seems reasonable and dramatic. The GM is not restricted by which ancestries they can field, as long as it seems reasonable that the leaders of an opposed domain would have access to those monsters or ancestries.", + "Deciding which units to field is not a science. It will take interpretation, guesswork, and experience to properly balance a battle\u2014and to figure out that not all battles should be balanced. And this process doesn't stop once the battle begins! A GM might find that they need to discreetly fudge some die rolls or have units use less than optimal tactics because they realize only midway through the battle that they've overloaded the villain's forces\u2014and that the characters' army is about to have a bad day.", + "In addition to the general advice for players, GMs should keep the following points in mind when building armies for a villainous realm or any other domain fighting against the characters:", + { + "type": "list", + "items": [ + "If one side has Tier V units, the other side probably should too. But a few heavily upgraded Tier IV units could balance things out.", + "As a general rule, avoid scenarios where one side has many more or much better units than the other side.", + "If one side has a super-heavy, super-elite unit, that's fine\u2014as long as it's clear how the other side can make up for that. A good number of veteran medium units might be enough. Strategically, a good army is one with infantry, artillery, and cavalry units. About half an army should be infantry.", + "Tactically, an army should focus on breaking the opposing side's front. If one side's artillery and cavalry are used to try and get to the opposing side's center through the rear while infantry attack the opposed vanguard, that side will probably lose because it's dividing its forces.", + "Once an opposing side's front is broken, the attacking side's units can move around more. This opens up many different strategies, and lets cavalry and artillery units become more flexible.", + "The best use of archers is for picking off units that are close to breaking. (Assuming there are no aerial units to attack!)", + "It's reasonable for a GM to design a battle meant to be a rout of the characters' forces. But that should happen only if the players have gotten in over their heads in spite of the GM's best efforts to the contrary." + ] + }, + "These rules can always be adjusted for drama and style. Perhaps a particular villain relies on a horde of infantry! But the rules are designed to make it so that an all-infantry army won't be able to bring enough troops to bear to be effective, and will likely inevitably lose to a better-balanced army. Still, GMs should always remember that as with the characters facing off against single foes, {@b the rules for warfare expect the players to face reasonable challenges and win}. The only time this should change (again, as with the regular game) is if the characters have gotten themselves in over their heads because they've done something foolish\u2014particularly against the GM's advice.", + { + "type": "entries", + "name": "When Should a Monster Be a Unit?", + "page": 145, + "entries": [ + "As a rule, opposed units should not be creatures so mighty that the characters would prefer to handle them personally. For example, a 5th-level party's army should not face off against a Red Dragon unit, both because that unit will probably smoke (perhaps literally) the characters' small, relatively inexperienced army\u2014and because the players would most likely prefer that their characters fight that dragon face to face.", + "Eventually, though, as the characters level up, what was once a major threat becomes a minor issue. A high-level party with a large, experienced army might see a Black Dragon unit flying around the battlefield and shrug. \"Our army can take care of it.\" These things are relative." + ] + }, + { + "type": "entries", + "name": "Reinforcements: The Secret Weapon", + "page": 145, + "entries": [ + "Because this is a brand-new system and no one is well familiar with it, players and GMs might find themselves in the middle of a battle that's going badly. \"Going badly\" means something undramatic is happening. One side is being routed, while the other side faces few challenges leading to an unearned victory. This scenario is bad no matter whether the player characters are the ones routing or being routed.", + "If this happens, it's a good time for the losing army to deploy their reinforcements. These are new units that arrive on the battlefield in the nick of time to save the day. (Cavalry are traditional reinforcements, but there's no need to be a martyr to tradition.)", + "Reinforcements should be used sparingly, and should always be a dramatic reveal. As just one example, an NPC domain whose leaders decided to stay neutral despite being courted by both the characters and the villain during intrigue makes an excellent source of unexpected reinforcements for either side. If the reinforcements come to aid the heroes, then the players and their characters gain control over them. The GM decides if reinforcements arrive and which units show up. This is a narrative tool used to keep the tension high, though, not a part of the battle setup." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Monsters & Magic Items", + "page": 146, + "entries": [ + { + "type": "section", + "name": "Monsters", + "page": 147, + "entries": [ + "Strongholds & Followers introduced the idea of {@book Concordance|SaF|5|Concordance}, a numerical value every character possesses that measures how closely aligned they are with their god's or patron's teachings and desires. Anyone who worships a god or follows the teachings of a church or a greater power has Concordance. In a fantasy world where these beings are objectively real and grant their followers access to spells and abilities, any character should be able to petition their god and, if they are found sufficiently pious, receive aid. You can use the Concordance rules in Strongholds & Followers to summon some of the creatures in this book.", + { + "type": "section", + "name": "Action-Oriented", + "page": 147, + "entries": [ + "Many of the creatures presented here are designed to be boss monsters: enemies that can take on an entire party by themselves or with a handful of minions. But boss monsters that are just \"higher CR\" often fail to challenge the characters. We've got a solution: {@b action-oriented monsters}.", + "The key to effective solo villains is giving them plenty of opportunities to act and move when it's not their turn. Thus, each action-oriented creature in this book has at least one special bonus action and reaction, as well as \"villain actions\" that let them dominate the battlefield.", + "These actions make the boss monsters action-oriented, dynamic, and formidable. Whether fought as an exciting solo challenge or alongside a few easy-to-run minions, action-oriented monsters challenge the characters with dramatic and powerful actions in combat.", + { + "type": "entries", + "name": "Villain Actions", + "page": 147, + "entries": [ + "Every action-oriented monster has three villain actions that they can use after an enemy creature's turn. Villain actions are similar to legendary actions with the following exceptions:", + { + "type": "list", + "items": [ + "A creature can only use one villain action per round (as such, villain actions tend to be more powerful than legendary actions).", + "Each set of villain actions has a recommended round order. These abilities give the battle a logical flow and a cinematic arc." + ] + }, + "The first villain action is an {@b opener}, which shows the characters that they are not battling a typical monster. Openers generally deal some damage, summon a minion, buff the creature, debuff the characters, or move the creature into an advantageous position. They're just a taste of what's to come.", + "The second villain action provides {@b crowd control}. It typically fires after the heroes have had a chance to respond once or twice, get into position, and surround the villain. This second action helps the villain regain the upper hand. Like an opener, this action comes in many flavors, but it is even more powerful than an opener.", + "The third and final villain action is an {@b ultimate move} or \"{@b ult}\"\u2014a showstopper the villain can use to deal a devastating blow to the characters before the end of the battle.", + "While every creature has a recommended order of actions, you can take villain actions in the order most dramatic for your fight. You could push back a villain action if a monster is {@condition stunned} or might stay alive for more than three rounds, or you could perform the recommended third action in round two after several surprise critical hits!" + ] + } + ] + }, + { + "type": "section", + "name": "Court of Decay", + "page": 147, + "entries": [ + "The Last City, a hulking necropolitan ruin in the center of the Abyss ruled by the Demon Prince of Undeath, is home to insidious undead creatures\u2014 called the Deathless and the Soulless, they are creatures of hate, memory, and mind who refuse to yield to law and surrender to the grave.", + "The Court of Decay and the Court of the Deep maintain a taut, uneasy truce. The Deathless have no souls, so they yield no power to the demons of the depths. But they do not fall into {@book lethe|KaW|4|Lethe} (page 165) and therefore pose a constant threat.", + "Ancient kings of the Mundane World, these Deathless Lords mastered unholy lore in life so their unfailing will would overcome the sleep of death.", + { + "type": "entries", + "name": "Zaar Anathema, the Shackled King, the King in Gold", + "page": 148, + "entries": [ + "Zaar, the Thane of Kalas Mithral and Lord of House Q'or, once ruled the empire of steel dwarves and personally arbitrated disputes between the Celestial domains and the Terran Empires. He was a wise king, just and true. Now Kalas Mithral is dead, forgotten, and he who once ruled now serves in the Court of Decay.", + "The end of Kalas Mithral came with the war against ██████. The astral celestials' first Army of Night sieged the walls of Kalas Mithral for months and weeks and days, six and six and six. The Legion of Adamant was mighty in warfare and impervious to sorcery and sword. But the greatest weapon the astral celestials wielded was treachery and corruption, and the Legion of Adamant, once called the Legion Unyielding, faltered.", + "The King in Gold foresaw the ruin of his house, his capital, and his people. He swore a vow that Kalas Mithral would not fall while he lived and in answer came a howl from below. A bane placed deep within the earth at its creation called out to Zaar. Long had the elementals known that Ord placed hideous blights within his masterwork, entombing them within the world. Fringe sages among the dwarves wrote that all Orden was a prison for something poisonous to the timescape.", + "Zaar summoned the Order of Fabrication, a team of elite mechanists. He pointed to the floor of their deepest chamber and uttered one command: \"To the heart of the world.\" And thus the Order of Fabrication undertook their greatest making.", + "A mighty engine did the mechanists build, its corkscrew tip sharp enough to pierce the shell of the world, its hull clad in a metal never seen before or since, its core able to withstand the titanic pressures and temperatures. Thirty elementals could the vessel hold, engineers to man the controls and Zaar's elite wardens to battle whatever they encountered below, whatever guarded the bane at the heart of the world. War-ender did they name the great machine, for they believed the power below would end the wretched siege and bring their people salvation.", + "None now live who remember the War-ender's expedition, but this much is known: many days after it pierced the shell of the world, the Warender emerged, its hull shattered, its crew gone. Only Zaar remained, manning the controls alone.", + "And gripped tightly in his hand, exhumed from the depths of the earth, was the {@item Tellac Oranic|KaW}, a stone that radiated death and turned the living into shadows.", + "At first, the lords of the other houses believed Zaar had unearthed their salvation. For three days Zaar led the Legion of Adamant with the verdant stone in hand, and the Army of Night melted away before him.", + "But the other houses quickly realized the price. While the Army of Night retreated, the dwarves of Kalas Mithral died, turned into dark umbras by the hideous stone. What seemed at first a victory was instead devastation\u2014the Army of Night simply withdrew while the {@item Tellac Oranic|KaW} feasted on legions of life.", + "Zaar did not heed his noble court's pleas as they begged him to surrender the stone. When he turned his back on them, they declared his house Anathema and stripped him of his rank and title. But Zaar did not notice this shame.", + "Eventually, the Legion of Adamant was gone, their souls fed to the stone. Only as he stood alone on the battlefield, the Army of Night an oncoming flood of death, did Zaar realize his folly. He called out to Ord, to Aan, to Myr and Kul, the makers of earth and air, of water and fire, and the four gods heard him. But their answer was not mercy\u2014it was condemnation.", + "Sea, Sky, Mountain, and Magma cursed Zaar. And Ord, maker of the world, shackled the King in Gold, bound the {@item Tellac Oranic|KaW} to him for eternity. As his flesh and mind decayed, he died howling, watching the mile-high walls of Kalas Mithral, which had never known tarnish nor blemish, fall to Night.", + "The star elves slaughtered the steel dwarves to the last, sparing none, and pulled their gleaming silver city down around their corpses. Zaar, the Shackled King, fell into the Unthinking Depths, where he drags the green stone through the Last City, remembering nothing of his days of glory\u2014only the death of his people and the king who failed them.", + "{@creature Zaar Anathema|KaW}" + ] + }, + { + "type": "entries", + "name": "Khorak, Jarl of Drengrheim", + "page": 151, + "entries": [ + "When the Nine Clans of Vanigar rose in the north, Khorak the Stone Giant warned the other giant tribes that humans would spread, multiply, and drive the giants into extinction. Some agreed, and though they joined Khorak against the spread of the clans, their forces were not enough and the Vanirmen repelled them.", + "Khorak took his remaining followers into the arctic wastes of Vanigar and there made bargain with Olkhar, the Vanir God of Trickery. Olkhar gave Khorak and his followers the power they needed to conquer the Vanirmen, but his bargain cost them an eye. A ragged band of giants entered the frozen desert, but a cyclopean horde emerged\u2014a force whom none could stand against.", + "Armed with Olkhar's gift, a prophetic power called {@i deadsight}, Khorak and his followers won many battles against men, and more giants joined his growing legion. Khorak personally slew each of the chieftains of the Nine Clans in battle and claimed the lands of men. An empire of giants emerged, called Drengrheim, with Khorak the Far-Seeing at its helm. But these victories and this empire could not sate Khorak's hunger, fed by the visions of the {@i deadsight}. It told him everything, showing endless lands and treasures to claim\u2014all while hiding from him the means of his undoing.", + "He turned against the other giants, seeking to control their resources, and did what the humanoids could not: united the clans of giants against him. The Cloud, Fire, and Ice tribes united under the banner of Jarl Manghild, a fire giant princess Khorak orphaned and thought left for dead. In the end, Khorak died in battle against the jarls of the combined tribes. Never before had they allied, and never would they do so again.", + "{@creature Khorak, Jarl of Drengrheim|KaW}" + ] + }, + { + "type": "entries", + "name": "Telcezalco XXVIII, the Blood River", + "page": 153, + "entries": [ + "Telcezalco was the last king of the inantzicatl, the serpent folk of Orden. The serpent king's devotees gladly followed him into wars on other islands, worshipping him as a god. But Telcezalco was mortal. Every passing day reminded him of that fragility.", + "The inantzicatl believed the terror lizards of the island\u2014the tetzahuitl\u2014were sacred. They offered food, jewels, and other sacrifices to the tetzahuitl before hatchings, long journeys, and battles to ensure good fortune, and never harmed the lizards lest they risk angering the gods. Telcezalco suspected their blood contained great power\u2014power over life and death. He was right...but the only death he gained power over was his own.", + "Telcezalco and his followers slaughtered thousands of tetzahuitl, pouring a river of blood that they bathed in. They emerged immortal and undying, but their victory over death was short-lived.", + "Defiling the sacred pact between the inantzicatl and the tetzahuitl woke Goxomoc, the god of the terror lizards. Telcezalco's newfound power was nothing in the face of Goxomoc. The titan lizard decimated the island and the inantzicatl empire. No more would the snake-men of Ix build or smelt or write, for Goxomoc destroyed all they had. The few survivors left Ix in search of more habitable lands.", + "Telcezalco, twenty-eighth and last, ruled over the death of his empire. Now he serves in the Court of Decay, and all fear the arrival of the final king.", + "{@creature Telcezalco XXVIII|KaW}" + ] + }, + { + "type": "entries", + "name": "Máelodor Rhyllearnán, King of the Foxglove Court", + "page": 155, + "entries": [ + { + "type": "quote", + "entries": [ + "\"Men will be the end of this world." + ], + "by": "Máelodor Rhyllearnán" + }, + "Long before the first empire of man, Máelodor Rhyllearnán watched the Gol spread across the land. Where once only elves, dwarves, and dragons lived, now a fourth mortal people walked among them.", + "They did not farm, nor build roads, nor cut wood, all the offenses elves would later levy against men. But they worshipped many gods. Máelodor refused to share his kingdom with the humans, so the Gol went to war. They had warred against elf and dragon and dwarf\u2014they had even warred against each other. Máelodor didn't scare them. Such defiance filled the king with rage.", + "\"They will consume the world,\" Máelodor said.", + "\"Leave them. They will consume themselves,\" the Queen of the Foxglove Court observed.", + "But the king became obsessed with the Gol. Their expansion unnerved him, and he spoke incessantly about his never-ending war with these humans. The Queen in Digitalis urged her husband to seek a truce and appeal for peace. Máelodor ignored her wisdom. After years of watching her people die for Máelodor's obsession, the Queen of the Foxglove Court left in the night, leaving her husband to his lonely war. She and her guard and favored courtiers slipped away in the moonlight and established the Orchid Court, which rules the Great Wode still.", + "Máelodor raged. He claimed the Gol ensorcelled his wife. It was their fault the battle continued, and now it was their fault he fought this bloody conquest alone. He howled a vow to his god that day, and Val heard his cry. The Oath of the Hunt bound the King in Digitalis to his own fury. On the longest night of the year, he gathered his devilhound cavalry and began the Solstice Hunt, the hunt against humans.", + "For weeks did the Solstice Dogs hound the Gol, their bows and hawks and jaws hewing men before them like weeds razed from a garden. Máelodor's forces caught the Gol surprised and pressed the advantage.", + "Finally, a Gol leader summoned the demon Taamgul, who carved into men sorcerous tattoos. These Gol, their skin still bleeding from the arcane ink, rode against the Solstice Dogs with Taamgul at the lead and cleaved the hunt's devilhounds out from under them.", + "Taamgul slew Máelodor Rhyllearnán, the King in Digitalis, but the King's vow sustained him. Dead, he fought on, and Taamgul was forced to embrace him. When she returned home to the Abyssal Waste, she dragged Máelodor with her.", + "Máelodor Rhyllearnán now serves in the Court of Decay, but legends tell of powerful necromancers summoning the ancient king, and his dread cavalry sometimes rides out against all humans, thirsting for vengeance.", + "{@creature Máelodor Rhyllearnán|KaW}" + ] + }, + { + "type": "entries", + "name": "Tristan Vaslor, the King Below", + "page": 157, + "entries": [ + "Three thousand years before the Council of Aberdanon, men from the Commonwealth flooded into the region then known as the Central Plains. They were organized and bore advanced technology. From Khoursir they brought the stirrup, and from Kalas Mithral they brought the secret of steel. Riding at the head of their armies was Tristan Vaslor, a warrior unmatched. In a search for great power, he led them to war with the Gol, the first humans.", + "But the Gol were lorecrafty and called upon the demons Khuurtok the All-Seeing, He of Five Hundred Eyes; Bytorr the Wolf; and Ullrok the Blighted, Consort of Flies. These demons fought alongside the Gol and pushed back Tristan Vaslor and his army. An uneasy truce settled, but Tristan Vaslor desired conquest.", + "The Central Plains were wild then, populated with hidden temples to unknown gods and mystic towers where hermit sages delved into knowledge man was not meant to know. The wizard Pellum lured Tristan to the White Tower, a tower of necromancy, and offered him aid in exchange for service. \"Seek you the Temple of Primordial Chaos,\" the wizard called out from atop his tower. \"There you will find the sword {@item Maethelgas|KaW}, which shall aid you in your domination. And also a book I desire, one of little value to you.\"", + "Tristan and his knights rode out, found the temple, and made to sack it, but the temple was vast and many things hostile to light and life dwelled and warred within. For one year did Tristan's knights siege the temple, building a makeshift city around it, delving deep, disappearing for weeks, until Tristan emerged with the codex Pellum desired...and a great black iron runesword in his hand.", + "Pellum was true to his word\u2014bound to {@item Maethelgas|KaW}, Tristan was able to drink the souls of his enemies. Many Gol leaders did he slay, and each time {@item Maethelgas|KaW} grew in power.", + "Finally, the vast plains were conquered. The region was named Vasloria, and Tristan ruled for 300 years, his life extended by the powerful sword at his side. But the blade required souls\u2014Tristan's conquest could not cease. Soon the humanoid tribes were brought under his sway, and this was not enough. The elves and dwarves did he fight, and still the blade called for more.", + "Eventually, Tristan turned against his own dukes and fed their souls to the blade. After this massacre, his knights damned him, entombing him in the crypt he built for his many dead wives.", + "For three days, the knights of Vasloria thought their nightmare ended, but in his desperation Tristan fed his own soul to {@item Maethelgas|KaW}. The crypt quaked with a necrotic surge, splitting asunder as Tristan emerged from his crypt as the Dead King.", + "For ten years, the King Below, the One Below All, ruled over Vasloria. Under his dread hand, Vasloria descended into a nightmarish realm of cruelty and suffering. The people cowered and lived in fear. None dared stand against their dread sovereign.", + "Not until two brothers, Adun and Cavall\u2014one a farmer, the other a soldier\u2014preached a new way of living. Not to remain slaves to fear, but to resist, to fight, even if it meant death. Even the grave was better than this wasteland they endured.", + "They led their growing congregation to the Dead King's castle and there confronted him. While none imagined they might live, much less prevail, Adun and Cavall prayed. Their prayer rose in righteous light and banished Tristan Vaslor to the Abyssal Wasteland, and as his undead howling faded from castle walls, the rule of the King Below ended and Vasloria knew peace.", + "The One Below All once ruled a continent, and in power he remains after death\u2014he serves in the Court of Decay at the right hand of the Lord of Decay, the Ultralich, {@creature Khorsekef the Infinite|KaW}.", + "{@creature Tristan Vaslor|KaW}" + ] + }, + { + "type": "entries", + "name": "Khorsekef the Infinite", + "page": 160, + "entries": [ + "First Pharaoh of the Khemharan Empire, Khorsekef was immortal and ruled for over 3,000 years. It was impossible for the Khem-hor to imagine a world without their god-king. Even now, five millennia later, the fashions and traditions Khorsekef ushered in are synonymous with Khemhara. The cometary impact of his rule still echoes loudly in the desert.", + "Under Khorsekef's rule, the people of Khemhara thrived in the desert. Khorsekef used his power to ensure this, providing an oasis for an entire nation. What his people could not know, because the desert isolated them from the world, was that Khorsekef's rule denied them the right to change or grow. They worshipped their god-king, who never died, and he watched while generation after generation turned to dust at his feet.", + "Children were born, grew old, married, had children, but nothing ever changed. Names, likenesses, even identities, inventions, and discoveries were endlessly recycled. The Khem-hor thought this was the cycle of the world. The truth was hidden from them.", + "At least, they did not until the coming of the great explorer Lady Agatamori from Higara, who crossed the desert in the ingenious sand ships her engineers built. Lady Agatamori, a cartographer eager to chart new lands, did not bring war, but she caused one. A civil war. A rebellion. A war against time.", + "Khorsekef captured Lady Agatamori and her retinue almost immediately and hid them in one of his pyramids, called hedrons. But it was too late\u2014word spread. There were other humans in the world. Humans who strove, created, invented. Humans who were not bound to the Khem-hor's eternal cycles of rediscovery and reinvention, recycling the same knowledge, even the same identities, through eternity.", + "Still, this might have remained a rumor, soon forgotten, but for the captain of the Pharaoh's guard who was so overwhelmed by the brightsouled humanity in Lady Agatamori that he smuggled her and her crew out of the Great Tet and into the Atenopolis.", + "Like a virus, understanding began to spread. The people of Khemhara had been lied to. They were not alone in the world, and they did not have to die repeating the same generation over and over.", + "Armed with new knowledge from conversing with the Khem-hor, Lady Agatamori's vizier unlocked the final clue. Khorsekef's hedrons were not, as he had told his people, mausoleums for noble citizens. None were buried there. Instead, the hedrons had been set in certain astronomically significant locations for a secret purpose. The vizier thought he knew why.", + "While the Pharaoh's loyal guard closed in on Lady Agatamori's hiding place in the city, brave Khem-hor brought word of the vizier's discovery to the Heironauts, the Pharaoh's cadre of wizards. They quickly assembled the clues and realized they, too, had been lied to. Their position brought so much privilege and luxury that it was easy to trick them into thinking their limited knowledge was the sum total of world lore.", + "The Heironauts discovered the great lie: the hedrons were engines that stored time, absorbing it from the topology of the manifold, a time-looped reality created by the Pharaoh, and transmitting it into the Infinite Pharaoh to preserve him while stagnating everything else. Nothing in Khemhara changed because nothing could change. Time itself had stopped. Each generation wasn't merely like the previous\u2014it was a single population giving birth to itself, burying itself, over and over through eternity. They thought their pyramids were tombs. But the desert was a tomb, and they were the embalmed.", + "Powerful magics erupted in the desert as the Heironauts broke the oppressive cycle and made massive strides in lore. Within days they discovered new spells, and soon reached a limit imposed by the hedrons. So they focused their lore on the hedrons and began to drain their power for themselves, using the stored time to fuel their magic.", + "The Pharaoh, their god-king, could not allow this. He used the power given him by the hedrons to bring battle against his own wizards.", + "Cause grappled with effect as the War Against Time engulfed the Atenopolis. Though the Pharaoh initially proved stronger, the Heironauts were growing more powerful by the hour. Soon, the very fabric of the manifold would rip, spilling the Atenopolis out into the Real.", + "The Pharaoh then did the unimaginable: He opened the Great Tet. The Great Tet was not like the other hedrons. The other pyramids stored time like batteries, releasing it to perpetuate the manifold Khorsekef created. But the Great Tet had never released its stores of time. The Pharaoh broke the seal on the massive hedron, freeing the millennia contained within. Even the Heironauts had not known of the deep stores of time kept inside\u2014it was an emergency measure Khorsekef had built exactly for this contingency.", + "Opening the Great Tet, the Infinite Pharaoh drank deep of the eons stored within, but its power was so great no physical vessel could contain it. His atoms burst with stored time and shredded apart, leaving only his will.", + "The white-eyed, dessicated form that remained was the animated memory of the Will of Khorsekef. He was no longer the Pharaoh. He was now the Ultralich, a mind so powerful no force has yet been discovered that can end him.", + "Facing annihilation by the newly dead god before them, minds filled with new spells and ideas from Lady Agatamori and those of their own creation, the Heironauts did something no citizen of the Atenopolis had done in a millennium. They improvised. They dared stand against the pharaoh's stagnant rule.", + "\"The gate swings both ways!\" the First Heironaut declared, and her council understood. Using the residual power stored in the remaining hedrons, they invented a ritual to negate the Infinite Pharaoh's millennia-long program.", + "They took the geometries of the manifold he had created, the cul-de-sac of reality they had lived in for uncounted centuries, and inverted it. They spilled its contents across the timescape, and the Atenopolis reentered the Mundane World.", + "At the same time, the fabric of the pocket universe they lived in wrapped back against itself, against its center. The point of origin. Khorsekef, the being that had created it.", + "Caught within his own imploding manifold, Khorsekef was hurled downward into the Abyssal Wasteland. There, he ascended as the Lord of Decay and the King of Death. The Ultralich, commanding the loyalty of the Court of Decay. They skirmish with the other courts while Khorsekef seeks a way to return to the Atenopolis and restore his infinite rule.", + "Khorsekef vowed he would return, and the oracles of Khemhara predicted exactly that for the last several millennia. But in the meantime, an explosion of learning and innovation propels the Khemhor forward. The Pharaohs of the desert weave the Eternal Design in preparation for the Infinite Pharoah's return. If they can complete it before he returns, Khorsekef will find nothing but sand and dust and scarabs where once was a bright civilization\u2014the Khem-hor will have saved themselves and found a paradise.", + "{@creature Khorsekef the Infinite|KaW}" + ] + } + ] + }, + { + "type": "section", + "name": "Court of the Deep", + "page": 164, + "entries": [ + "The Abyssal Wasteland is a dead plane filled with ruins of once-great cities. Or are they the degenerating reflections of existing cities in the timescape? Sages differ. Demons call this place home, this rotting reality where forgotten gods go to die. It is a land of entropy and the creatures that call the Waste home consider order a poison.", + "This is the deepest world in the timescape. Creatures who sink this far down find themselves unable to organize their thoughts, unable to plan or scheme beyond base emotion and survival. Only by feasting on the souls of others can a mind rise above this entropy and muster order enough to plan and, possibly, escape.", + "Cruel and unyielding, the demons who rank in the Court of Depths gorged on souls until their minds were sharp enough to plot and scheme and climb over one another in a desperate attempt to rise out of the depths and perhaps, one day, loose themselves on the Mundane World, where souls are rich and potent.", + { + "type": "entries", + "name": "Devourers of Souls", + "page": 164, + "entries": [ + "Unique among monsters, demons of the Court of the Deep feast not upon food and water, but upon {@b souls}. Souls fuel their bloodthirsty powers; while starved for souls, a demon can scarcely even think.", + "Similar to how monster hit points are formatted, the number of souls a given demon has consumed is presented both as a die expression and as an average number. The amount of dice used to calculate a demon's soul count is dependent on the demon's challenge rating, as shown in the table below.", + { + "type": "table", + "caption": "Soul Dice", + "colLabels": [ + "CR", + "Soul Dice", + "Average (Rounded Down)", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-center", + "col-2 text-center", + "col-5 text-left" + ], + "rows": [ + [ + "1\u201310", + "1d4", + "2" + ], + [ + "11\u201315", + "2d4", + "5" + ], + [ + "16\u201318", + "3d4", + "7" + ], + [ + "19+", + "4d4", + "10" + ] + ] + }, + "During an encounter, a demon can burn souls to use or enhance certain abilities, decreasing their soul count. Demons gain more souls by slaying other creatures. When a demon reduces a creature to 0 hit points, the creature must immediately make a DC 11 Wisdom saving throw before it falls unconscious and begins dying. On a failed save, the creature's soul is consumed by the demon. The demon adds 1 to their soul count, and the creature immediately dies and subsequently can't be restored to life by any means short of a wish spell.", + "Soul devouring makes the demons of the Court of the Deep deadly opponents. You can remove this ability and only have a demon devour a soul when a creature dies through normal means within 60 feet of it or adjust the DC of the saving throw to give characters a better chance of living through an encounter with one of these opponents. Likewise, you can make the deadliness of soul devouring scale with a demon's power, requiring a saving throw with a DC equal to 8 + the demon's proficiency bonus or equal to the demon's challenge rating.", + "There is no upper limit to a demon's soul count. When a demon's soul count drops to 0, it falls into lethe (see {@book Lethe|KaW|4|Lethe}).", + { + "type": "inset", + "name": "Souls and ActionOriented Monsters", + "entries": [ + "The Court of the Deep monsters use villain actions and soul devouring in combat. While actionoriented monsters are made to be fought alone, having a few low-challenge-rating demon or cultist minions in the encounter gives the big bad some souls to suck up! Consider adding some of these creatures during an encounter with a member of the Court of the Deep." + ] + }, + { + "type": "entries", + "name": "Soul-Fueled Power", + "page": 165, + "entries": [ + "Each demon has a swathe of features that require souls to use. These can be broken down into two broad categories: passive features and active features.", + "{@b Passive features} are triggered whenever a demon's soul count crosses a certain threshold. The threshold is unique to each feature and detailed in the feature's description. The feature remains active until the demon's soul count drops below the feature's respective threshold.", + "{@b Active features} require a demon to burn souls and lower their soul count to use. Some active features buff common statistics, such as attack and damage rolls, while others grant the demon access to special\u2014and oftentimes incredibly powerful\u2014new actions.", + "Each active feature has a base cost, or the number of souls that must be burned in order to use the ability. This cost is noted in parentheses beside the feature name. Additionally, some active features allow demons to heighten the effect by burning additional souls on top of the ability's base cost." + ] + }, + { + "type": "entries", + "name": "Soulsight", + "page": 165, + "entries": [ + "Demons have a special sense called {@sense soulsight|FleeMortals}, which allows them to detect any sentient creature within a certain radius. Unless otherwise stated, neither physical matter nor magical effects can impede soulsight; however, creatures who lack sentience or have no soul are invisible to a demon's soulsight.", + "The radius of a demon's soulsight is denoted in their respective stat block." + ] + }, + { + "type": "entries", + "name": "Lethe", + "page": 165, + "entries": [ + "When a demon runs out of souls, it falls into lethe: a state of craven hunger, wherein a demon can only lash out in a desperate search for sustenance. Demons who have fallen into lethe are mindless and violent creatures whose only goal is to consume.", + "While a demon is in lethe, it is subject to the following effects:", + { + "type": "list", + "items": [ + "Its Intelligence score drops to 3 (\u22124), unless it is already lower.", + "It has advantage on all attack rolls and disadvantage on all Intelligence, Wisdom, and Charisma saving throws.", + "It can't cast spells.", + "On its turn, the demon automatically moves toward the nearest creature it can see with its soulsight, regardless of the terrain in its way. If the demon is still able to take an action that turn, it uses its action to attack that creature (or any obstacle in its way)." + ] + }, + "A demon is no longer in lethe when its soul count increases above 0, at which point the effects of lethe end." + ] + }, + { + "type": "inset", + "name": "Adding Soul Rules to Existing Demons", + "entries": [ + "This section presents the stat blocks for six of the most prominent demons in the Court of the Deep. However, a court is nothing without its subjects, and there are bound to be other demons roaming the planes, all thirsting for souls.", + "To add soul rules to an existing demon, such as a balor or vrock, first use the Soul Dice table to calculate the demon's initial soul count and increase its challenge rating by 1. Then give the demon two or three additional abilities it can use by burning those souls, such as the following:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Abyssal Shield (Costs 1+ Souls)", + "entries": [ + "As a bonus action, the demon can burn any number of souls and increase its AC by an amount equal to the number of souls burnt for 1 minute." + ] + }, + { + "type": "item", + "name": "Soul Rend (Costs 1\u20135 Souls)", + "entries": [ + "When the demon makes a successful attack against a creature, it can burn up to 5 souls and deal an extra 14 ({@damage 4d6}) damage for each soul burnt." + ] + }, + { + "type": "item", + "name": "Hungering Strike (Costs 1+ Souls)", + "entries": [ + "When the demon makes an attack roll and misses, it can burn any number of souls and add a +5 bonus to the attack roll for each soul burnt, potentially causing the attack to hit." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Groyle Fleshender", + "page": 166, + "entries": [ + "Barely able to form coherent thoughts, Groyle has souls enough to hate and hungers for more. A dullard and a brute, Groyle has no capacity for cruelty\u2014he has not the imagination or patience. He rends and demolishes his way across the battlefield, seeking out whichever creature's soul shines the brightest, endeavoring to consume them whole and alive. Their screaming desperation gives their immortal soul a sweetness the Fleshender can't resist.", + "Groyle begins combat by using Goring Charge to attack a nearby spellcaster and follows it up with a bite attack, preferring to target and swallow a creature with healing spells. The demon then focuses his attacks on the toughest enemy, using Mark of Abhorrence and Soul Rend to bring down foes quickly.", + "{@creature Groyle Fleshender|KaW}" + ] + }, + { + "type": "entries", + "name": "Hara'antar the Soulthief", + "page": 168, + "entries": [ + "Hara'antar the Blasphemite is the last acolyte of the Blood Sun cult. Effulgent in her unholy worship, she intends to complete the bloodshadow rite, assume the mantle of the High Priest, and start the cult anew.", + "The soulthief's prayers are unique in the Courtof the Deep; with tolling reverence empowering her hissing orisons, she can fuel her dark spells with the souls of nearby enemies without needing to consume them first. This makes her a pariah among the demons; if Hara'antar can tap into the dozens or hundreds of souls each great demon carries, what power could she gain?", + "{@creature Hara'antar the Soulthief|KaW}" + ] + }, + { + "type": "entries", + "name": "Zor'yal Lifeswallower", + "page": 170, + "entries": [ + "A cloud of blood surges across the battlefield. Within its crimson deluge is the Lifeswallower. The sanguine torrent cloaks Zor'yal from other demons' soulsight\u2014without this invisibility, Zor'yal is weak. But do not underestimate this deadly assassin. Her claws are so potent, anyone caught unawares will die to their sting.", + "Zor'yal led the assault on Kham, her demons warring with the products of the Lords of Kham's beast-magic until the {@item codex incabulum|SaF} was opened and the demons banished. Zor'yal is less now than she was, but she remembers. Her insatiable hunger for revenge against the Mundane World drives the gory squall that carries her into battle after battle until she can wreak her vengeance on the world above.", + "{@creature Zor'yal Lifeswallower|KaW}" + ] + }, + { + "type": "entries", + "name": "Vorg'aut Harrowfist, the Lady Blight", + "page": 172, + "entries": [ + "The Lady Blight is the greatest warrior of the Wasteland. She leads the Corrosion, a unit of elite demon heavy infantry responsible for singlehandedly repelling the Inexorable invasion of the Waste after the rest of the Depths broke morale and began to feed on each other. The Corrosion stood alone against the advance of Integral, Axiom's premiere cavalry\u2014unable to sunder Vorg'aut's adamant stand, Integral was forced to retreat.", + "With hulking fists radiating crimson light, Vorg'aut commands the Wasteland, equal parts leader, warrior, and siege engine. Even the battlefield yields to her will, for the Lady Blight is unbending.", + "{@creature Vorg'aut Harrowfist|KaW}" + ] + }, + { + "type": "entries", + "name": "Trall the Mindbreaker", + "page": 174, + "entries": [ + "When sages across the timescape dare to turn the oracular eye downward, peering into the Abyssal Wasteland and seeking forgotten lore that long ago sunk beneath the surface of the Real, they find Trall's ivory void eyes, purging and all-consuming, staring back at them.", + "The Mindbreaker is attuned to any divination targeting the Waste and, rather than trawling the depths looking for souls with some spark left in them, she stabs leeching psychic tendrils through the arcane conduit, draining the soul from the poor wizard, sorcerer, or warlock foolish enough to peer into the Deep.", + "Thus does the Mindbreaker stay sated with souls. An augur unmatched in foresight and cruelty, she is both mage and anti-mage.", + "{@creature Trall the Mindbreaker|KaW}" + ] + }, + { + "type": "entries", + "name": "Sylt Bloodheat", + "page": 176, + "entries": [ + "The greatest demon of the Court of the Deep, Sylt commands the grudging obeisance of fiends within the Abyssal Wasteland. Unlike the others, Sylt has never fallen into lethe\u2014she has transcended it, subjugated it, until the very flow of souls is hers to dominate.", + "Sustained by the Bloodheat, Sylt drinks souls in a never-ending flow, feasting on that which empowers the demons and rewarding the legions at her side. Demons under her command find their powers and intellect grow as their supply of howling souls is refueled, effortlessly sustained in a banquet given to her most loyal.", + "The Court hates Sylt\u2014she is a dark and fell intelligence who prefers to wait and scheme rather than succumb to temporary hungers. They crave bloodshed and feasts of souls and sinew, impatient with her cunning and insidious plots. But none gainsay her right to rule. Many in the Waste wait for her word to lead them across the timescape in a bloody war of anti-life.", + "In combat, Sylt prefers to use hit-and-run tactics in environments with plenty of cover and places to hide.", + "{@creature Sylt Bloodheat|KaW}" + ] + } + ] + }, + { + "type": "section", + "name": "Court of Seven Cities", + "page": 178, + "entries": [ + "The Seven Cities of Hell scheme and plot endlessly, each ruled by an archdevil seeking domination over the others to become the King of Hell. Should this happen, the legions of Hell would erupt across the timescape, bathing the upper worlds in black soulblood.", + "Each archdevil sends an emissary to serve in the Court of Seven Cities, as required by the Onyx Edict, the founding document of Hell. But the court is infested with servants of these representatives, each one a point of connection in the ever-shifting web of deceit, subterfuge, and bloodshed.", + { + "type": "entries", + "name": "True Names", + "page": 178, + "entries": [ + "All devils have true names that they keep secret, as speaking the true name of a devil within earshot of it can strip it of its supernatural defenses. True names are hard to discover\u2014fiends go to great lengths to bury them. But with enough effort, your Domain could deliver one to you to use as a weapon at a crucial moment in the eternal war against evil. Proclaiming the true name of a devil takes one action, and if the devil can hear you, the proclamation removes its Magic Resistance trait, its damage immunities, and its damage resistances for 24 hours." + ] + }, + { + "type": "inset", + "name": "Why Seven Cities?", + "entries": [ + "Each of the Seven Cities of Hell is named after a real \"hell\" (or hell-like analog) from a real culture in our world.", + "This continues a tradition going all the way back to the original game in 1974, a tradition I have a lot of affection for. The idea that {@b our world}, the real world, Earth, is just another plane in the multiverse and it is \"orbited\" by other nearby Earth-adjacent planes, such as Arcadia, Hades, Asgard, and Niflheim.", + "Earlier editions imagined your cleric might worship gods from our real world! Thor or Ra, for example. Because it presumed those gods lived in their own planes, and those planes were accessible from any Prime Material plane, like Earth or your homebrew fantasy world. Earlier editions even mentioned characters who traveled from our real world to the fantasy RPG world.", + "So the MCDM multiverse, the timescape, imagines that an intrepid planar traveler could arrive in these hells and reimagines them as cities warring through eternity in the larger plane of Hell.", + "These hells are from many cultures, including Greek (Styx, Acheron) and Jewish tradition (Sheol), as well as Mongolian tradition (Kasyrgan). Naraka is from Hindu, Sikh, and Buddhist traditions. Finally, Dis is from Christian literature (Dante's Inferno).", + "These cities are named and included thus because I thought it was a cool opportunity to learn more about different cultures' notions of the afterlife. It was fun, doing this research. It should not be taken as an opportunity to imagine any of these cultures are in any way lesser. They should not be used as an opportunity to trot out hateful, backward, racist tropes. These were behaviorally modern humans like you and me. They led complex internal lives. They weren't ignorant, they just knew different things than we do.", + "And, hopefully, by representing different cultures among these hells that some readers may not be familiar with, some folks might read more about them! Learn how different real-world peoples throughout history have thought about the afterlife. That stuff is super cool and also, I think, makes us better GMs, because we are able to more realistically present our own worlds and peoples.", + "In the end, these aren't meant to be the real, authentic places described in our earthly cultures, merely a fantasy version appropriate to a pulp fantasy RPG.", + "\u2014MC" + ] + }, + { + "type": "entries", + "name": "Hate Devil", + "page": 179, + "entries": [ + "Hate devils are brutal, ferocious infantry. They radiate antipathy so strongly that anyone in their aura begins to hate their friends, their allies\u2014even themselves.", + "During the first round of combat, a hate devil attacks from above, using Spit Flame or casting {@spell phantasmal killer} to harm foes that resist its Aura of Enmity. On subsequent turns, the devil lands to focus melee attacks on a flying or ranged combatant before taking back to the skies for defense. The devil is willing to provoke an opportunity attack or two if it means returning to the safety of the skies.", + "{@creature Hate Devil|KaW}", + { + "type": "entries", + "name": "Rakat, Baron of Styx", + "page": 180, + "entries": [ + "Styx, the City of Blood, was sacked in the War of Forgetfulness and is now least among the Seven Cities. Their representative in the court is a lowly baron\u2014but a baron who, since the war, is determined to not forget what Styx suffered.", + "A hate devil of sizable power, Rakat intends to pit the court against itself and destroy it from within. Their blinding rage hides a scheming mind.", + "Like other hate devils, Rakat begins combat by flying above their enemies, but remains low enough to ensure they are in the fiend's Aura of Enmity. On their first turn, they cast {@spell power word stun} on a foe with lower hit points than others to ensure the spell's success, and fire their Ray of Antipathy at a creature outside their Aura of Enmity. They use the Divide and Conquer villain action to cut any bard, cleric, or other supportive spellcaster off from a creature affected by {@spell power word stun} or {@condition charmed} by their Aura of Enmity.", + "On subsequent turns, Rakat engages characters in melee with {@item Zealcleaver|KaW}, though the devil continues to remain at least 10 feet in the air, benefitting from their long reach.", + "{@creature Rakat, Baron of Styx|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Stone Devil", + "page": 182, + "entries": [ + "Nearly indestructible, stone devils are the bulwarks of the Seven Cities. No unit of stone devils has ever lost morale in the history of the timescape. Their hearts grind spirits into black soulblood that corrupts everything it touches.", + "A stone devil relies on its high AC to protect it from opportunity attacks as it moves around the battlefield to make the most of its Soulblood Trail trait.", + "The flaw imposed by the devil's Soulblood Trail trait and Foul Ichor action is a temporary affliction that is fun to roleplay for many players, but others truly dislike having a personality change imposed by a failed saving throw. Only use the flaw if you play with the type of players who enjoy incorporating it into the narrative.", + "{@creature Stone Devil|KaW}", + { + "type": "entries", + "name": "Moranon, Marquis of Acheron", + "page": 183, + "entries": [ + "Loyal and unyielding, Marquis Moranon steadily serves Asmodeus, archdevil of Acheron, the City of Whispers. Moranon's fidelity is admirable, Asmodeus just wishes his servant was a little more ambitious...", + "Unlike other stone devils, Moranon's villain actions and Disciplined Advance reaction allow him to create hazardous areas using his Soulblood Trail without provoking opportunity attacks. He is less reckless than his soldiers and makes far greater use of Profane Flame, since he can use it as a bonus action or as a reaction using Disciplined Advanced.", + "Moranon focuses his attacks on arcane spellcasters, believing they are the ones most likely to discover his true name and use magic to bypass his high AC. His advance is calculated and considered. If armored warriors get in the devil's way, he cuts them down, using Disciplined Advance and villain actions to get around such foes and engage spellcasters first, and using Profane Flame to attack those casters if warriors lock him down.", + "{@creature Moranon, Marquis of Acheron}" + ] + } + ] + }, + { + "type": "entries", + "name": "Steel Devil", + "page": 185, + "entries": [ + "The razors of hell, steel devils are highly mobile terror weapons deployed to wreak maximum carnage in battle. It is impossible to fight one without suffering wounds; even psionic attacks cause the mind to bleed.", + "A steel devil uses its incredible speed to engage its enemies in melee combat, since its mere presence can dish out damage to any nearby creature. It prefers to fight warriors foolish enough to remain close to make the most of its Agonizing Visage and Thorns of Pain traits. Even at a distance, the devil's Agonizing Visage and Soul Scalpel can harm foes as it advances.", + "{@creature Steel Devil|KaW}", + { + "type": "entries", + "name": "Sryz, Count of Naraka", + "page": 186, + "entries": [ + "It's rare for a steel devil to enter the ranks of Hell's nobility, but Count Sryz sees the weakness brought about by the Wars of Forgetfulness and intends to quickly ascend to reigning as the prince\u2014or to destroy the court in the process.", + "Sryz is the ultimate steel devil, and acts much like their counterparts do in combat. The devil engages other creatures in melee, surrounding themselves with as many combatants as possible to get the most out of their Agonizing Visage and Thorns of Pain traits and setting themselves up to devastate as many creatures as possible with their Sonic Attack villain action.", + "On their turn, Sryz spreads the damage around with their six Eviscerating Strikes, dashing with Lethal Agility if need be, then targets a creature they can't reach with Soul Scalpel. Sryz prefers to use Lacerating Presence on a foe that concentrates on a spell to make it more difficult for the creature to maintain a hold on the magic.", + "Sryz damages as many creatures as possible to maximize the effect of their Howl of Suffering villain action.", + "{@creature Sryz, Count of Naraka|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Lore Devil", + "page": 188, + "entries": [ + "Lore devils are living compendiums of spent scrolls and dead codices. Keepers of lost arcane secrets, they wield cunning magics and feed on the energy of weaker mages.", + "A lore devil prefers to battle foes at range, beginning combat with its Multiattack action, first casting {@spell dominate person} to bring a strong bodyguard to the fiend's side, then using Arcane Bolt twice. The devil continues to use Multiattack, casting {@spell disintegrate} to harm an enemy spellcaster or {@spell reverse gravity} followed by {@spell fireball} and {@spell lightning bolt} on subsequent turns to damage as many foes caught in the upward pull as possible. If a creature gets close enough to make melee attacks against the lore devil, the fiend uses Spelldrain to regain hit points before casting {@spell misty step} or {@spell plane shift} to get away.", + "Note that the lore devil has a damage vulnerability uncommon among the other denizens of hell-fire. Characters don't normally encounter lore devils in flaming wastelands or volcanic lava pits the way they might some other fiends. These devils are smart and stay out of the places in hell that are hazardous to their health.", + "Some lore devils study ancient infernal rituals that allow them to bind the flesh of other devils to their papery skin. This fiendish essence infuses their pages with durability against flames, removing the vulnerability. Some lore devils gather enough fiendish flesh to perform the ritual several times, making them resistant or even immune to fire damage.", + "{@creature Lore Devil|KaW}", + { + "type": "entries", + "name": "Indix, Earl of Sheol", + "page": 189, + "entries": [ + "Lord Indix is composed of the burning pages of the once-powerful {@item codex mutabilis|KaW}, the Book of Change. When the arcane tome was thrown into the caldera of Mount Vor, the book was incinerated, and deep within Sheol, the City of Death, Lord Indix was created.", + "Indix is the Book of Change given life\u2014as such, they have access to now-abolished rituals, ones of immense and unmatched power. The Lords of Sheol, the City of Death, turn a blind eye to Earl Indix's machinations, fearing the lord's power even as they rely on it.", + "The Earl of Sheol is a complex boss monster, and their villain actions are maximally disruptive! To keep the game rolling, consider doing the math on these actions ahead of time. In the case of Transmute Aspects, having new stats and attack modifiers ready for your players to use will dramatically reduce the chance that they riot and set your table on fire!", + "{@creature Indix, Earl of Sheol}" + ] + } + ] + }, + { + "type": "entries", + "name": "Fang Devil", + "page": 191, + "entries": [ + "Fang devils are the high priests of Hell, channeling unholy power to twist and subvert their enemies, mutating them into unrecognizable monstrosities. Horns erupt from their skulls and twist to pierce their eyes, their flesh splits open to reveal bloody gashes filled with teeth\u2014blood that turns to poison as it drips from the maws in profane salivation.", + "{@creature Fang Devil|KaW}", + { + "type": "entries", + "name": "Horat, Duke of Kasyrgan", + "page": 192, + "entries": [ + "Horat is hierarch of the Envenomed, a cult of pain. His wicked power twists and corrupts everything it touches.", + "The Envenomed have spies throughout the Seven Cities, but thus far, Horat has been loyal to Pharyon. Many in Hell's cognoscenti believe there is a real alliance between the Duke of Kasyrgan and the Prince of Dis, though what this portends, no one knows.", + "Horat uses Multiattack to attack up to two spellcasters or lightly armored creatures with his Mouth Hand then attempts to poison those targets with Venomous Bayonet. He finishes his Multiattack by using Twist Flesh on a foe in his Mutation Field that isn't grappled by him.", + "If several foes get near Horat, he uses Hail of Teeth to deal as much damage as possible, even attacking any minions that might be in the line of fire.", + "Horat uses his Allow Me to Improve You reaction as often as possible to keep the toughest threats at bay while he tears apart foes with fewer hit points.", + "{@creature Horat, Duke of Kasyrgan|KaW}" + ] + } + ] + }, + { + "type": "entries", + "name": "Eye Devil", + "page": 194, + "entries": [ + "Oracles of the Court of Seven Cities, the eye devils are inward-looking prophets. They speak in riddles, and only the Cult of the Mirrored Eye can decipher the proclamations of the Eyes of Hell.", + "An eye devil attacks from above, casting {@spell dominate monster} to bring the best melee combatant among its foes to its side, followed by {@spell incendiary cloud} on the fiend's second turn. Since the devil's Multiattack action allows it to cast spells and make attacks, it uses Flame Jet and Incinerate to attack enemies that can reach it. The devil uses Malvision on the first turn of combat, hoping to create maximum chaos among its enemies during the battle.", + "After casting its most powerful spells, the eye devil targets flying or ranged characters that can threaten it with the {@spell eyebite} spell. The eye devil concentrates attacks on one at a time, methodically bringing down threats.", + "{@creature Eye Devil|KaW}", + { + "type": "entries", + "name": "Pharyon, Prince of Dis", + "page": 194, + "entries": [ + "Once again, the power of Dis rises and the City of Lies rules over Hell. Dispater dispatches his newest lieutenant, Pharyon the Edictor, Revelator, Lord of Answers, Oracle to the Court.", + "For the first time in the (admittedly now ruined) lists of Hell, an eye devil leads the Court of Seven Cities, and the devil's dark portents guide the unholy court. The eye devils' power to see past, future, and alternate realities makes them rather unpredictable on the battlefield, but Pharyon is even more cryptic and inward-looking than most of his kin.", + "Pharyon carries the {@item Omega Toll|KaW}, the Bell of Light's End. When it sounds its thunderous knell, the old epoch ends. What comes after...even Prince Pharyon can't see.", + "In combat, Pharyon flies to avoid melee and uses Malvision followed by Multiattack to attack with Flame Jet and a spell, typically {@spell dominate monster}, {@spell incendiary cloud}, {@spell delayed blast fireball}, or {@spell eyebite}. When a creature hits Pharyon with an attack, he uses his Look Again reaction, provided the attacker is in a relatively safe spot and not surrounded by the devil's foes.", + "{@creature Pharyon, Prince of Dis}" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Gemstone Dragons", + "page": 198, + "entries": [ + "A long-forgotten branch of the draco genus, {@i draco crystallus} are primarily hexapods like their more common cousins {@i draco metallus} and {@i draco chromaticus}. They are older than the other draconic genera, which accounts for their wider diversity in body type.", + "You can read more about these psionic dragons in {@book Strongholds & Followers|SaF}. This book presents two unique gemstone dragons: Trudy, a ruby dragon wyrmling, and Cthrion Uroniziir, a mighty onyx dragon.", + { + "type": "entries", + "name": "Psionics", + "page": 198, + "entries": [ + "The gemstone dragons are silico-organic organisms. When hatched, they are almost entirely organic. As they grow, their crystalline structure grows, as does their psionic power.", + "The crystals that grow on and thread through their bodies form a network of psionic filaments that capture, conduct, amplify, and store charges of psionic energies, which the dragons then convert into manifestations.", + "Though manifestations may seem like magic, they are an entirely different discipline and power. Spells such as {@spell antimagic field} and {@spell dispel magic} have no effect on psionic manifestations.", + "Each dragon begins with a number of charges based on their age. They can expend these charges to cast any psionic manifestation. Many of these manifestations have a base cost and can be enhanced by expending more charges.", + "Over time, the dragon's crystals conduct more psionic energies into its body, recharging its power. At the end of each of its turns, roll the recharge die and restore that many charges.", + { + "type": "entries", + "name": "Manifestations", + "page": 198, + "entries": [ + "Psionic charges are used to manifest psionic abilities. These manifestations are the primary source of a gemstone dragon's power. All manifestations have a range of 30 feet, unless noted otherwise.", + "The following manifestations are by no means the only ones the dragons have access to. It is known that the most powerful gemstone dragons can alter their form at will in a manner that defies all inspection. But these are the most welldocumented and commonly used manifestations available to all psionic creatures.", + "The save DC against a dragon's manifestation is 8 plus the dragon's proficiency bonus plus the dragon's Intelligence modifier.", + { + "type": "list", + "columns": 4, + "items": [ + "{@optfeature Amplify|SaF}", + "{@optfeature Another World|SaF}", + "{@optfeature Believe|SaF}", + "{@optfeature Distance|SaF}", + "{@optfeature Elsewhere|SaF}", + "{@optfeature Flay|SaF}", + "{@optfeature Forget|SaF}", + "{@optfeature Mindscape|SaF}", + "{@optfeature The Real|SaF}", + "{@optfeature Reflection|SaF}", + "{@optfeature Sympathy|SaF}", + "{@optfeature Weight|SaF}" + ] + } + ] + }, + { + "type": "entries", + "name": "Auras", + "page": 200, + "entries": [ + "A dragon projects an aura 30 feet around it. The aura persists while the dragon has psionic charges remaining. The aura's effect depends on the dragon's gemstone variety." + ] + }, + { + "type": "entries", + "name": "Crystal Hide", + "page": 200, + "entries": [ + "Normal weapons bounce and spark off the crystals protruding from a gemstone dragon's skin. These dragons have resistance to nonmagical bludgeoning, piercing, and slashing damage." + ] + }, + { + "type": "entries", + "name": "Sympathetic Vibrations", + "page": 200, + "entries": [ + "All gemstone dragons are vulnerable to psychic damage. The same crystalline structure that makes them hard to damage with normal weapons conducts any psionic radiation, causing its latticework to crack and shatter." + ] + }, + { + "type": "entries", + "name": "Mindspeech", + "page": 200, + "entries": [ + "All gemstone dragons develop telepathy as they age. Most acquire it when they are young, but the topaz dragons are born with it." + ] + }, + { + "type": "entries", + "name": "Matrix Mind", + "page": 200, + "entries": [ + "The gemstone dragons can maintain several persistent manifestations simultaneously, but doing so requires spending 1 charge per manifestation at the start of each of its turns. Whenever a dragon takes damage while concentrating on a psionic manifestation, it must make an Intelligence saving throw to maintain concentration as if concentrating on a spell." + ] + } + ] + }, + { + "type": "entries", + "name": "Trudy", + "page": 201, + "entries": [ + "When the great Cthrion Uroniziir rose from her slumber, many {@i draco crystalli} were woken, hatching and crawling forth. One of them, Trudy the ruby wyrmling, is new to the struggle to preserve reality against the onslaught of the Würm of the World's End. But though she is, Trudy knows her duty, eager to join the battle and stop the Time Ender from consuming whole realities.", + "Trudy is still young as the crystal dragons reckon these things, but she is already an expert on the fabric of reality, the many worlds of the timescape, and the people who inhabit them. She talks to herself, constantly analyzes everything and everyone, and is a little oblivious to people's reactions to her. When she gets nervous, she breaks into rhyming couplets, often in Draconic. This can't be helped.", + "{@i Quod est,}", + "{@i Quod licet,}", + "{@i Radix Malorum!}", + "{@i Ad infinitum, quod erat demonstrandum!}", + "{@creature Trudy|KaW}" + ] + }, + { + "type": "entries", + "name": "Cthrion Uroniziir", + "page": 202, + "entries": [ + "Known to the elves as the Würm of the World's End, Cthrion Uroniziir, Lord of the Neutral Evil Dragons rises from her slumber to collapse the myriad manifolds of the timescape into one partition. If she succeeds, worlds will be annihilated. Collapsed together into one singular {@i universe}.", + "Opposing her, a faction led by the slumbering Ballisantirax whose power is so great, should she wake, it would unmake the Mundane World. So she dreams, and from her dreams projects allies to aid the heroes who oppose Cthrion Uroniziir, the Time Ender.", + "Uroniziir is a world-ending campaign final boss requiring the greatest heroes of the timescape to join forces!", + "{@creature Cthrion Uroniziir|KaW}" + ] + } + ] + }, + { + "type": "section", + "name": "Relg, the Descender, the Lord in Corpulect", + "page": 205, + "entries": [ + "Before the Wars of Forgetfulness, Relg ruled the Court of the Deep as the King in Lethe. Almost invincible, Relg radiated lethe. No matter the souls they contained, no matter how powerful their will, any demon who opposed Relg fell into the unthinking entropy. He ruled for an eternity.", + "Until the coming of the Bloodheat, the Demon That Does Not Forget. Sylt's immunity to lethe meant she alone could stand against the Descender. Sylt overthrew Relg in a bloody, merciless clash and formed a new court in the foundations of blood left behind.", + "Relg was adrift in the timescape until the coming of Ajax, Invincible, the Iron Saint. Having heard the dark whispers about the Lord in Corpulect, Ajax summoned Relg, bound the once-king to him, and placed Relg at the head of the army of demons he now commands, the Infernium.", + "In combat, Relg positions himself among as many enemies as possible to make the most of his Aura of Lethe. The demon welcomes melee combatants and always tries to maintain a soul count of 3 or higher so his Pus-Filled Soul Boils harm those who threaten him.", + "On his turns, Relg first uses his tentacles to attempt to grab at least one creature so he can use his Reel trait, then uses his axe and horns to threaten other targets he can reach, using Soul Rend early and often to destroy his foes quickly. If a flying creature threatens the demon, he uses Weighted Soul to bring it to the ground.", + "{@creature Relg|KaW}" + ] + } + ] + }, + { + "type": "section", + "name": "Magic Items", + "page": 208, + "entries": [ + "Whenever we present an entirely new system (and this book contains two of them: intrigue and warfare), it seems like a good idea to present new magic items that support these systems. If organizations can act the way heroes do, and if characters can command units, then surely wizards and priests have developed magic to enhance these things!", + "This section presents new items that help officers better manage their domain and commanders better lead their troops. In addition, we include nine new codices, artifact-level magical tomes that bend the fabric of the timescape.", + { + "type": "list", + "style": "list-no-bullets", + "columns": 3, + "items": [ + "{@item Coat of the Crimson Guard|KaW}", + "{@item Counterpoint|KaW}", + "{@item Fate's Needle|KaW}", + "{@item Grandmaster's Quiver|KaW}", + "{@item Helmet of Dual Fates|KaW}", + "{@item Heroic Soul's Chasuble|KaW}", + "{@item Maethelgas|KaW}", + "{@item Omega Toll|KaW}", + "{@item Staff of Providence|KaW}", + "{@item Tellac Oranic|KaW}", + "{@item Zealcleaver|KaW}" + ] + } + ] + }, + { + "type": "section", + "name": "New Codices", + "page": 216, + "entries": [ + "Because they were popular in {@book Strongholds & Followers|SaF}, we present nine new reality-bending codices. Each codex is an artifact-level item, written when the world was young and magic not yet tamed. Many codices grant their users incredible power, including the power to raise new units. They should not be looked at as rewards, but rather immense burdens. Threats to the natural order. These tomes are best found locked away in some obscure vault, guarded by a powerful entity who rightly fears what might happen should the codex fall into the wrong hands. Or any hands! Mortals, certainly, can't be trusted with this power. A high-level NPC might ask the heroes to retrieve one after a powerful enemy has wrested it from the bowels of obscurity. For a time, the heroes can use the power within\u2014but this should always be temporary.", + { + "type": "section", + "name": "Encountering a Codex", + "page": 216, + "entries": [ + "Each codex grants whoever attunes to it enormous power. Before the players ever encounter a codex in the hands of a formidable enemy or sealed away for protection, you should make sure they have some idea what these books can do. Many of these abilities are dramatic and even over-the-top, but not wholly useful in most adventure scenarios. Even still, it becomes unfair, even unsportsmanlike, to surprise your players by making them the target of one of these abilities without warning them what the codices can do first.", + "These warnings could be presented as in-game knowledge conferred by an NPC or discovered through the heroes' own research.", + "{@i Example: If you attempt to read the mind of a character attuned to the {@item astral codex|KaW}, your head explodes. No saving throw. In one sense, this is an enormously powerful ability and conveys the severe stakes at hand. But the players should know before they encounter an NPC attuned to the Book of Stars that anyone who wields it has learned the mind mastery technique of the star elves, and what this means. It doesn't need to be specific: \"Their minds can't be read. Anyone who attempts it winds up with their brain scrambled ...or worse!\" When the heroes are forewarned, this alarming ability is much less ridiculous and startling and much more dramatic and foreboding.}" + ] + }, + { + "type": "section", + "name": "Attuning to a Codex", + "page": 216, + "entries": [ + "To attune to a codex, the reader must spend a month in uninterrupted study of no less than 8 hours per day, six days per week.", + "Once attuned, the owner of the codex need not take the book with them. They can leave it in a secure location with no limits to distance, but must refresh their knowledge through 8 hours of uninterrupted study once per month or lose its benefits." + ] + }, + { + "type": "section", + "name": "Sacrifice", + "page": 216, + "entries": [ + "Some of these books require the attuned owner to surrender some of their life essence to satiate the fell powers constrained or described in the texts. Sacrificing requires rolling some number of Hit Dice, losing that many hit points and the Hit Dice immediately, and reducing your hit point maximum by the same amount. While the effect powered by the sacrifice persists, the lost hit points and Hit Dice can't be regained. When the effect ends, you can heal the damage, restore your hit point maximum to normal, and recover the Hit Dice normally.", + "If sacrificing Hit Dice causes you to drop to 0 hit points, you fall unconscious and all effects you created end. You can't sacrifice more Hit Dice than you have. If you must sacrifice a Hit Die to sustain an effect but you have none, the effect ends." + ] + } + ] + } + ] + } + ] + } + ], + "optionalfeature": [ + { + "name": "Cap'n", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You add your proficiency bonus to your initiative rolls. Additionally, when you hit a creature with an attack, each ally who can hear you and is within 5 feet of you gains a bonus to weapon damage rolls against the target creature equal to half your proficiency bonus (rounded down). This bonus lasts until the start of your next turn." + ], + "foundryEffects": [ + { + "name": "Cap'n Initiative Bonus", + "changes": [ + { + "key": "data.attributes.init.value", + "mode": "ADD", + "value": "@data.attributes.prof" + } + ] + } + ] + }, + { + "name": "Doc", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Medicine skill and proficiency with an herbalism kit. Whenever you take a long rest, you can craft two {@item potion of healing|DMG|potions of healing} during the rest using the supplies in an herbalism kit. Potions created this way are effective only if consumed within 24 hours of their creation." + ], + "skillProficiencies": [ + { + "medicine": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ] + }, + { + "name": "Know-It-All", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the History and Nature skills. Additionally, as a reaction when you roll initiative, you can make an Intelligence (Nature) check to identify the weak points of one creature you can see. The DC for this check is equal to 10 + half the creature's challenge rating (rounded down). On a success, you gain a bonus to attack rolls against that creature equal to your proficiency bonus, and which lasts for 1 minute." + ], + "skillProficiencies": [ + { + "history": true, + "nature": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "you roll initiative" + } + }, + { + "name": "Smart Mouth", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Intimidation and Persuasion skills. Additionally, you can try to catch an enemy off-guard at the start of combat with your quips. As a reaction when a hostile creature you can see rolls initiative, you reduce that creature's initiative by a number equal to your Charisma modifier." + ], + "skillProficiencies": [ + { + "intimidation": true, + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a hostile creature you can see rolls initiative" + } + }, + { + "name": "Weirdo", + "source": "KaW", + "page": 32, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill, and you know a number of spells equal to your Intelligence modifier. These spells can be from any spell list, but they must be 3rd level or lower and have the ritual tag. Intelligence is your spellcasting ability for these spells. You can cast each of these spells once as a ritual, and regain the ability to do so when you finish a long rest.", + "Additionally, you can cast the {@spell counterspell} spell, and regain the ability to do so when you finish a long rest." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "counterspell" + ] + } + } + } + } + ] + }, + { + "name": "Never Tell Me The Odds", + "source": "KaW", + "page": 32, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "When you take an action or a bonus action that forces at least one creature to make a saving throw, you can take a power die from your domain's pool and add twice the number on the die to the saving throw DC. You can use this feature after affected creatures have rolled their saving throws." + ] + }, + { + "name": "Call In a Favor", + "source": "KaW", + "page": 32, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "As a domain bonus action, your adventuring party can petition an NPC realm for their domain special unit. Make a Diplomacy test targeting the NPC realm, with a DC determined by the realm's attitude toward your domain as shown on the following table.", + { + "type": "table", + "colLabels": [ + "Attitude", + "Diplomacy DC" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18", + "" + ], + [ + "Suspicious", + "15", + "" + ], + [ + "Neutral", + "13", + "" + ], + [ + "Friendly", + "10", + "" + ], + [ + "Allied", + "8", + "" + ] + ] + } + ] + }, + { + "name": "To Arms, Fellow Adventurers (Special Unit)", + "source": "KaW", + "page": 32, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party" + } + ], + "entries": [ + "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers\u2014a special unit of adventurers just like you!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XQrg2XU.jpg" + }, + "title": "The Ratcatchers unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Avenge Me", + "source": "KaW", + "page": 33, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain's pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature" + } + }, + { + "name": "Like in the Great Stories", + "source": "KaW", + "page": 33, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "As a domain action, you make a {@dc 14} Operations test. On a success, your domain's Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage." + ] + }, + { + "name": "Whatever It Takes", + "source": "KaW", + "page": 33, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Disorganized Misfits)" + } + ], + "entries": [ + "At the end of the next deployment, you can make a {@dc 15} Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Walk it Off", + "entries": [ + "The first time this unit would become broken as a result of an inflicted casualty, the unit can make a {@dc 13} Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers." + ] + } + ] + }, + { + "name": "What Does This Button Do?", + "source": "KaW", + "page": 33, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "Your curiosity gets the better of you as you explore. When you take the Use an Object action on your turn to interact with any object, you can remove one power die from your domain's pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", + { + "type": "table", + "caption": "Button Effects", + "colLabels": [ + "d10", + "Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "Energy Burst", + "" + ], + [ + "2", + "Arcane surge", + "" + ], + [ + "3", + "Shadow infusion", + "" + ], + [ + "4", + "Destructive force", + "" + ], + [ + "5", + "Weakening energy", + "" + ], + [ + "6", + "Magic investment", + "" + ], + [ + "7", + "Light blades", + "" + ], + [ + "8", + "Energy shield", + "" + ], + [ + "9", + "Bold energy", + "" + ], + [ + "10", + "Rejuvenating aura", + "" + ] + ] + }, + "{@b Energy Burst.} An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.", + "{@b Arcane Surge.} You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.", + "{@b Shadow Infusion.} You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.", + "{@b Destructive Force.} A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30 feet of you. The creature takes necrotic damage equal to 10 × the number on the power die.", + "{@b Weakening Energy.} Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die.", + "{@b Magic Investment.} Magical energy refines a gem or art object you carry, increasing its gp value by 250 × the number on the power die.", + "{@b Light Blades.} Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.", + "{@b Energy Shield.} Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.", + "{@b Bold Energy.} Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.", + "{@b Rejuvenating Aura.} A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points." + ] + }, + { + "name": "I've Seen Weirder", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain's Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "name": "Research, Research, Research", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Explorers' Society)" + } + ], + "entries": [ + "If your time spent delving through dungeons has taught you anything, it's that it pays to know what you're walking into. As a domain action, make a {@dc 16} Lore test. On a success, each of your domain's defense levels increases by 1 until the end of the current intrigue." + ] + }, + { + "name": "Fighting Dirty", + "source": "KaW", + "page": 35, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent's vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain's pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Can We Get a Raise?", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "As a domain action, make a {@dc 14} Operations test. On a success, choose one of the following benefits:", + { + "type": "list", + "items": [ + "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", + "The next time you muster a cavalry or artillery unit, you can also muster an additional two infantry units.", + "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." + ] + }, + "You can use this feature multiple times per intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use." + ] + }, + { + "name": "Survive Till Payday", + "source": "KaW", + "page": 35, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Adventuring Party (Mercenary Company)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "name": "Ambush Captain", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill, and you can use a bonus action to take the {@action Hide} action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage." + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Bravura Commander", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can use your reaction to roll a d4 and add the result to the creature's saving throw. You use this reaction after the saving throw is made but before the result is known." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned" + } + }, + { + "name": "Field Medic", + "source": "KaW", + "page": 36, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal to half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature's hit point maximum." + ], + "skillProficiencies": [ + { + "medicine": true + } + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you takes damage" + } + }, + { + "name": "Tactical Marshal", + "source": "KaW", + "page": 38, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks." + ], + "foundryEffects": [ + { + "name": "Tactical Marshal Speed Increase", + "changes": [ + { + "key": "data.attributes.movement.walk", + "mode": "ADD", + "value": "10" + } + ] + }, + { + "name": "Tactical Marshal Passive Perception Increase", + "changes": [ + { + "key": "data.skills.prc.bonuses.passive", + "mode": "ADD", + "value": "3" + } + ] + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "War Mage", + "source": "KaW", + "page": 38, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra {@damage 1d4} damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", + "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can't cast the spell again in this way until you finish a long rest." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Brute Force", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain's pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature you can see within 60 feet of you moves" + } + }, + { + "name": "Armament", + "source": "KaW", + "page": 38, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make a {@dc 15} Operations test. On a success, your domain's Resolve level cannot be lower than 0 for the remainder of the intrigue." + ] + }, + { + "name": "The Professionals (Special Unit)", + "source": "KaW", + "page": 38, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Professionals, a special unit of heroic infantry.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ehKCqhP.jpg" + }, + "title": "The Professionals unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Steel Resolve", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain's pool and add the number on the power die to your saving throw." + ] + }, + { + "name": "Community Effort", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplomacy test (rounded down). On a success, you treat the failed Diplomacy test as a success." + ] + }, + { + "name": "They Will Not Breach This Wall", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (City Watch)" + } + ], + "entries": [ + "As a domain action, make a {@dc 15} Operations test. On a success, you gain the resources to bolster your city's defenses. At the start of the next battle, each fortification you're defending gains additional hit points equal to your domain's Resolve level." + ] + }, + { + "name": "Sworn to Protect", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Gallant Company", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Diplomacy test targeting an NPC realm. On a success, the NPC realm's attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue." + ] + }, + { + "name": "Stay Strong", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Knightly Order)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." + ] + }, + { + "name": "Skirmisher", + "source": "KaW", + "page": 38, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Military Squadron)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn't provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "No Mercy", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (KMilitary Squadron)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Take No Prisoners", + "entries": [ + "When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit." + ] + } + ] + }, + { + "name": "The War Room Where It Happens", + "source": "KaW", + "page": 39, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Martial Regiment (Military Squadron)" + } + ], + "entries": [ + "As a domain action, make an Operations test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." + ] + }, + { + "name": "Acquisitions Expert", + "source": "KaW", + "page": 40, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell identify}", + "3/day each: {@spell charm person}, {@spell comprehend languages}, {@spell unseen servant}", + "1/day each: {@spell dispel magic}, {@spell glyph of warding}" + ] + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic", + "identify" + ], + "daily": { + "1": [ + "dispel magic", + "glyph of warding" + ], + "3": [ + "charm person", + "comprehend languages", + "unseen servant" + ] + } + } + } + } + ] + }, + { + "name": "Chief of Security", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you makes an attack against a target other than you" + } + }, + { + "name": "Executive Manager", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you misses with an attack or fails a saving throw" + } + }, + { + "name": "Fixer", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Safety Officer", + "source": "KaW", + "page": 41, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to {@dice 1d4} + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1", + "count": "@abilities.wis.mod" + } + }, + { + "name": "Outgunned", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "When you miss with an attack, you can take a power die from your domain's pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain's pool and add the number on the die to the attack's damage roll." + ] + }, + { + "name": "Soldiers of Fortune (Special Unit)", + "source": "KaW", + "page": 42, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "Make a {@dc 13} Operations test as a domain action. On a success, you muster the Soldiers of Fortune, a highly professional (and very expensive) special unit of mercenaries.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/kKr4RjT.jpg" + }, + "title": "Soldiers of Fortune unit card" + } + ] + }, + { + "name": "Spared No Expense", + "source": "KaW", + "page": 42, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild" + } + ], + "entries": [ + "At the start of a battle, you can use a domain reaction to make a {@dc 14} Operations test. On a success, increase the levels of two of your domain's defenses by 1." + ] + }, + { + "name": "Action Plan", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "On your turn, you can take a power die from your domain's pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." + ] + }, + { + "name": "Corporate Espionage", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain's Communications level increases by 1." + ] + }, + { + "name": "Embargo", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Monopoly)" + } + ], + "entries": [ + "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes \u22122 to Attack and Defense until the end of the battle." + ] + }, + { + "name": "Pillage", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose a power die in the opposed domain's pool showing a higher number than the die you took. Add the opposed die to your domain's pool." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Commandeer", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resources level increases by 1." + ] + }, + { + "name": "Fight Dirty", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Pirate Band)" + } + ], + "entries": [ + "If your domain's Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." + ] + }, + { + "name": "Healthcare", + "source": "KaW", + "page": 41, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Business Connections", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain's officers begin the next combat against an opposed domain's officers with their hit point maximum and current hit points increased by 5 × your domain size. This benefit disappears at the end of the combat." + ] + }, + { + "name": "Well Fed", + "source": "KaW", + "page": 43, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mercantile Guild (Trade Guild)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." + ] + }, + { + "name": "Augur", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again." + ], + "foundryEffects": [ + { + "name": "Augur Initiative Bonus", + "changes": [ + { + "key": "data.attributes.init.value", + "mode": "ADD", + "value": "(@data.abilities.int.value - 10) / 2" + } + ] + } + ] + }, + { + "name": "Bewitcher", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest." + ] + }, + { + "name": "Medium", + "source": "KaW", + "page": 44, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class's spell list.", + "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to {@dice 1d4} × the dead creature's challenge rating." + ] + }, + { + "name": "Shade", + "source": "KaW", + "page": 46, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn {@condition invisible} as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Spellsword", + "source": "KaW", + "page": 46, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature's speed to 0 until the start of your next turn." + ], + "weaponProficiencies": [ + { + "martial": true + } + ] + }, + { + "name": "Universal Energy Field", + "source": "KaW", + "page": 46, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", + "Alternatively, as a bonus action, you can take a power die from your domain's pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." + ] + }, + { + "name": "Forgotten Rite of Animation (Special Unit)", + "source": "KaW", + "page": 46, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Lore test. On a success, your domain's spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xpkoN1F.jpg" + }, + "title": "Ersatz Infantry unit card" + } + ] + }, + { + "name": "Unravel Sorcery", + "source": "KaW", + "page": 46, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Communications to learn about the magical abilities of one of that domain's officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." + ] + }, + { + "name": "Your Staff is Broken", + "source": "KaW", + "page": 46, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "As an action, take any number of power dice from your domain's pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn't break the target's concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Find True Name", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "As a domain action, you make a Lore test against an opposed domain's Communications. On a success, you learn the true name of one of that domain's spellcasting officers of the GM's choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power." + ] + }, + { + "name": "Midnight Oil", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1." + ] + }, + { + "name": "Wards of Protection Against Missiles", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Arcane Order)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." + ] + }, + { + "name": "Elemental Bargain", + "source": "KaW", + "page": 47, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Curse of Vitiation", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle." + ] + }, + { + "name": "We Were Never Here", + "source": "KaW", + "page": 47, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Secret Cabal)" + } + ], + "entries": [ + "As a domain action, make a Lore test against an opposed domain's Communications. On a success, your domain's Communications level increases by 1 and the opposed domain's Communications level decreases by 1." + ] + }, + { + "name": "Magic Misdirection", + "source": "KaW", + "page": 47, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Combat Anthem", + "source": "KaW", + "page": 48, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit." + ] + }, + { + "name": "You Didn't Hear This From Me", + "source": "KaW", + "page": 48, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Mystic Circle (Theatrical Troupe)" + } + ], + "entries": [ + "As a domain action, make a {@dc 12} Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain's Communications level increases by 1 until the end of the intrigue." + ] + }, + { + "name": "The Connected", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "Nature links a companion's senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", + "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Pack Leader", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast's weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Primal", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked {@condition prone}. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher." + ] + }, + { + "name": "The Speaker", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "The Stalwart", + "source": "KaW", + "page": 48, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Vine Entrapment", + "source": "KaW", + "page": 48, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Frog of War (Special Unit)", + "source": "KaW", + "page": 49, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "As a domain action, make a {@dc 16} Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/1dU1aye.jpg" + }, + "title": "The Frog of War unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Natural Disaster", + "source": "KaW", + "page": 49, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 2." + ] + }, + { + "name": "Impenetrable Defense", + "source": "KaW", + "page": 51, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Ready to Slay", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "If your domain's Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size." + ] + }, + { + "name": "Trial by Pyre", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Barbarian Tribe)" + } + ], + "entries": [ + "As a domain action, make an Operations test against an opposed domain's Resolve. On a success, reduce the target domain's Resolve level by 1 and select one of that domain's lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." + ] + }, + { + "name": "Primal Conjuration", + "source": "KaW", + "page": 51, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "As an action, take a power die from your domain's pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Eagle Eye", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "Make an Espionage test against an opposed domain's Resources as a domain action. On a success, you increase your domain's Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain." + ] + }, + { + "name": "Torrential Terrain", + "source": "KaW", + "page": 51, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Druid Circle)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." + ] + }, + { + "name": "Rapid Assault", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain's pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Marked Targets", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage." + ] + }, + { + "name": "Ruinous Fire", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Nature Pact (Hunter Conclave)" + } + ], + "entries": [ + "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, select a number of that opposed domain's units equal to your domain size. Those units cannot move during the first round of the battle." + ] + }, + { + "name": "Court Mage", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You must have the Pact Magic or Spellcasting feature. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic" + ] + } + } + } + ] + }, + { + "name": "Court Minstrel", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You have advantage on Charisma (Performance) checks. Additionally, you know the {@spell vicious mockery} cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "vicious mockery" + ] + } + } + } + ] + }, + { + "name": "High Priest", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to {@dice 1d6} × your proficiency bonus." + ] + }, + { + "name": "Master Assassin", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus." + ], + "skillProficiencies": [ + { + "stealth": true + } + ] + }, + { + "name": "Master-at-Arms", + "source": "KaW", + "page": 52, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the {@class fighter}'s {@classFeature Fighting Style|Fighter||1} feature in the core rules." + ], + "skillProficiencies": [ + { + "athletics": true + } + ] + }, + { + "name": "Mantle of Authority", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain's pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Prepare the Steeds (Special Unit)", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uGEVQzM.jpg" + }, + "title": "The Lancers unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Skilled Negotiators", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." + ] + }, + { + "name": "Conqueror", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn't provoke opportunity attacks." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Forewarned is Forearmed", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain's Communications level by 2." + ] + }, + { + "name": "Outmaneuvered", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Court of War)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a {@dc 15} Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." + ] + }, + { + "name": "Timely Aid", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a successful attack is made against a creature you can see within 30 feet of you" + } + }, + { + "name": "Diplomacy for Intel", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a domain action, make a {@dc 15} Diplomacy test. On a success, your domain's Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue." + ] + }, + { + "name": "Enchantment Economy", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Political Administration)" + } + ], + "entries": [ + "As a domain action, make a {@dc 14} Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain." + ] + }, + { + "name": "Voices of the Past", + "source": "KaW", + "page": 52, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain's pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Backdoor Negotiations", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain's Communications. On a success, the NPC realm doesn't send the special unit to aid the opposed domain, and the NPC realm's attitude toward your domain improves one step." + ] + }, + { + "name": "Volunteer Blacksmiths", + "source": "KaW", + "page": 52, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Noble Court (Regent State)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." + ] + }, + { + "name": "Conduit", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You know the {@spell thaumaturgy} cantrip. Additionally, as an action, you can channel the power of your faith to become a sacred vessel, manifesting one of the following effects that you choose when you take this title:", + { + "type": "entries", + "name": "Light", + "entries": [ + "You emit an aura of divine light in a 15-foot radius for 1 minute. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be {@condition blinded} for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "entries", + "name": "Darkness", + "entries": [ + "You emanate a 15-foot-radius sphere of magical darkness for 1 minute. The sphere moves with you and spreads around corners, and its area is heavily obscured for all creatures except you." + ] + }, + "Once you manifest your chosen effect, you can't do so again until you finish a short or long rest." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "thaumaturgy" + ] + } + } + } + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Crusader", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You have advantage on Wisdom saving throws and death saving throws, and you regain the maximum number of hit points from any effect that restores hit points." + ] + }, + { + "name": "Herald", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. Additionally, you can cast {@spell sanctuary} and {@spell calm emotions} once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "sanctuary", + "calm emotions" + ] + } + } + } + } + ] + }, + { + "name": "Omen", + "source": "KaW", + "page": 56, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "As an action or a bonus action, you utter a loud, empowering chant. The first creature you hit with a weapon attack before the start of your next turn takes an extra {@damage 1d8} radiant or necrotic damage from the attack (your choice). If you use a bonus action to chant again on your following turn, the extra damage increases to {@damage 2d8}. If you use a bonus action to chant for three or more turns in a row, the extra damage increases to a maximum {@damage 3d8}, and you have advantage on attack rolls until the start of your next turn." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Prophet", + "source": "KaW", + "page": 57, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on attack rolls and saving throws (including the triggering saving throw) until the start of your next turn." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature you can see within 30 feet of you makes a saving throw" + } + }, + { + "name": "Beseech the Most High", + "source": "KaW", + "page": 57, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain's pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", + "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Consult the Scriptures", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 14} Lore test as a domain bonus action. On a success, you can bless one unit your domain controls of your choice, granting it a bonus to Attack tests equal to your domain size and advantage on Power tests to resist battle magic. This bonus lasts until the end of the next battle." + ] + }, + { + "name": "Spread the Holy Word (Special Unit)", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order" + } + ], + "entries": [ + "Make a {@dc 15} Diplomacy test as a domain action. On a success, you muster the Crusaders, a special unit of devout warriors.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NkGXoDA.jpg" + }, + "title": "Crusaders unit card" + }, + "Additionally, at the end of the next deployment, you can choose one of an opposed domain's Tier I units. That unit's casualty die is decreased one step (minimum d4)." + ] + }, + { + "name": "Penance", + "source": "KaW", + "page": 59, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Blood Sacrifice", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "As a domain action, destroy one unit you control. At the start of the next battle, choose a number of units you control equal to your domain size. Each unit has its casualty die increased one step." + ] + }, + { + "name": "Poison the Well", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Hidden Cult)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resolve level increases by 1." + ] + }, + { + "name": "Turn the Tide", + "source": "KaW", + "page": 58, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "As a bonus action, take any number of power dice from your domain's pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Having the Gods on Our Side", + "source": "KaW", + "page": 58, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain's Communications. On a success, the opposed domain fails to muster the unit." + ] + }, + { + "name": "Resplendent Armor", + "source": "KaW", + "page": 59, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Holy Church)" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, at the end of the next deployment, choose a number of units equal to your domain size. Each of those units gains +2 to Defense and has its casualty die increased one step. These benefits last until the end of the battle." + ] + }, + { + "name": "Quaking Fist", + "source": "KaW", + "page": 60, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "When you hit a creature with a melee attack, take any number of power dice from your domain's pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target's movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone." + ] + }, + { + "name": "Ancient Archives", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "Once per intrigue, you can make a {@dc 13} Lore test as a domain action. On a success, all officers gain a bonus to saving throws against spells and other magical effects equal to your domain size during the next combat against officers of an opposed domain." + ] + }, + { + "name": "Iron Will", + "source": "KaW", + "page": 60, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Religious Order (Monastic Order)" + } + ], + "entries": [ + "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." + ] + }, + { + "name": "Enforcement", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency with light, medium, and heavy armor. Additionally, any enemy within 5 feet of you has disadvantage on melee attacks against any of your allies within 5 feet of you." + ], + "armorProficiencies": [ + { + "light": true, + "medium": true, + "heavy": true + } + ] + }, + { + "name": "Narcotics", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You have advantage on saving throws against poison. Additionally, when a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright, you can use your reaction to give that creature a stimulant. The creature regains a number of hit points equal to {@dice 1d8} + your proficiency bonus, and gains a number of temporary hit points equal to 10 + your character level." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright" + } + }, + { + "name": "Negotiations", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency in the Persuasion skill. You can make a Charisma check with advantage, and can do so again after you finish a long rest.", + "Additionally, you can cast the {@spell disguise self} and {@spell suggestion} spells, requiring no material components. Charisma is your spellcasting ability for these spells. You can cast each spell once in this way, and regain the ability to do so when you finish a long rest." + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "disguise self", + "suggestion" + ] + } + } + } + } + ] + }, + { + "name": "Operations", + "source": "KaW", + "page": 61, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As an action, choose one ally and one enemy, each of which is within 30 feet of you and that you can see. The ally can use a reaction to move their speed and make a weapon attack against the enemy. If the attack hits, the enemy is knocked {@condition prone}." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } + }, + { + "name": "Records", + "source": "KaW", + "page": 63, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "At will: {@spell detect magic}, {@spell mage hand}, {@spell minor illusion}", + "3/day each: {@spell comprehend languages}, {@spell disguise self}, {@spell faerie fire}", + "1/day each: {@spell invisibility}, {@spell locate object}" + ] + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "detect magic", + "mage hand", + "minor illusion" + ], + "daily": { + "1": [ + "invisibility", + "locate object" + ], + "3": [ + "comprehend languages", + "disguise self", + "faerie fire" + ] + } + } + } + } + ] + }, + { + "name": "Find Weakness", + "source": "KaW", + "page": 63, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As a bonus action, take a power die from your domain's pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } + }, + { + "name": "Plans within Plans", + "source": "KaW", + "page": 63, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain's Communications. On a success, you raise your domain's Communications level by 1 and decrease the opposed domain's Communications level by 1." + ] + }, + { + "name": "The Crew (Special Unit)", + "source": "KaW", + "page": 63, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate" + } + ], + "entries": [ + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command\u2014but who fight like demons.", { "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/XQrg2XU.jpg" + "url": "https://i.imgur.com/mAD2k2a.jpg" }, - "title": "The Ratcatchers unit card", - "maxWidth": 500 + "title": "The Crew unit card" } ] }, { - "name": "Avenge Me", + "name": "Assassin's Strike", + "source": "KaW", + "page": 63, + "featureType": [ + "DPWR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "When you hit with a weapon attack, take all the power dice from your domain's pool. The target of your attack must make a Constitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice." + ] + }, + { + "name": "Looks Like We Need a New Boss", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain's Resolve. On a success, the opposed domain makes the Operations test with disadvantage." + ] + }, + { + "name": "The Best There Is", + "source": "KaW", + "page": 64, + "featureType": [ + "DFTR" + ], + "prerequisite": [ + { + "other": "Underworld Syndicate (Assassins' College)" + } + ], + "entries": [ + "If your domain's Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value." + ] + }, + { + "name": "Traitor", "source": "KaW", - "page": 33, + "page": 64, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Adventuring Party (Disorganized Misfits)" + "other": "Underworld Syndicate (Spy Network)" } ], "entries": [ - "When an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature, you can use your reaction to swear vengeance. Take any number of power dice from your domain's pool. You and each ally you can see within 30 feet of you gain a bonus to damage rolls against the creature that dropped your officer equal to the total of the power dice. This bonus lasts as long as the officer is dying or dead, or until the end of the encounter, whichever comes first." + "As an action, select a creature that is not another domain's leader that you can see within 30 feet of you, and take all the power dice from your domain's pool. If the target's current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." ], "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "an officer in your domain that you can see within 30 feet of you is reduced to 0 hit points by a creature" + "activation.type": "action", + "activation.cost": "1" } }, { - "name": "Like in the Great Stories", + "name": "Create Vulnerability", "source": "KaW", - "page": 33, + "page": 64, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Adventuring Party (Disorganized Misfits)" + "other": "Underworld Syndicate (Spy Network)" } ], "entries": [ - "As a domain action, you make a {@dc 14} Operations test. On a success, your domain's Resolve level increases by 2 until the end of the intrigue. Additionally, the next time an opposed domain makes a test to lower one of your domain defenses, the test is made with disadvantage." + "Once per intrigue, if your domain's Communications level is 2 or higher, you can choose one opposed domain's lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant." ] }, { - "name": "Whatever It Takes", + "name": "False Orders", "source": "KaW", - "page": 33, + "page": 64, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Adventuring Party (Disorganized Misfits)" + "other": "Underworld Syndicate (Spy Network)" } ], "entries": [ - "At the end of the next deployment, you can make a {@dc 15} Operations test as a domain bonus action. On a success, units deployed in your vanguard gain the following trait until the end of the battle:", - { - "type": "entries", - "name": "Walk it Off", - "entries": [ - "The first time this unit would become broken as a result of an inflicted casualty, the unit can make a {@dc 13} Morale test. On a success, the unit does not break this round, regardless of the number of casualties it suffers." - ] - } + "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, you can move one of the opposed domain's Tier I artillery or infantry units to any space on your side of the field. You can use this feature multiple times to affect additional units in the same battle." ] }, { - "name": "What Does This Button Do?", + "name": "Poison Weapons", "source": "KaW", - "page": 33, + "page": 64, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Adventuring Party (Explorers' Society)" + "other": "Underworld Syndicate (Thieves' Guild)" } ], "entries": [ - "Your curiosity gets the better of you as you explore. When you take the Use an Object action on your turn to interact with any object, you can remove one power die from your domain's pool and trigger an effect. Roll a d10 and consult the Button Effects table to determine the nature of the effect.", - { - "type": "table", - "caption": "Button Effects", - "colLabels": [ - "d10", - "Effect", - "" - ], - "colStyles": [ - "col-1 text-center", - "col-2 text-left", - "col-9 text-left" - ], - "rows": [ - [ - "1", - "Energy Burst", - "" - ], - [ - "2", - "Arcane surge", - "" - ], - [ - "3", - "Shadow infusion", - "" - ], - [ - "4", - "Destructive force", - "" - ], - [ - "5", - "Weakening energy", - "" - ], - [ - "6", - "Magic investment", - "" - ], - [ - "7", - "Light blades", - "" - ], - [ - "8", - "Energy shield", - "" - ], - [ - "9", - "Bold energy", - "" - ], - [ - "10", - "Rejuvenating aura", - "" - ] - ] - }, - "{@b Energy Burst.} An overload of magical energy hits you, dealing force damage equal to 1d6 + the number on the power die.", - "{@b Arcane Surge.} You are infused with shimmering arcane energy. For 1 minute, all your attacks deal extra force damage equal to twice the number on the power die.", - "{@b Shadow Infusion.} You are infused with shadowy arcane energy. For 1 hour, your hit point maximum is reduced by the number on the power die, but you gain a bonus to your attack and damage rolls equal to twice the number on the power die.", - "{@b Destructive Force.} A wave of destructive energy can be directed toward a foe. Choose a hostile creature within 30 feet of you. The creature takes necrotic damage equal to 10 × the number on the power die.", - "{@b Weakening Energy.} Enfeebling energy suddenly washes over you. For 1 minute, you have a penalty to saving throws equal to the number on the power die.", - "{@b Magic Investment.} Magical energy refines a gem or art object you carry, increasing its gp value by 250 × the number on the power die.", - "{@b Light Blades.} Magic manifests around you as spinning blades of light. You and each creature within 30 feet of you must make a Dexterity saving throw with a DC equal to 8 + the number on the power die. A creature takes radiant damage equal to 1d4 × the number on the power die on a failed save, or half as much damage on a success.", - "{@b Energy Shield.} Shielding energy surrounds you. For 1 minute, your AC increases by the number on the power die.", - "{@b Bold Energy.} Emboldening energy washes over you. You gain temporary hit points equal to 5 × the number on the power die.", - "{@b Rejuvenating Aura.} A rejuvenating aura spreads out around you. Choose a number of creatures equal to the number on the power die that you can see within 30 feet of you (including you if you choose). Each creature regains all its hit points." - ] + "As a bonus action, take a power die from your domain's pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "I've Seen Weirder", + "name": "Stolen Supplies", "source": "KaW", - "page": 35, + "page": 64, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Adventuring Party (Explorers' Society)" + "other": "Underworld Syndicate (Thieves' Guild)" } ], "entries": [ - "Your adventures have provided you a wealth of knowledge regarding the strange and arcane. If your domain's Communications level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + "Once per intrigue as a domain action, you can make an Operations test against an opposed domain's Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle." ] }, { - "name": "Research, Research, Research", + "name": "They're Going to Have a Hard Time Making Payroll This Week", "source": "KaW", - "page": 35, + "page": 64, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Adventuring Party (Explorers' Society)" + "other": "Underworld Syndicate (Thieves' Guild)" } ], "entries": [ - "If your time spent delving through dungeons has taught you anything, it's that it pays to know what you're walking into. As a domain action, make a {@dc 16} Lore test. On a success, each of your domain's defense levels increases by 1 until the end of the current intrigue." + "As a domain action, make an Espionage test against an opposed domain's Resources. On a success, your domain's Resources level increases by by 1, and at the start of the next battle, one of the opposed domain's Tier I units of your choice must decrement its casualty die." ] }, { - "name": "Fighting Dirty", + "name": "Despot", "source": "KaW", - "page": 35, + "page": 66, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Despotic Regime (Leader)" + } + ], + "entries": [ + "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot's attacks are already dealing this extra damage, the benefit is cumulative." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "an enemy the despot can see drops to 0 hit points within 30 feet of them" + } + }, + { + "name": "Make an Example", + "source": "KaW", + "page": 66, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Adventuring Party (Mercenary Company)" + "other": "Despotic Regime (Leader)" } ], "entries": [ - "Before you make a weapon or spell attack, you can use a bonus action to target one of your opponent's vulnerable spots, making for a more challenging attack but dealing more damage. Take a power die from your domain's pool and subtract the number on the die from your attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + "As an action, the leader takes any number of power dice from their domain's pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain's lieutenant's, the leader executes the lieutenant. Each of the domain's remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." ], "foundryFlags": { - "activation.type": "bonus", + "activation.type": "action", "activation.cost": "1" } }, { - "name": "Can We Get a Raise?", + "name": "My Life for Yours", "source": "KaW", - "page": 35, + "page": 66, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Adventuring Party (Mercenary Company)" + "other": "Despotic Regime (Leader)" } ], "entries": [ - "As a domain action, make a {@dc 14} Operations test. On a success, choose one of the following benefits:", + "When the leader is hit by a melee attack, they can take one power die from their domain's pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack's damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the leader is hit by a melee attack" + } + }, + { + "name": "Death to Spies", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" + ], + "prerequisite": [ { - "type": "list", - "items": [ - "Until the end of the next battle, each officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", - "The next time you muster a cavalry or artillery unit, you can also muster an additional two infantry units.", - "Each infantry unit you muster from now until the start of the next battle has its experience increased one level." - ] - }, - "You can use this feature multiple times per intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use." + "other": "Despotic Regime (Officer)" + } + ], + "entries": [ + "As a domain reaction when an opposed domain makes an Espionage test, an officer makes an Operations test against the opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1." ] }, { - "name": "Survive Till Payday", + "name": "Readiness is All", "source": "KaW", - "page": 35, + "page": 66, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Adventuring Party (Mercenary Company)" + "other": "Despotic Regime (Officer)" } ], "entries": [ - "If your domain's Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." + "If the despotic regime's Resources level is 2 or higher at the start of a battle, the level of another defense of the officer's choice increases by 1." ] }, { - "name": "Ambush Captain", + "name": "The Crimson Guard (Special Unit)", "source": "KaW", - "page": 36, + "page": 66, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment" + "other": "Despotic Regime (Officer)" } ], "entries": [ - "You gain proficiency in the Stealth skill, and you can use a bonus action to take the {@action Hide} action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage." + "As a domain action, an officer makes a DC 13 Operations test. On a success, the despotic regime musters the Crimson Guard, a special unit of loyal soldiers who show no mercy to enemies.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/fSJu3i4.jpg" + }, + "title": "Crimson Guard unit card", + "maxWidth": 500 + } + ] + }, + { + "name": "Work the Prisoners to the Bone", + "source": "KaW", + "page": 66, + "featureType": [ + "DFTR" ], - "skillProficiencies": [ + "prerequisite": [ { - "stealth": true + "other": "Despotic Regime (Officer)" } ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "entries": [ + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime's domain size (chosen by whoever controls the opposed domain), and the despotic regime's Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime's Resources level increases by 1." + ] }, { - "name": "Bravura Commander", + "name": "Imperator Draconis", "source": "KaW", - "page": 36, + "page": 67, "featureType": [ "DTTL" ], "prerequisite": [ { - "other": "Martial Regiment" + "other": "Draconic Empire (Leader)" } ], "entries": [ - "You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can use your reaction to roll a d4 and add the result to the creature's saving throw. You use this reaction after the saving throw is made but before the result is known." + "When the imperator draconis rolls a 1 or 2 on a damage die for an attack or effect that deals the damage type associated with the imperator's draconic ancestry (fire damage for gold or red dragons, lightning damage for blue or bronze dragons, and so forth), the imperator can reroll the die and must use the new roll." + ] + }, + { + "name": "Glittering Armor", + "source": "KaW", + "page": 67, + "featureType": [ + "DPWR" ], - "skillProficiencies": [ + "prerequisite": [ { - "persuasion": true + "other": "Draconic Empire (Officer)" } ], + "entries": [ + "As a reaction to taking damage, an officer can take any number of power dice from their domain's pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." + ], "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", - "activation.condition": "a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned" + "activation.condition": "the officer takes damage" } }, { - "name": "Field Medic", + "name": "The Great and Terrible", "source": "KaW", - "page": 36, + "page": 67, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Martial Regiment" + "other": "Draconic Empire (Officer)" } ], "entries": [ - "You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal to half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5 + your character level, to a maximum of half the creature's hit point maximum." - ], - "skillProficiencies": [ - { - "medicine": true - } + "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain's pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." ], "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", - "activation.condition": "a creature within 5 feet of you takes damage" + "activation.condition": "the officer becomes charmed, frightened, paralyzed, or stunned" } }, { - "name": "Tactical Marshal", + "name": "Pillage", "source": "KaW", - "page": 38, + "page": 67, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment" + "other": "Draconic Empire (Officer)" } ], "entries": [ - "Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks." + "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the draconic empire's Resources level increases by 1." + ] + }, + { + "name": "Destruction Rains from Above", + "source": "KaW", + "page": 67, + "featureType": [ + "DFTR" ], - "foundryEffects": [ + "prerequisite": [ { - "name": "Tactical Marshal Speed Increase", - "changes": [ - { - "key": "data.attributes.movement.walk", - "mode": "ADD", - "value": "10" - } + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "Once per intrigue as a domain action, an officer can make a {@dc 16} Diplomacy test. On a success, two allied dragons are summoned to harry the domain's enemies, chosen from the list below:", + { + "type": "entries", + "name": "The Acrid Bite", + "entries": [ + "This dragon unleashes streams of viscous acid that corrodes the armor and weapons of an opposed domain's forces. The target domain's Resources level decreases by 2." ] }, { - "name": "Tactical Marshal Passive Perception Increase", - "changes": [ - { - "key": "data.skills.prc.bonuses.passive", - "mode": "ADD", - "value": "3" - } + "type": "entries", + "name": "The Bitter Frost", + "entries": [ + "This dragon unleashes vicious winter cold through an opposed domain's ranks. The target domain's Communications level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Flame Tongue", + "entries": [ + "This dragon razes an opposed domain's forces with searing fire. The target domain's Resolve level decreases by 2." + ] + }, + { + "type": "entries", + "name": "The Poisonous Wrath", + "entries": [ + "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes \u22122 to its Resources score until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "The Silent Reaper", + "entries": [ + "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes \u22122 to its Resolve score until the end of the intrigue." + ] + }, + { + "type": "entries", + "name": "The Storm Mayhem", + "entries": [ + "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes \u22122 to its Communications score until the end of the intrigue." ] } + ] + }, + { + "name": "Furnishings of the Hoard", + "source": "KaW", + "page": 68, + "featureType": [ + "DFTR" ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "prerequisite": [ + { + "other": "Draconic Empire (Officer)" + } + ], + "entries": [ + "If the draconic empire's Resources level is 2 or higher at the start of a battle, a number of aerial or artillery units equal to the draconic empire's domain size gain one of the following wands of an officer's choice: a {@optfeature wand of acid pool|KaW}, a {@optfeature wand of fire|KaW}, or a {@optfeature wand of lightning storm|KaW}." + ] }, { - "name": "War Mage", + "name": "Praetores Draconis (Special Unit)", "source": "KaW", - "page": 38, + "page": 68, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment" + "other": "Draconic Empire (Officer)" } ], "entries": [ - "You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra {@damage 1d4} damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon.", - "Additionally, when you hit a creature or object with a weapon charged in this way, you can cast {@spell dispel magic} from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can't cast the spell again in this way until you finish a long rest." + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the draconic empire musters the Praetores Draconis, a special unit of drake-mounted knights.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/84l18Ys.jpg" + }, + "title": "Praetores Draconis unit card" + } + ] + }, + { + "name": "Thane", + "source": "KaW", + "page": 69, + "featureType": [ + "DTTL" ], - "skillProficiencies": [ + "prerequisite": [ { - "arcana": true + "other": "Dwarven Thanedom (Leader)" } ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "entries": [ + "The thane cannot be {@condition stunned}. Additionally, the thane and any allies within 20 feet of them can add the dwarven thanedom's domain size to their initiative rolls." + ] }, { - "name": "Brute Force", + "name": "Iron Tide", "source": "KaW", - "page": 38, + "page": 69, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Martial Regiment" + "other": "Dwarven Thanedom (Officer)" } ], "entries": [ - "When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain's pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits." + "As an action, the leader can take a power die from their domain's pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader's choice) equal to the number on the power die. This bonus lasts until the start of the leader's next turn." ], "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature you can see within 60 feet of you moves" + "activation.type": "action", + "activation.cost": "1" } }, { - "name": "Armament", + "name": "Natural Sprinter", "source": "KaW", - "page": 38, + "page": 69, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Martial Regiment" + "other": "Dwarven Thanedom (Officer)" } ], "entries": [ - "Once per intrigue as a domain bonus action, make a {@dc 15} Operations test. On a success, your domain's Resolve level cannot be lower than 0 for the remainder of the intrigue." - ] + "As a bonus action, an officer can take a power die from their domain's pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer's next turn, during which time their movement does not provoke opportunity attacks." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "The Professionals (Special Unit)", + "name": "Accelerated Industry", "source": "KaW", - "page": 38, + "page": 69, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment" + "other": "Dwarven Thanedom (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Professionals, a special unit of heroic infantry.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/ehKCqhP.jpg" - }, - "title": "The Professionals unit card", - "maxWidth": 500 - } + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Operations test. On a success, the dwarven thanedom's Resources level increases by 2." ] }, { - "name": "Steel Resolve", + "name": "Blazing Forges", "source": "KaW", - "page": 38, + "page": 69, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment (City Watch)" + "other": "Dwarven Thanedom (Officer)" } ], "entries": [ - "When you fail a saving throw to avoid being {@condition charmed}, {@condition frightened}, knocked {@condition prone}, {@condition paralyzed}, {@condition poisoned}, or {@condition stunned}, you can take a power die from your domain's pool and add the number on the power die to your saving throw." + "As a domain action, an officer makes a {@dc 14} Operations test. On a success, the dwarven thanedom gains the following benefit until the end of the intrigue: When the dwarven thanedom successfully uses Operations to muster infantry, one officer gains a +1 bonus to attack and damage rolls to one of their weapons or a +1 bonus to Armor Class for their armor. A weapon or suit of armor can receive this bonus only once per intrigue. These bonuses last until the end of the intrigue." ] }, { - "name": "Community Effort", + "name": "Siege Manufacturing", "source": "KaW", - "page": 39, + "page": 70, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment (City Watch)" + "other": "Dwarven Thanedom (Officer)" + } + ], + "entries": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the dwarven thanedom does one of the following:", + { + "type": "entries", + "name": "The Device", + "entries": [ + "The thanedom musters the Device, a special unit of heavy infantry.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/vjxAvZ7.jpg" + }, + "title": "The Device unit card" + } + ] + }, + { + "type": "entries", + "name": "Walking Walls", + "entries": [ + "The thanedom builds a mobile fortification that acts as a wall, but which can move around the battlefield on intricate mechanical legs. Each walking wall is treated as a fortification taking up 1 space, and the dwarven thanedom places it on any space on their side of the battlefield at the end of deployment. When a dwarven thanedom infantry unit moves out of a walking wall's space, that unit can bring the walking wall with them. Other units cannot move these walls, but can still gain their benefit." + ] } - ], - "entries": [ - "Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplomacy test (rounded down). On a success, you treat the failed Diplomacy test as a success." ] }, { - "name": "They Will Not Breach This Wall", + "name": "Warpath", "source": "KaW", - "page": 39, + "page": 70, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment (City Watch)" + "other": "Dwarven Thanedom (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 15} Operations test. On a success, you gain the resources to bolster your city's defenses. At the start of the next battle, each fortification you're defending gains additional hit points equal to your domain's Resolve level." + "If the dwarven thanedom's Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom's domain size." ] }, { - "name": "Sworn to Protect", + "name": "Monarch of Mischief", "source": "KaW", - "page": 38, + "page": 70, "featureType": [ - "DPWR" + "DTTL" ], "prerequisite": [ { - "other": "Martial Regiment (Knightly Order)" + "other": "Fey Court (Leader)" } ], "entries": [ - "As a bonus action, take a power die from your domain's pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die." + "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch's proficiency bonus + the monarch's Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", + "The monarch of mischief can use this feature a number of times equal to the fey court's domain size, and regains all expended uses when they finish a long rest." ], "foundryFlags": { - "activation.type": "bonus", + "activation.type": "action", "activation.cost": "1" } }, { - "name": "Gallant Company", + "name": "Now You See Me...and Me...and Me!", "source": "KaW", - "page": 39, + "page": 70, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Martial Regiment (Knightly Order)" + "other": "Fey Court (Leader)" } ], "entries": [ - "As a domain action, make a {@dc 12} Diplomacy test targeting an NPC realm. On a success, the NPC realm's attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue." - ] - }, - { - "name": "Stay Strong", - "source": "KaW", - "page": 39, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Martial Regiment (Knightly Order)" - } + "As a bonus action, the leader can take any number of power dice from their domain's pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack's target if they have three or more duplicates." ], - "entries": [ - "If your domain's Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle." - ] + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "Skirmisher", + "name": "Watch Where You Swing", "source": "KaW", - "page": 38, + "page": 72, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Martial Regiment (Military Squadron)" + "other": "Fey Court (Officer)" } ], "entries": [ - "As a bonus action, take a power die from your domain's pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn't provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die." + "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain's pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." ], "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by an attack" } }, { - "name": "No Mercy", + "name": "Disillusioned Illusions", "source": "KaW", - "page": 39, + "page": 72, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment (KMilitary Squadron)" + "other": "Fey Court (Officer)" } ], "entries": [ - "If your domain's Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle:", - { - "type": "entries", - "name": "Take No Prisoners", - "entries": [ - "When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit." - ] - } + "If the fey court's Communications level is 2 or higher at the end of deployment, an officer selects a number of opposed units equal to the fey court's domain size and forces those units to attack another unit of the officer's choice within range. Attack tests for these attacks are made with disadvantage." ] }, { - "name": "The War Room Where It Happens", + "name": "Fairy Circles", "source": "KaW", - "page": 39, + "page": 72, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Martial Regiment (Military Squadron)" + "other": "Fey Court (Officer)" } ], "entries": [ - "As a domain action, make an Operations test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue." + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, at the end of the next deployment, the fey court can secretly place a number of undetectable traps on the battlefield equal to the fey court's domain size. These traps cannot be placed in spaces occupied by opposed units. When an opposed unit enters a trapped space, the unit is pulled into the fairy realm and removed from the battlefield until the end of their next turn, and the trap disappears." ] }, { - "name": "Acquisitions Expert", + "name": "Surely You Jest (Special Unit)", "source": "KaW", - "page": 40, + "page": 72, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild" + "other": "Fey Court (Officer)" } ], "entries": [ - "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "At will: {@spell detect magic}, {@spell identify}", - "3/day each: {@spell charm person}, {@spell comprehend languages}, {@spell unseen servant}", - "1/day each: {@spell dispel magic}, {@spell glyph of warding}" - ] - } - ], - "skillProficiencies": [ - { - "arcana": true - } - ], - "additionalSpells": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the fey court musters a specialty aerial unit of flying fey, the Court Jesters.", { - "innate": { - "_": { - "will": [ - "detect magic", - "identify" - ], - "daily": { - "1": [ - "dispel magic", - "glyph of warding" - ], - "3": [ - "charm person", - "comprehend languages", - "unseen servant" - ] - } - } - } + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/12QZmxA.jpg" + }, + "title": "Court Jesters unit card" } ] }, { - "name": "Chief of Security", - "source": "KaW", - "page": 41, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Mercantile Guild" - } - ], - "entries": [ - "When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it deals extra damage equal to your proficiency bonus." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature within 5 feet of you makes an attack against a target other than you" - } - }, - { - "name": "Executive Manager", + "name": "Your Own Worst Enemy", "source": "KaW", - "page": 41, + "page": 72, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild" + "other": "Fey Court (Officer)" } ], "entries": [ - "When a creature within 5 feet of you misses with an attack or fails a saving throw, you can use your reaction to roll a d4 and add the roll to the attack roll or saving throw." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature within 5 feet of you misses with an attack or fails a saving throw" - } + "Once per intrigue as a domain bonus action, a fey court officer can make a Lore test against an opposed domain's Communications. On a success, the court's Communications level increases by 1. Additionally, at the start of the next battle, the highest-tier unit of the opposed domain is duplicated in the closest unoccupied space. If the opposed domain has two or more units in the highest tier, the GM picks one at random. This duplicate unit has the Ethereal trait, is under the fey court's control, and lasts until the end of the battle. " + ] }, { - "name": "Fixer", + "name": "Jarl", "source": "KaW", - "page": 41, + "page": 72, "featureType": [ "DTTL" ], "prerequisite": [ { - "other": "Mercantile Guild" + "other": "Giant Jarldom (Leader)" } ], "entries": [ - "You gain proficiency in the Stealth skill. Additionally, you can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." - ], - "skillProficiencies": [ - { - "stealth": true - } + "The jarl can't be knocked {@condition prone} or moved against their will. Additionally, when the jarl hits a creature with a melee attack, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." ] }, { - "name": "Safety Officer", + "name": "The Bigger I Am, the Harder You Fall", "source": "KaW", - "page": 41, + "page": 73, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Mercantile Guild" + "other": "Giant Jarldom (Officer)" } ], "entries": [ - "While you are not {@condition unconscious}, you and friendly creatures within 10 feet of you have advantage on saving throws against being {@condition frightened}. Additionally, as a bonus action, choose an ally you can see within 30 feet of you. That ally regains hit points equal to {@dice 1d4} + your domain size. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one)." + "As a bonus action, an officer removes one power die from their domain's pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer's turns, decrement the power die." ], "foundryFlags": { "activation.type": "bonus", - "activation.cost": "1", - "count": "@abilities.wis.mod" + "activation.cost": "1" } }, { - "name": "Outgunned", + "name": "Thick Hide", "source": "KaW", - "page": 41, + "page": 73, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Mercantile Guild" + "other": "Giant Jarldom (Officer)" } ], "entries": [ - "When you miss with an attack, you can take a power die from your domain's pool and add twice the number on the die to your attack roll. Alternatively, when you hit with an attack, you can take a power die from your domain's pool and add the number on the die to the attack's damage roll." - ] + "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain's pool. Until the start of the officer's next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." + ], + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by a weapon attack" + } }, { - "name": "Soldiers of Fortune (Special Unit)", + "name": "Bring the Big Rocks", "source": "KaW", - "page": 42, + "page": 73, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild" + "other": "Giant Jarldom (Officer)" } ], "entries": [ - "Make a {@dc 13} Operations test as a domain action. On a success, you muster the Soldiers of Fortune, a highly professional (and very expensive) special unit of mercenaries.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/kKr4RjT.jpg" - }, - "title": "Soldiers of Fortune unit card" - } + "Once per intrigue as a domain action, an officer can make a {@dc 13} Operations test. On a success, all units controlled by the giant jarldom with the Rock! trait gain the Siege Weapon trait." ] }, { - "name": "Spared No Expense", + "name": "Indomitable Might", "source": "KaW", - "page": 42, + "page": 73, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild" + "other": "Giant Jarldom (Officer)" } ], "entries": [ - "At the start of a battle, you can use a domain reaction to make a {@dc 14} Operations test. On a success, increase the levels of two of your domain's defenses by 1." + "If the giant jarldom's Communications level is 2 or higher at the start of a battle, officers can reroll Power tests for units controlled by the jarldom during the battle, and must use the new result. They can reroll a total number of times equal to the giant jarldom's domain size." ] }, { - "name": "Action Plan", + "name": "Runic Omens", "source": "KaW", - "page": 41, + "page": 73, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild (Monopoly)" + "other": "Giant Jarldom (Officer)" } ], "entries": [ - "On your turn, you can take a power die from your domain's pool, then take one additional action. You can add the number on the power die to one attack roll or ability check made as part of that action, or increase the DC of a spell cast during the action by the number on the die." + "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Lore test. On a success, the giant jarldom's Communications level increases by 1, and each of its officers gains resistance to damage dealt by spells during the first round of the next combat against officers of an opposed domain." ] }, { - "name": "Corporate Espionage", + "name": "There Are Giants in the Sky (Special Unit)", "source": "KaW", - "page": 43, + "page": 73, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild (Monopoly)" + "other": "Giant Jarldom (Officer)" } ], "entries": [ - "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Communications. On a success, the opposed domain has disadvantage on Espionage tests until the end of the intrigue, and your domain's Communications level increases by 1." + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the giant jarldom musters the Pet Roc special unit, an enormous and legendary bird of prey.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/xsK0l5K.jpg" + }, + "title": "Pet Roc unit card" + } ] }, { - "name": "Embargo", + "name": "Prime Sophist", "source": "KaW", - "page": 43, + "page": 74, "featureType": [ - "DFTR" + "DTTL" ], "prerequisite": [ { - "other": "Mercantile Guild (Monopoly)" + "other": "Gnomish Kingdom (Leader)" } ], "entries": [ - "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes \u22122 to Attack and Defense until the end of the battle." + "The prime sophist can take the Help action as a bonus action.", + "Additionally, the prime sophist is able to make a quick study of their foes' weak points. When the prime sophist hits an enemy with an attack, they can make the attack a critical hit. The prime sophist can use this feature a number of times equal to 1 + the gnomish kingdom's domain size. They regain all expended uses when they finish a long rest." ] }, { - "name": "Pillage", + "name": "Never Underestimate the Small", "source": "KaW", - "page": 41, + "page": 74, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Mercantile Guild (Pirate Band)" + "other": "Gnomish Kingdom (Officer)" } ], "entries": [ - "As a bonus action, take a power die from your domain's pool and choose a power die in the opposed domain's pool showing a higher number than the die you took. Add the opposed die to your domain's pool." + "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain's pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." ], "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the officer is hit by a weapon attack" } }, { - "name": "Commandeer", + "name": "Thinking Outside the Box", "source": "KaW", - "page": 43, + "page": 74, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Mercantile Guild (Pirate Band)" + "other": "Gnomish Kingdom (Officer)" } ], "entries": [ - "Once per intrigue as a domain bonus action, make an Espionage test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resources level increases by 1." + "When an officer makes a saving throw that is not an Intelligence saving throw, they can take a power die from their domain's pool, then make an Intelligence saving throw instead of the original save, with a bonus equal to the number on the power die." ] }, { - "name": "Fight Dirty", + "name": "Clever Together", "source": "KaW", - "page": 43, + "page": 74, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild (Pirate Band)" + "other": "Gnomish Kingdom (Officer)" } ], "entries": [ - "If your domain's Resources level is 2 or higher at the end of deployment, choose a number of infantry or artillery units equal to your domain size. Each of those units gets a surprise activation before the battle goes into initiative. After this activation concludes, the battle plays out as normal." + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test to petition an NPC realm for research assistance. The DC for this test depends on the NPC realm's disposition toward the gnomish kingdom, as shown on the following table.", + { + "type": "table", + "caption": "Optional Caption", + "colLabels": [ + "Attitude", + "Diplomacy DC", + "" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Hostile", + "18" + ], + [ + "Suspicious", + "15" + ], + [ + "Neutral", + "13" + ], + [ + "Friendly", + "10" + ], + [ + "Allied", + "8" + ] + ] + }, + "On a success, the gnomish kingdom gains a +1 bonus to Lore tests until the end of the intrigue, and its Communications level increases by 1." ] }, { - "name": "Healthcare", + "name": "Mirror Legion (Special Unit)", "source": "KaW", - "page": 41, + "page": 75, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild (Trade Guild)" + "other": "Gnomish Kingdom (Officer)" } ], "entries": [ - "As a bonus action, take a power die from your domain's pool. You immediately spend and roll a number of your Hit Dice equal to the number on the power die, regaining hit points equal to the total of Hit Dice rolled." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the gnomish kingdom musters a special unit of magic-reflective constructs: the Mirror Legion.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/XWDhJoz.jpg" + }, + "title": "The Mirror Legion unit card" + } + ] }, { - "name": "Business Connections", + "name": "Raw Firepower", "source": "KaW", - "page": 43, + "page": 75, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild (Trade Guild)" + "other": "Gnomish Kingdom (Officer)" } ], "entries": [ - "Once per intrigue, you can make a {@dc 13} Diplomacy test as a domain bonus action. On a success, all of your domain's officers begin the next combat against an opposed domain's officers with their hit point maximum and current hit points increased by 5 × your domain size. This benefit disappears at the end of the combat." + "If the gnomish kingdom's Communications level is 2 or higher at the start of a battle, all the gnomish kingdom's artillery units deploy for that battle with heavy equipment." ] }, { - "name": "Well Fed", + "name": "Warfare Engineers", "source": "KaW", - "page": 43, + "page": 75, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mercantile Guild (Trade Guild)" + "other": "Gnomish Kingdom (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, each of your infantry units gains a bonus to Morale equal to your domain size until the end of the next battle." + "As a domain action, an officer makes a {@dc 15} Lore test. On a success, the gnomish kingdom designs and outfits its soldiers with brutally destructive weaponry, granting each of its artillery units the Siege Weapon trait." ] }, { - "name": "Augur", + "name": "King Boss", "source": "KaW", - "page": 44, + "page": 75, "featureType": [ "DTTL" ], "prerequisite": [ { - "other": "Mystic Circle" + "other": "Goblinoid Coalition (Leader)" } ], "entries": [ - "You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again." + "When a creature the king boss can see targets them with an attack, the king boss can use a reaction to choose an ally within 5 feet of them. The two swap places, and the chosen ally becomes the target of the triggering attack instead." ], - "foundryEffects": [ - { - "name": "Augur Initiative Bonus", - "changes": [ - { - "key": "data.attributes.init.value", - "mode": "ADD", - "value": "(@data.abilities.int.value - 10) / 2" - } - ] - } - ] + "foundryFlags": { + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "a creature the king boss can see targets them with an attack" + } }, { - "name": "Bewitcher", + "name": "Cheap Shot", "source": "KaW", - "page": 44, + "page": 76, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Mystic Circle" + "other": "Goblinoid Coalition (Officer)" } ], "entries": [ - "You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest." + "When an officer hits with a weapon attack, they can take a power die from their domain's pool to wound the target of the attack. At the start of each of the target's turns, it takes {@damage 1d4} necrotic damage for each wound it has. A wound lasts a number of rounds equal to the number on the power die." ] }, { - "name": "Medium", + "name": "Worg Pack", "source": "KaW", - "page": 44, + "page": 76, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Mystic Circle" + "other": "Goblinoid Coalition (Leader)" } ], "entries": [ - "When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class's spell list.", - "Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to {@dice 1d4} × the dead creature's challenge rating." + "As a bonus action, the leader can take a power die from their domain's pool to summon worg guardians. A number of {@creature worg|MM|worgs} equal to half the number on the die (minimum one) appear in unoccupied spaces the leader can see within 60 feet of them. A summoned worg's weapon attacks are magical, and it gains temporary hit points equal to 5 × the goblinoid coalition's domain size. The worgs act on their own initiative, following the leader's commands and attacking the leader's enemies. A summoned worg disappears after 1 hour or when it drops to 0 hit points." ] }, { - "name": "Shade", + "name": "Mumbo Jumbo", "source": "KaW", - "page": 46, + "page": 76, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle" + "other": "Goblinoid Coalition (Officer)" } ], "entries": [ - "You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn {@condition invisible} as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again." - ], - "skillProficiencies": [ - { - "stealth": true - } + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1, and the goblinoid coalition's Resources level increases by 1." ] }, { - "name": "Spellsword", + "name": "Prisoners of War", "source": "KaW", - "page": 46, + "page": 76, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle" + "other": "Goblinoid Coalition (Officer)" } ], "entries": [ - "You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature's speed to 0 until the start of your next turn." - ], - "weaponProficiencies": [ - { - "martial": true - } + "As domain action, an officer makes an Operations test against an opposed domain's Resolve. On a success, two units are mustered from the opposed domain (chosen by the players if the opposed domain is a heroic organization) and placed under the goblinoid coalition's control. Each of these units has disadvantage on Morale tests. If the goblinoid coalition is defeated in the next battle, the units are returned to the opposed domain, even if they were broken or disbanded during the battle." ] }, { - "name": "Universal Energy Field", + "name": "Spike Pits", "source": "KaW", - "page": 46, + "page": 76, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle" + "other": "Goblinoid Coalition (Officer)" } ], "entries": [ - "As an action, take a power die from your domain's pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher.", - "Alternatively, as a bonus action, you can take a power die from your domain's pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die." + "If the goblinoid coalition's Resources level is 2 or higher at the start of deployment, an officer secretly selects three spaces on the map to contain undetectable spike pit traps. If the goblinoid coalition is in its stronghold during the battle, the pits can be placed anywhere. Otherwise, the pits must be on the goblinoid coalition's side of the battle.", + "An opposed unit that moves into a space with a spike pit activates the trap. It suffers 1 casualty and can no longer move or take actions until after the end of its next turn. Once a spike pit is activated, it cannot be activated again." ] }, { - "name": "Forgotten Rite of Animation (Special Unit)", + "name": "The Red Howl (Special Unit)", "source": "KaW", - "page": 46, + "page": 77, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle" + "other": "Goblinoid Coalition (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 13} Lore test. On a success, your domain's spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.", + "As a domain action, an officer makes a DC 13 Operations test. On a success, the goblinoid coalition musters the Red Howl, a special unit of battle-trained, armored hell hounds.", { "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/xpkoN1F.jpg" + "url": "https://i.imgur.com/tRPIID4.jpg" }, - "title": "Ersatz Infantry unit card" + "title": "The Red Howl unit card" + } + ] + }, + { + "name": "Queen of Night", + "source": "KaW", + "page": 77, + "featureType": [ + "DTTL" + ], + "prerequisite": [ + { + "other": "Hag Coven (Leader)" + } + ], + "entries": [ + "The queen of night can cast the {@spell find familiar} spell at will, with the spell requiring no material components and having a casting time of 1 action. When the queen of night casts this spell, they summon up to three familiars, each of which can be a beast or fiend with a challenge rating equal to or lower than the hag coven's domain size. A summoned familiar cannot be a creature with lair actions, legendary actions, or villain actions. There is no limit to the distance through which the queen of night can communicate telepathically with these familiars. The queen of night can have only three familiars at a time, and the familiars disappear if the queen of night dies or becomes incapacitated." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "will": [ + "counterspell" + ] + } + } } ] }, { - "name": "Unravel Sorcery", + "name": "Curse of the Coven", "source": "KaW", - "page": 46, + "page": 77, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Mystic Circle" + "other": "Hag Coven (Officer)" } ], "entries": [ - "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Communications to learn about the magical abilities of one of that domain's officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue." - ] + "As a bonus action, an officer can take a power die from their domain's pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "Your Staff is Broken", + "name": "Know Thy Place", "source": "KaW", - "page": 46, + "page": 77, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Mystic Circle (Arcane Order)" + "other": "Hag Coven (Leader)" } ], "entries": [ - "As an action, take any number of power dice from your domain's pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn't break the target's concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as {@spell call lightning})." + "As an action, the leader can take a power die from their domain's pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven's domain size. On a failure, the target falls prone and is paralyzed until the end of the leader's next turn. On a success, the target falls {@condition prone}." ], "foundryFlags": { "activation.type": "action", @@ -8876,120 +12929,138 @@ } }, { - "name": "Find True Name", + "name": "A Comforting Voice", "source": "KaW", - "page": 47, + "page": 78, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle (Arcane Order)" + "other": "Hag Coven (Officer)" } ], "entries": [ - "As a domain action, you make a Lore test against an opposed domain's Communications. On a success, you learn the true name of one of that domain's spellcasting officers of the GM's choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power." + "As a domain action, an officer makes a Diplomacy test against an opposed domain's Resolve. On a success, the opposed domain's Resolve level is reduced by 1, and the hag coven's Communications level increases by 1." ] }, { - "name": "Midnight Oil", + "name": "Clever Bargain", "source": "KaW", - "page": 47, + "page": 78, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle (Arcane Order)" + "other": "Hag Coven (Officer)" } ], "entries": [ - "If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1." + "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test against an opposed domain's Resolve. On a success, the hag coven's Communications level increases by 1, and the opposed domain can muster only one unit of levies each time it musters levies until the end of the intrigue." ] }, { - "name": "Wards of Protection Against Missiles", + "name": "Drained Source", "source": "KaW", - "page": 47, + "page": 78, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle (Arcane Order)" + "other": "Hag Coven (Officer)" } ], "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails." + "If the hag coven's Communications level is 2 or higher at the start of any combat between officers of the hag coven and an opposed domain, an officer secretly chooses a number of magic items in the possession of the opposed domain's officers equal to the hag coven's domain size. These items lose all their magical properties at the end of the combat. Artifacts cannot be targeted in this way." ] }, { - "name": "Elemental Bargain", + "name": "Swamp's Wrath (Special Unit)", "source": "KaW", - "page": 47, + "page": 78, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle (Secret Cabal)" + "other": "Hag Coven (Officer)" } ], "entries": [ - "As an action, take a power die from your domain's pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the hag coven musters the Swamp Mother, a special unit formed of shambling mounds.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/9lmPIF6.jpg" + }, + "title": "Swamp Mother unit card" + } + ] }, { - "name": "Curse of Vitiation", + "name": "Deceiver", "source": "KaW", - "page": 47, + "page": 80, "featureType": [ - "DFTR" + "DTTL" ], "prerequisite": [ { - "other": "Mystic Circle (Secret Cabal)" + "other": "Infernal Echelon (Leader)" } ], "entries": [ - "If your domain's Communications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle." + "The deceiver cannot be targeted by the {@spell scrying} spell and similar effects, or by any effect that would sense their emotions, read their thoughts, or detect their location.", + "Additionally, the deceiver can cast the {@spell major image} spell, requiring no components, and can do so again when they finish a long rest. Charisma is their spellcasting ability for this spell." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "major image" + ] + } + } + } + } ] }, { - "name": "We Were Never Here", + "name": "Defiler", "source": "KaW", - "page": 47, + "page": 80, "featureType": [ - "DFTR" + "DTTL" ], "prerequisite": [ { - "other": "Mystic Circle (Secret Cabal)" + "other": "Infernal Echelon (Leader)" } ], "entries": [ - "As a domain action, make a Lore test against an opposed domain's Communications. On a success, your domain's Communications level increases by 1 and the opposed domain's Communications level decreases by 1." + "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative \u22121 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to \u22125, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", + "Additionally, the defiler can choose to ignore any or all effects of the hallow spell." ] }, { - "name": "Magic Misdirection", + "name": "Doom Curse", "source": "KaW", - "page": 47, + "page": 80, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Mystic Circle (Theatrical Troupe)" + "other": "Infernal Echelon (Officer)" } ], "entries": [ - "As an action, take a power die from your domain's pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn." + "As an action, an officer can take a power die from their domain's pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." ], "foundryFlags": { "activation.type": "action", @@ -8997,902 +13068,927 @@ } }, { - "name": "Combat Anthem", + "name": "Hellfire", "source": "KaW", - "page": 48, + "page": 80, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Mystic Circle (Theatrical Troupe)" + "other": "Infernal Echelon (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 12} Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit." + "Whenever an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra fire damage equal to double the number on the die. This extra fire damage cannot be reduced in any way." ] }, { - "name": "You Didn't Hear This From Me", + "name": "Face Dancers", "source": "KaW", - "page": 48, + "page": 80, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Mystic Circle (Theatrical Troupe)" + "other": "Infernal Echelon (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 12} Diplomacy test. On a success, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain's Communications level increases by 1 until the end of the intrigue." + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level is reduced by 2. " ] }, { - "name": "The Connected", + "name": "Inferno Artillery", "source": "KaW", - "page": 48, + "page": 80, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Nature Pact" + "other": "Infernal Echelon (Officer)" } ], "entries": [ - "Nature links a companion's senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature.", - "While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "If the infernal echelon's Communications level is 2 or higher at the start of a battle, all its artillery units deploy for that battle with the Flaming Weapons trait." + ] }, { - "name": "The Pack Leader", + "name": "Led by the Nose", "source": "KaW", - "page": 48, + "page": 80, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Nature Pact" + "other": "Infernal Echelon (Officer)" } ], "entries": [ - "As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast's weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "As a domain reaction when an opposed domain succeeds on a Diplomacy test to influence an NPC realm, an officer can make their own Diplomacy test. If the officer's test is higher than the opposed domain's test, the opposed domain's Diplomacy test fails and the NPC realm's attitude toward the opposed domain decreases one step." + ] }, { - "name": "The Primal", + "name": "Summon the Pale Riders (Special Unit)", "source": "KaW", - "page": 48, + "page": 80, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Nature Pact" + "other": "Infernal Echelon (Officer)" } ], "entries": [ - "If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked {@condition prone}. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher." + "As a domain action, an officer makes a {@dc 13} Lore test to muster the Ashen Chargers, a special unit of fiendish knights riding nightmares.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/NPWCTHI.jpg" + }, + "title": "Ashen Chargers unit card" + } ] }, { - "name": "The Speaker", + "name": "Veiled Sovereign", "source": "KaW", - "page": 48, + "page": 81, "featureType": [ "DTTL" ], "prerequisite": [ { - "other": "Nature Pact" + "other": "Medusean Tyranny (Leader)" } ], "entries": [ - "You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance." - ], - "skillProficiencies": [ - { - "persuasion": true - } - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "The veiled sovereign has advantage on attack rolls against a creature if at least one of the sovereign's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] }, { - "name": "The Stalwart", + "name": "Hubris Curse", "source": "KaW", - "page": 48, + "page": 81, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Nature Pact" + "other": "Medusean Tyranny (Officer)" } ], "entries": [ - "As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again." + "As a bonus action, an officer can take a power die from their domain's pool and afflict one creature they can see with a curse. The effect of the curse is based on the number on the power die.", + { + "type": "table", + "colLabels": [ + "Power Die", + "Curse Effect", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1-3", + "Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. ", + "" + ], + [ + "4-6", + "The officer has advantage on attack rolls against the target.", + "" + ], + [ + "7-9", + "The target must make a Wisdom saving throw at the start of each of its turns, with a DC equal to 10 + the medusean tyranny's domain size. On a failed save, the target wastes its action that turn doing nothing.", + "" + ], + [ + "10-12", + "The target is afflicted by all three of the effects above.", + "" + ] + ] + }, + "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain's pool, if the number on the die is at least half the number on the die used to inflict the curse." ], "foundryFlags": { - "activation.type": "action", + "activation.type": "bonus", "activation.cost": "1" } }, { - "name": "Vine Entrapment", + "name": "Unrelenting Gaze", "source": "KaW", - "page": 48, + "page": 81, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Nature Pact" + "other": "Medusean Tyranny (Leader)" } ], "entries": [ - "As a bonus action, take a power die from your domain's pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is {@condition restrained} for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the {@condition restrained} condition but takes piercing damage equal to {@damage 1d10} × your domain size." + "If the target of the leader's Petrifying Gaze succeeds on the saving throw to resist that trait's effect, the leader can use a reaction to take a power die from their domain's pool, reducing the target's saving throw by the number on the die." ], "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "the target of the leader's Petrifying Gaze succeeds on the saving throw" } }, { - "name": "Frog of War (Special Unit)", + "name": "Allies to Stone", "source": "KaW", - "page": 49, + "page": 81, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Nature Pact" + "other": "Medusean Tyranny (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 16} Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/1dU1aye.jpg" - }, - "title": "The Frog of War unit card", - "maxWidth": 500 - } + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level is reduced by 1, and the medusean tyranny has advantage on subsequent Lore tests until the end of the intrigue." ] }, { - "name": "Natural Disaster", + "name": "Cult of Secrets", "source": "KaW", - "page": 49, + "page": 82, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Nature Pact" + "other": "Medusean Tyranny (Officer)" } ], "entries": [ - "Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 2." - ] - }, - { - "name": "Impenetrable Defense", - "source": "KaW", - "page": 51, - "featureType": [ - "DPWR" - ], - "prerequisite": [ + "If the medusean tyranny's Resources level is 2 or higher at the start of a battle, a number of its artillery units equal to its domain size each begin the battle equipped with a {@i wand of petrification:}", { - "other": "Nature Pact (Barbarian Tribe)" + "type": "entries", + "name": "Wand of Petrification", + "page": 82, + "entries": [ + "Choose a unit, which must succeed on a {@dc 13} Power test or become disorganized." + ] } - ], - "entries": [ - "As a bonus action, take a power die from your domain's pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + ] }, { - "name": "Ready to Slay", + "name": "Living Statuary (Special Unit)", "source": "KaW", - "page": 51, + "page": 82, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Nature Pact (Barbarian Tribe)" + "other": "Medusean Tyranny (Officer)" } ], "entries": [ - "If your domain's Resources level is 2 or higher at the start of a battle, whenever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size." + "As a domain action, an officer makes a DC 13 Lore test. On a success, the medusean tyranny musters the Living Statuary, a special unit of animated statues made from the victims of medusas.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/2suEgFM.jpg" + }, + "title": "Living Statuary unit card" + } ] }, { - "name": "Trial by Pyre", + "name": "Promises of Power", "source": "KaW", - "page": 51, + "page": 82, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Nature Pact (Barbarian Tribe)" + "other": "Medusean Tyranny (Officer)" } ], "entries": [ - "As a domain action, make an Operations test against an opposed domain's Resolve. On a success, reduce the target domain's Resolve level by 1 and select one of that domain's lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn." + "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm's attitude toward the opposed domain is suspicious or hostile." ] }, { - "name": "Primal Conjuration", + "name": "Chieftain", "source": "KaW", - "page": 51, + "page": 82, "featureType": [ - "DPWR" + "DTTL" ], "prerequisite": [ { - "other": "Nature Pact (Druid Circle)" + "other": "Orc Clan (Leader)" } ], "entries": [ - "As an action, take a power die from your domain's pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." + "The chieftain gains proficiency in Charisma saving throws.", + "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain's command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." ], "foundryFlags": { - "activation.type": "action", + "activation.type": "bonus", "activation.cost": "1" } }, { - "name": "Eagle Eye", + "name": "Outlast", "source": "KaW", - "page": 51, + "page": 82, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Nature Pact (Druid Circle)" + "other": "Orc Clan (Officer)" } ], "entries": [ - "Make an Espionage test against an opposed domain's Resources as a domain action. On a success, you increase your domain's Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain." - ] - }, - { - "name": "Torrential Terrain", - "source": "KaW", - "page": 51, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Nature Pact (Druid Circle)" - } + "As a bonus action, an officer can take any number of power dice from their domain's pool, regaining a number of hit points equal to twice the total of the dice." ], - "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces." - ] + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "Rapid Assault", + "name": "Protect the Clan", "source": "KaW", - "page": 52, + "page": 83, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Nature Pact (Hunter Conclave)" + "other": "Orc Clan (Officer)" } ], "entries": [ - "When you hit with a weapon attack, you can use a bonus action to take a power die from your domain's pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die." + "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain's pool and subtracts the number on the power die from the attack roll." ], "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" + "activation.type": "reaction", + "activation.cost": "1", + "activation.condition": "another officer within 30 feet is targeted by an attack" } }, { - "name": "Marked Targets", + "name": "Proud Warriors", "source": "KaW", - "page": 52, + "page": 83, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Nature Pact (Hunter Conclave)" + "other": "Orc Clan (Officer)" } ], "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage." + "If the orc clan's Resolve level is 2 or higher at the start of a battle, all the orc clan's infantry units have the following trait until the end of the battle:", + { + "type": "entries", + "name": "Unflinching Endurance", + "page": 83, + "entries": [ + "The first time during a battle that this unit suffers 1 or more casualties, it can immediately make an attack against a legal target." + ] + } ] }, { - "name": "Ruinous Fire", + "name": "Take No Insult", "source": "KaW", - "page": 52, + "page": 83, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Nature Pact (Hunter Conclave)" + "other": "Orc Clan (Officer)" } ], "entries": [ - "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, select a number of that opposed domain's units equal to your domain size. Those units cannot move during the first round of the battle." + "Once per intrigue when an opposed domain succeeds on a skill test targeting one of the orc clan's defenses, an officer can use a domain reaction to make an Operations test against the opposed domain's Resolve. On a success, make note of the opposed domain's current defense scores. The opposed domain's Resources score decreases by 1 at the start of each of the domain's subsequent turns. If the opposed domain's Resources score is reduced to 10, at the start of its next turn, its Communications score begins to decrease by 1 each turn instead of Resources. If its Communications score is reduced to 10, the opposed domain's Resolve score begins to decrease in the same manner instead of Communications.", + "This continues until either all the opposed domain's defense scores are reduced to 10 or the intrigue ends. If the opposed domain defeats the orc clan in the next battle, the opposed domain's defenses are returned to the scores they had before this feature was used." ] }, { - "name": "Court Mage", + "name": "Tales of Clan Heroes Past", "source": "KaW", - "page": 52, + "page": 83, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Noble Court" + "other": "Orc Clan (Officer)" } ], "entries": [ - "You must have the Pact Magic or Spellcasting feature. You can cast the {@spell detect magic} spell at will, without expending a spell slot. Additionally, you have one extra spell slot of the highest spell level you can cast, to a maximum of 5th level." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "will": [ - "detect magic" - ] - } - } - } + "Once per intrigue as a domain bonus action, an officer can make a {@dc 15} Lore test. On a success, the orc clan's Communications level and Resolve level both increase by 1." ] }, { - "name": "Court Minstrel", + "name": "The Unbreakable (Special Unit)", "source": "KaW", - "page": 52, + "page": 83, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Noble Court" + "other": "Orc Clan (Officer)" } ], "entries": [ - "You have advantage on Charisma (Performance) checks. Additionally, you know the {@spell vicious mockery} cantrip and can cast it as a bonus action. Charisma is your spellcasting ability for this cantrip." - ], - "additionalSpells": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the orc clan musters their best warriors: the Unbreakable, a special unit.", { - "innate": { - "_": { - "will": [ - "vicious mockery" - ] - } - } + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/QP95Xik.jpg" + }, + "title": "The Unbreakable unit card" } ] }, { - "name": "High Priest", + "name": "Overlord", "source": "KaW", - "page": 52, + "page": 84, "featureType": [ "DTTL" ], "prerequisite": [ { - "other": "Noble Court" + "other": "Planar Invaders (Leader)" } ], "entries": [ - "Once per turn when you damage a creature with an attack or a spell, you can choose another creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to {@dice 1d6} × your proficiency bonus." + "Whenever the overlord reduces a creature to 0 hit points, the overlord gains a +2 bonus to attack and damage rolls until the end of the encounter, and gains temporary hit points equal to 5 × the planar invaders' domain size. If the overlord reduces multiple creatures to 0 hit points during the same encounter, the bonus is cumulative." ] }, { - "name": "Master Assassin", + "name": "Resistance is Futile", "source": "KaW", - "page": 52, + "page": 84, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Noble Court" + "other": "Planar Invaders (Officer)" } ], "entries": [ - "You gain proficiency in the Stealth skill. Additionally, whenever you hit with a light weapon or a ranged weapon, you gain a bonus to damage rolls equal to your proficiency bonus." + "As an action, an officer can take a power die from their domain's pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer's next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders' domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer's next turn." ], - "skillProficiencies": [ - { - "stealth": true - } - ] + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } }, { - "name": "Master-at-Arms", + "name": "You'll Be of Use Yet", "source": "KaW", - "page": 52, + "page": 84, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Noble Court" + "other": "Planar Invaders (Leader)" } ], "entries": [ - "You gain proficiency in the Athletics skill. Additionally, you learn a fighting style of your choice from the {@class fighter}'s {@classFeature Fighting Style|Fighter||1} feature in the core rules." + "As an action, the leader can take any number of power dice from their domain's pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." ], - "skillProficiencies": [ - { - "athletics": true - } - ] + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } }, { - "name": "Mantle of Authority", + "name": "Interplanar Blip", "source": "KaW", - "page": 52, + "page": 84, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Noble Court" + "other": "Planar Invaders (Officer)" } ], "entries": [ - "The burden of leadership passed down from your forebears allows you to call upon their strength in battle. As a bonus action, take a power die from your domain's pool and add half the number on the die (rounded up) to one of your ability scores. This can increase your ability score above 20. At the end of each of your turns, decrement the power die." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "If the planar invaders' Communications level is 2 or higher at the end of deployment, an officer chooses a number of infantry units controlled by the planar invaders equal to their domain size. These units gain the following trait until the end of the battle:", + { + "type": "entries", + "name": "Blip", + "page": 84, + "entries": [ + "When this unit marches, it can move 1 extra space and can move through other units, though it cannot end its movement in the same space as an opposed unit." + ] + } + ] }, { - "name": "Prepare the Steeds (Special Unit)", + "name": "Recall the Fleet (Special Unit)", "source": "KaW", - "page": 52, + "page": 84, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Noble Court" + "other": "Planar Invaders (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Lancers, a special unit of skilled equestrians.", + "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the planar invaders muster Timescape Shock Troops, a special unit of merciless time raiders.", { "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/uGEVQzM.jpg" + "url": "https://i.imgur.com/4RheW6G.jpg" }, - "title": "The Lancers unit card", - "maxWidth": 500 + "title": "Timescape Shock Troops unit card" } ] }, { - "name": "Skilled Negotiators", + "name": "Spatial Anchor", "source": "KaW", - "page": 52, + "page": 84, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Noble Court" + "other": "Planar Invaders (Officer)" } ], "entries": [ - "Once per intrigue as a domain bonus action, you can make a Diplomacy test to gain a special unit from an NPC realm. On a success, the unit also has its casualty die increased one step." + "As a domain action, an officer makes a {@dc 12} Lore test. On a success, during the next combat against officers of an opposed domain, each planar invader automatically succeeds on saving throws to avoid being unwillingly sent to another plane (as with spells such as {@spell banishment} or {@spell plane shift}) and against spells and effects that would alter their form (such as {@spell polymorph})." ] }, { - "name": "Conqueror", + "name": "We Will Take What We Need from Your Mind...Directly", "source": "KaW", - "page": 52, + "page": 85, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Noble Court (Court of War)" + "other": "Planar Invaders (Officer)" } ], "entries": [ - "As a bonus action, take a power die from your domain's pool. Until the end of your next turn, you gain a bonus to weapon attack rolls equal to the number on the power die, your speed increases by 10 feet, and your movement doesn't provoke opportunity attacks." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resolve. On a success, the planar invaders' Communications level and Resolve level both increase by 1." + ] }, { - "name": "Forewarned is Forearmed", + "name": "Matriarch Rex", "source": "KaW", - "page": 52, + "page": 85, "featureType": [ - "DFTR" + "DTTL" ], "prerequisite": [ { - "other": "Noble Court (Court of War)" + "other": "Reptilian Band (Leader)" } ], "entries": [ - "Once per intrigue, as a domain reaction when an opposed domain musters a special unit, you can make a DC 13 Operations test. On a success, you increase your domain's Communications level by 2." - ] + "The matriarch rex can shed their skin as a bonus action, immediately ending all conditions affecting them." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "Outmaneuvered", + "name": "Regenerate", "source": "KaW", - "page": 52, + "page": 85, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Noble Court (Court of War)" + "other": "Reptilian Band (Officer)" } ], "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of opposed units equal to your domain size. Each of those units must make a {@dc 15} Command test. If a unit fails the check, you can move one of your deployed units into any unoccupied space next to that unit." - ] + "As a bonus action, an officer can take a power die from their domain's pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer's missing limbs." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "Timely Aid", + "name": "Vengeful Shriek", "source": "KaW", - "page": 52, + "page": 85, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Noble Court (Political Administration)" + "other": "Reptilian Band (Leader)" } ], "entries": [ - "As a reaction to a successful attack made against a creature you can see within 30 feet of you, take a die from the power pool. Until the end of its next turn, that creature gains a bonus to its AC (including against the triggering attack) equal to the number on the power die. Additionally, the creature regains hit points equal to the number on the power die." + "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain's pool, and each creature of the leader's choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." ], "foundryFlags": { "activation.type": "reaction", "activation.cost": "1", - "activation.condition": "a successful attack is made against a creature you can see within 30 feet of you" + "activation.condition": "an ally the leader can see drops to 0 hit points" } }, { - "name": "Diplomacy for Intel", + "name": "Booby Traps", "source": "KaW", - "page": 52, + "page": 85, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Noble Court (Political Administration)" + "other": "Reptilian Band (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 15} Diplomacy test. On a success, your domain's Communications level increases by 1, and you can make Diplomacy tests in place of Espionage tests until the end of the intrigue." + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the reptilian band's Resolve level increases by 1." ] }, { - "name": "Enchantment Economy", + "name": "Ensorcelled Scales", "source": "KaW", - "page": 52, + "page": 85, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Noble Court (Political Administration)" + "other": "Reptilian Band (Officer)" } ], "entries": [ - "As a domain action, make a {@dc 14} Diplomacy test. On a success, all officers in your organization have advantage on saving throws against spells and other magical effects during the next combat against the officers of an opposed domain." + "If the reptilian band's Resolve level is 2 or higher at the start of any combat with officers of an opposed domain, all the reptilian band's officers have the following reaction during that combat:", + { + "type": "entries", + "page": 86, + "name": "Reflective Scales", + "entries": [ + "If the officer succeeds on a saving throw against a spell that targets a single creature, or if a spell attack misses the officer, they can use a reaction to choose another creature they can see within 60 feet of them. The spell targets the chosen creature instead of the officer, with the new target rerolling the saving throw or the caster rerolling the attack roll, as appropriate." + ] + } ] }, { - "name": "Voices of the Past", + "name": "Prehistoric Wrath (Special Unit)", "source": "KaW", - "page": 52, + "page": 86, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Noble Court (Regent State)" + "other": "Reptilian Band (Officer)" } ], "entries": [ - "Past custodians of your domain answer your call for aid. As an action, take a power die from your domain's pool and conjure a celestial or an undead (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the reptilian band musters the Prehistoric Wrath, a special unit of dinosaurs.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/uvACCcv.jpg" + }, + "title": "Prehistoric Wrath unit card" + } + ] }, { - "name": "Backdoor Negotiations", + "name": "Primal Magic", "source": "KaW", - "page": 52, + "page": 86, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Noble Court (Regent State)" + "other": "Reptilian Band (Officer)" } ], "entries": [ - "As a domain reaction when an opposed domain gains a special unit from an NPC realm, make a Diplomacy test against the opposed domain's Communications. On a success, the NPC realm doesn't send the special unit to aid the opposed domain, and the NPC realm's attitude toward your domain improves one step." + "As a domain action, an officer makes a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and the reptilian band gains a {@item scroll of blood magic|KaW}." ] }, { - "name": "Volunteer Blacksmiths", + "name": "Deathlord", "source": "KaW", - "page": 52, + "page": 87, "featureType": [ - "DFTR" + "DTTL" ], "prerequisite": [ { - "other": "Noble Court (Regent State)" + "other": "Undead Dominion (Leader)" } ], "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, any levies you muster before the end of intrigue start with heavy equipment." + "If damage reduces the deathlord to 0 hit points, they make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the deathlord drops to 1 hit point instead.", + "Additionally, effects that kill a creature outright, such as the {@spell power word kill} spell, reduce the deathlord to 1 hit point instead." ] }, { - "name": "Conduit", + "name": "Knee Deep in the Dead", "source": "KaW", - "page": 56, + "page": 87, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Religious Order" + "other": "Undead Dominion (Officer)" } ], "entries": [ - "You know the {@spell thaumaturgy} cantrip. Additionally, as an action, you can channel the power of your faith to become a sacred vessel, manifesting one of the following effects that you choose when you take this title:", - { - "type": "entries", - "name": "Light", - "entries": [ - "You emit an aura of divine light in a 15-foot radius for 1 minute. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be {@condition blinded} for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success." - ] - }, - { - "type": "entries", - "name": "Darkness", - "entries": [ - "You emanate a 15-foot-radius sphere of magical darkness for 1 minute. The sphere moves with you and spreads around corners, and its area is heavily obscured for all creatures except you." - ] - }, - "Once you manifest your chosen effect, you can't do so again until you finish a short or long rest." - ], - "additionalSpells": [ + "As a bonus action, an undead dominion officer can take any number of power dice from their domain's pool and create a number of undead minions equal to the total of the dice divided by 2. These minions rise from the ground in unoccupied spaces within 60 feet of the officer. The officer selects the minions that appear, with the undead dominion's domain size determining the maximum challenge rating for each minion, as shown on the following table.", { - "innate": { - "_": { - "will": [ - "thaumaturgy" - ] - } - } - } + "type": "table", + "colLabels": [ + "Domain Size", + "Maximum Minion CR", + "Example Undead", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center", + "col-2 text-left", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "1/4", + "{@creature Skeletons} or {@creature Zombies}", + "" + ], + [ + "2", + "1/2", + "{@creature Shadow}", + "" + ], + [ + "3", + "1", + "{@creature Ghoul} or {@creature specter}", + "" + ], + [ + "4", + "2", + "{@creature Ghast} or {@creature ogre zombie}", + "" + ], + [ + "5", + "3", + "{@creature Mummy} or {@creature wight}", + "" + ] + ] + }, + "The undead act on their own initiative and follow the orders of the officer who summoned them." ], "foundryFlags": { - "activation.type": "action", + "activation.type": "bonus", "activation.cost": "1" } }, { - "name": "Crusader", + "name": "Rise Up", "source": "KaW", - "page": 56, + "page": 87, "featureType": [ - "DTTL" + "DPWR" ], "prerequisite": [ { - "other": "Religious Order" + "other": "Undead Dominion (Leader)" } ], "entries": [ - "You have advantage on Wisdom saving throws and death saving throws, and you regain the maximum number of hit points from any effect that restores hit points." - ] + "As a bonus action, the leader can take a power die from their domain's pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", + "Risen creatures that were already undead retain their previous statistics except for their new hit points. New undead raised by this power become {@creature ghouls} if their remains are whole, or {@creature specters} if not." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "Herald", + "name": "Mass Animate Dead (Special Unit)", "source": "KaW", - "page": 56, + "page": 87, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Religious Order" + "other": "Undead Dominion (Officer)" } ], "entries": [ - "You gain proficiency in the Persuasion skill. Additionally, you can cast {@spell sanctuary} and {@spell calm emotions} once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." - ], - "skillProficiencies": [ - { - "persuasion": true - } - ], - "additionalSpells": [ + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undead dominion musters the Grim Front, a special unit of bloodthirsty undead soldiers.", { - "innate": { - "_": { - "daily": { - "1": [ - "sanctuary", - "calm emotions" - ] - } - } - } + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/RdQ9Yva.jpg`" + }, + "title": "The Grim Front unit card" } ] }, { - "name": "Omen", + "name": "The Curse Spreads", "source": "KaW", - "page": 56, + "page": 87, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Religious Order" + "other": "Undead Dominion (Officer)" } ], "entries": [ - "As an action or a bonus action, you utter a loud, empowering chant. The first creature you hit with a weapon attack before the start of your next turn takes an extra {@damage 1d8} radiant or necrotic damage from the attack (your choice). If you use a bonus action to chant again on your following turn, the extra damage increases to {@damage 2d8}. If you use a bonus action to chant for three or more turns in a row, the extra damage increases to a maximum {@damage 3d8}, and you have advantage on attack rolls until the start of your next turn." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "As a domain action, an officer makes a {@dc 14} Lore test. On a success, the officer can choose a number of undead infantry units they control equal to the undead dominion's domain size and give them the following maneuver:", + { + "type": "entries", + "page": 87, + "name": "Infect", + "entries": [ + "As a reaction when an adjacent opposed unit breaks, make a Command test against that unit's Toughness. On a success, the undead dominion immediately reforms the unit with 1 casualty and takes control of it, the unit's type becomes undead, and it gains the Dead and Harrowing traits. The reformed unit acts on the next turn in the initiative order." + ] + } + ] }, { - "name": "Prophet", + "name": "The Dead Do Not Falter", "source": "KaW", - "page": 57, + "page": 89, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Religious Order" + "other": "Undead Dominion (Officer)" } ], "entries": [ - "When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on attack rolls and saving throws (including the triggering saving throw) until the start of your next turn." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature you can see within 30 feet of you makes a saving throw" - } + "Once per intrigue as a domain bonus action, an officer can make a {@dc 14} Operations test. On a success, the undead dominion has advantage on Operations tests until the end of the intrigue." + ] }, { - "name": "Beseech the Most High", + "name": "Vile Resistance", "source": "KaW", - "page": 57, + "page": 89, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Religious Order" + "other": "Undead Dominion (Officer)" } ], "entries": [ - "You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain's pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter.", - "Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "If the undead dominion's Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." + ] }, { - "name": "Consult the Scriptures", + "name": "Tideweaver", "source": "KaW", - "page": 59, + "page": 89, "featureType": [ - "DFTR" + "DTTL" ], "prerequisite": [ { - "other": "Religious Order" + "other": "Undersea Colony (Leader)" } ], "entries": [ - "Once per intrigue, you can make a {@dc 14} Lore test as a domain bonus action. On a success, you can bless one unit your domain controls of your choice, granting it a bonus to Attack tests equal to your domain size and advantage on Power tests to resist battle magic. This bonus lasts until the end of the next battle." - ] + "If a creature that cannot breathe underwater starts its turn within 30 feet of the tideweaver, that creature takes {@damage 2d6} cold damage.", + "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony's domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver's choice). The DC for this saving throw is 15 or the tideweaver's spell save DC, whichever is higher." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "Spread the Holy Word (Special Unit)", + "name": "The Bends", "source": "KaW", - "page": 59, + "page": 89, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Religious Order" + "other": "Undersea Colony (Leader)" } ], "entries": [ - "Make a {@dc 15} Diplomacy test as a domain action. On a success, you muster the Crusaders, a special unit of devout warriors.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/NkGXoDA.jpg" - }, - "title": "Crusaders unit card" - }, - "Additionally, at the end of the next deployment, you can choose one of an opposed domain's Tier I units. That unit's casualty die is decreased one step (minimum d4)." - ] + "As an action, the leader can take a power die from their domain's pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader's next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } }, { - "name": "Penance", + "name": "Uncanny Gift", "source": "KaW", - "page": 59, + "page": 89, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Religious Order (Hidden Cult)" + "other": "Undersea Colony (Officer)" } ], "entries": [ - "As a bonus action, take a power die from your domain's pool and choose an enemy creature you can see within 60 feet of you. The target takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die." + "As a bonus action, an officer can take a power die from their domain's pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell's attack bonus. The spell creates a number of beams equal to the undersea colony's domain size." ], "foundryFlags": { "activation.type": "bonus", @@ -9900,2886 +13996,6625 @@ } }, { - "name": "Blood Sacrifice", + "name": "Dark Figures Move and Twist", "source": "KaW", - "page": 59, + "page": 90, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Religious Order (Hidden Cult)" + "other": "Undersea Colony (Officer)" } ], "entries": [ - "As a domain action, destroy one unit you control. At the start of the next battle, choose a number of units you control equal to your domain size. Each unit has its casualty die increased one step." + "If the undersea colony's Communications level is 2 or higher at the end of deployment, an officer can choose a number of ranks on the battlefield equal to the undersea colony's domain size and cover them in fog. This fog has no effect on the undersea colony's units." ] }, { - "name": "Poison the Well", + "name": "Disrupt Shipping", "source": "KaW", - "page": 60, + "page": 90, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Religious Order (Hidden Cult)" + "other": "Undersea Colony (Officer)" } ], "entries": [ - "Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and your domain's Resolve level increases by 1." + "As a domain action, an officer makes an Operations test against an opposed domain's Resources. On a success, whenever the undersea colony makes a successful Operations test until the end of the intrigue, in addition to the normal effects for success, they also reduce the opposed domain's Resources level by 1. If the undersea colony is defeated in a battle, the opposed domain's Resources return to normal." ] }, { - "name": "Turn the Tide", + "name": "Eerie Insight", "source": "KaW", - "page": 58, + "page": 90, "featureType": [ - "DPWR" + "DFTR" ], "prerequisite": [ { - "other": "Religious Order (Holy Church)" + "other": "Undersea Colony (Officer)" } ], "entries": [ - "As a bonus action, take any number of power dice from your domain's pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Communications. On a success, an officer chooses a number of magic items equal to the undersea colony's domain size that are in the possession of the opposed domain's officers, creating copies of those magic items for the undersea colony's officers. Artifacts cannot be targeted in this way. The copies function only until the end of the next combat encounter in which they are used." + ] }, { - "name": "Having the Gods on Our Side", + "name": "Salt Golems (Special Unit)", "source": "KaW", - "page": 58, + "page": 90, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Religious Order (Holy Church)" + "other": "Undersea Colony (Officer)" } ], "entries": [ - "Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain's Communications. On a success, the opposed domain fails to muster the unit." + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undersea colony musters the Salt Golems, a special unit of constructs made from ultradense salt crystals.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/URnEXzf.jpg" + }, + "title": "Salt Golems unit card" + } ] }, { - "name": "Resplendent Armor", + "name": "Strike Leader", "source": "KaW", - "page": 59, + "page": 90, "featureType": [ - "DFTR" + "DTTL" ], "prerequisite": [ { - "other": "Religious Order (Holy Church)" + "other": "World Below City-State (Leader)" } ], "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, at the end of the next deployment, choose a number of units equal to your domain size. Each of those units gains +2 to Defense and has its casualty die increased one step. These benefits last until the end of the battle." - ] + "The strike leader can use an action to create a 20-foot-radius sphere of hazy smoke centered on a point within 120 feet of them. The sphere lasts for 1 minute, spreads around corners, and its area is heavily obscured. While the sphere lasts, the strike leader can use a bonus action to move it up to 60 feet in any direction." + ], + "foundryFlags": { + "activation.type": "action", + "activation.cost": "1" + } }, { - "name": "Quaking Fist", + "name": "Close-Quarters Magic", "source": "KaW", - "page": 60, + "page": 90, "featureType": [ "DPWR" ], "prerequisite": [ { - "other": "Religious Order (Monastic Order)" + "other": "World Below City-State (Officer)" } ], "entries": [ - "When you hit a creature with a melee attack, take any number of power dice from your domain's pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target's movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone." - ] + "As a bonus action, an officer takes a power die from their domain's pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." + ], + "foundryFlags": { + "activation.type": "bonus", + "activation.cost": "1" + } }, { - "name": "Ancient Archives", + "name": "Crawling Toxin", "source": "KaW", - "page": 60, + "page": 90, "featureType": [ - "DFTR" + "DPWR" ], "prerequisite": [ { - "other": "Religious Order (Monastic Order)" + "other": "World Below City-State (Officer)" } ], "entries": [ - "Once per intrigue, you can make a {@dc 13} Lore test as a domain action. On a success, all officers gain a bonus to saving throws against spells and other magical effects equal to your domain size during the next combat against officers of an opposed domain." + "When an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra poison damage equal to the number on the power die. Any creature that takes this poison damage must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ] }, { - "name": "Iron Will", + "name": "Blades in the Dark", "source": "KaW", - "page": 60, + "page": 91, "featureType": [ "DFTR" ], "prerequisite": [ { - "other": "Religious Order (Monastic Order)" + "other": "World Below City-State (Officer)" } ], "entries": [ - "If your domain's Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle." + "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the World Below city-state's Resolve increases by 1, and each unit the opposed domain musters through alliances until the end of the intrigue has its casualty die decreased one step (minimum d4)." ] }, { - "name": "Enforcement", + "name": "Subterranean Bounty", "source": "KaW", - "page": 61, + "page": 91, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Underworld Syndicate" + "other": "World Below City-State (Officer)" } ], "entries": [ - "You gain proficiency with light, medium, and heavy armor. Additionally, any enemy within 5 feet of you has disadvantage on melee attacks against any of your allies within 5 feet of you." - ], - "armorProficiencies": [ - { - "light": true, - "medium": true, - "heavy": true - } + "If the World Below city-state's Communications level is 2 or higher at the start of a battle, the level of one other defense of an officer's choice increases by 1." ] }, { - "name": "Narcotics", + "name": "Tunnel Up", "source": "KaW", - "page": 61, + "page": 91, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Underworld Syndicate" + "other": "World Below City-State (Officer)" } ], "entries": [ - "You have advantage on saving throws against poison. Additionally, when a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright, you can use your reaction to give that creature a stimulant. The creature regains a number of hit points equal to {@dice 1d8} + your proficiency bonus, and gains a number of temporary hit points equal to 10 + your character level." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature within 5 feet of you that you can see is reduced to 0 hit points but not killed outright" - } + "As a domain action, an officer makes an Espionage test against an opposed domain's Resources. On a success, during the next deployment, the World Below city-state can place one infantry unit in an unoccupied space in enemy territory." + ] }, { - "name": "Negotiations", + "name": "Worm Knight (Special Unit)", "source": "KaW", - "page": 61, + "page": 91, "featureType": [ - "DTTL" + "DFTR" ], "prerequisite": [ { - "other": "Underworld Syndicate" + "other": "World Below City-State (Officer)" } ], "entries": [ - "You gain proficiency in the Persuasion skill. You can make a Charisma check with advantage, and can do so again after you finish a long rest.", - "Additionally, you can cast the {@spell disguise self} and {@spell suggestion} spells, requiring no material components. Charisma is your spellcasting ability for these spells. You can cast each spell once in this way, and regain the ability to do so when you finish a long rest." - ], - "skillProficiencies": [ - { - "persuasion": true - } - ], - "additionalSpells": [ + "As a domain action, an officer makes a DC 13 Operations test. On a success, the World Below city-state musters a Worm Knight, a special unit consisting of a knight atop a battle-trained purple worm.", { - "innate": { - "_": { - "daily": { - "1": [ - "disguise self", - "suggestion" - ] - } - } - } + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/88HVCXT.jpg" + }, + "title": "Worm Knight unit card" } ] + } + ], + "feat": [ + { + "name": "Tactical Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Attack." + ] }, { - "name": "Operations", + "name": "Agile Leader", "source": "KaW", - "page": 61, - "featureType": [ - "DTTL" - ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } - ], + "page": 104, "entries": [ - "As an action, choose one ally and one enemy, each of which is within 30 feet of you and that you can see. The ally can use a reaction to move their speed and make a weapon attack against the enemy. If the attack hits, the enemy is knocked {@condition prone}." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "Each unit you control has +2 to Defense." + ] }, { - "name": "Records", + "name": "Lead from the Front", "source": "KaW", - "page": 63, - "featureType": [ - "DTTL" + "page": 104, + "entries": [ + "Each unit you control has +2 to Power." + ] + }, + { + "name": "Unstoppable Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Toughness." + ] + }, + { + "name": "Persuasive Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Morale." + ] + }, + { + "name": "Strategic Leader", + "source": "KaW", + "page": 104, + "entries": [ + "Each unit you control has +2 to Command." + ] + } + ], + "monster": [ + { + "name": "Zaar Anathema", + "isNamedCreature": true, + "source": "KaW", + "page": 150, + "size": [ + "L" ], - "prerequisite": [ + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Underworld Syndicate" + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] } ], - "entries": [ - "You gain proficiency in the Arcana skill. Additionally, if you are unable to cast spells of 1st level or higher (either because you have no spellcasting ability, you have expended all your spell slots, or you have used all your innate spells), you can cast the following spells using Intelligence as your spellcasting ability:", + "hp": { + "average": 256, + "formula": "27d10 + 108" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 16, + "con": 18, + "int": 12, + "wis": 12, + "cha": 16, + "save": { + "str": "+10", + "dex": "+8", + "con": "+9" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 11, + "resist": [ + "cold", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common", + "Dwarvish" + ], + "cr": "13", + "trait": [ { - "type": "list", - "style": "list-no-bullets", - "items": [ - "At will: {@spell detect magic}, {@spell mage hand}, {@spell minor illusion}", - "3/day each: {@spell comprehend languages}, {@spell disguise self}, {@spell faerie fire}", - "1/day each: {@spell invisibility}, {@spell locate object}" + "name": "Ball and Chain", + "entries": [ + "As a bonus action, Zaar throws the Tellac Oranic toward one creature he can see within 30 feet of him. The target must succeed on a {@dc 18} Strength saving throw or be pulled up to 25 feet toward Zaar." + ] + }, + { + "name": "Fed by Souls", + "entries": [ + "Zaar regains 10 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half his hit point maximum." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Zaar fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, Zaar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "Zaar has advantage on saving throws against any effect that turns undead." ] } ], - "skillProficiencies": [ + "action": [ { - "arcana": true + "name": "Multiattack", + "entries": [ + "Zaar makes three warhammer attacks, one of which can be replaced with a Tellac Oranic attack." + ] + }, + { + "name": "Warhammer", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage. If Zaar hits the same target twice with his warhammer on his turn, the target must succeed on a {@dc 16} Constitution saving throw or become {@condition stunned} until the start of Zaar's next turn." + ] + }, + { + "name": "Tellac Oranic", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 30 ft., one target. {@h}19 ({@damage 4d6 + 5}) necrotic damage, the target's Strength score is reduced by {@dice 1d4}, and the target gains a level of {@condition exhaustion}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest. If a humanoid dies from this attack, two {@creature shadow|FleeMortals|shadows} controlled by Zaar rise from the corpse." + ] } ], - "additionalSpells": [ + "reaction": [ { - "innate": { - "_": { - "will": [ - "detect magic", - "mage hand", - "minor illusion" - ], - "daily": { - "1": [ - "invisibility", - "locate object" - ], - "3": [ - "comprehend languages", - "disguise self", - "faerie fire" - ] - } - } - } + "name": "Mantle of Shadow", + "entries": [ + "Whenever Zaar takes damage, he can create a 15-foot-radius sphere of magical darkness centered on himself. This darkness remains until dispelled or until the beginning of Zaar's next turn." + ] } - ] - }, - { - "name": "Find Weakness", - "source": "KaW", - "page": 63, - "featureType": [ - "DPWR" ], - "prerequisite": [ + "legendaryHeader": [ + "Zaar has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ { - "other": "Underworld Syndicate" + "name": "Villain Action 1: Summon Shades", + "entries": [ + "Zaar calls forth shades captured within the Tellac Oranic. A {@creature will-o'-wisp} appears in an unoccupied space next to each enemy within 30 feet of Zaar that he can see. These will-o'-wisps act immediately when summoned, then immediately after Zaar on the same initiative count, and fight until they're destroyed. They follow Zaar's commands and disappear if he dies." + ] + }, + { + "name": "Villain Action 2: Call Unto Death", + "entries": [ + "A draining pulse emits from the Tellac Oranic. Any creature that is not undead within 30 feet of Zaar must succeed on a {@dc 18} Wisdom saving throw or gain a level of {@condition exhaustion}. If the target is within 5 feet of Zaar, it makes this saving throw with disadvantage." + ] + }, + { + "name": "Villain Action 3: Reaper", + "entries": [ + "Souls surge from the Tellac Oranic to pull the living into undeath. Any creature that is not undead within 60 feet of Zaar must make a {@dc 18} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save and gaining a level of {@condition exhaustion}. On a successful save, the creature takes half as much damage and doesn't gain a level of {@condition exhaustion}. A humanoid slain by this villain action that is not brought back to life before the start of its next turn rises as a {@creature wight|FleeMortals} under Zaar's control." + ] } ], - "entries": [ - "As a bonus action, take a power die from your domain's pool. One creature of your choice that you can see takes a penalty to AC equal to the number on the power die until the end of your next turn." + "attachedItems": [ + "warhammer|phb" ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Plans within Plans", - "source": "KaW", - "page": 63, - "featureType": [ - "DFTR" + "traitTags": [ + "Legendary Resistances", + "Sunlight Sensitivity", + "Turn Resistance" ], - "prerequisite": [ - { - "other": "Underworld Syndicate" - } + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D" + ], + "damageTags": [ + "B", + "N" ], - "entries": [ - "Once per intrigue as a domain bonus action, you can make an Espionage test against an opposed domain's Communications. On a success, you raise your domain's Communications level by 1 and decrease the opposed domain's Communications level by 1." + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "exhaustion", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "strength", + "wisdom" ] }, { - "name": "The Crew (Special Unit)", + "name": "Khorak, Jarl of Drengrheim", + "isNamedCreature": true, "source": "KaW", - "page": 63, - "featureType": [ - "DFTR" + "page": 152, + "size": [ + "H" ], - "prerequisite": [ + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ { - "other": "Underworld Syndicate" + "ac": 17, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command\u2014but who fight like demons.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/mAD2k2a.jpg" - }, - "title": "The Crew unit card" + "hp": { + "average": 276, + "formula": "24d12 + 120" + }, + "speed": { + "walk": 40 + }, + "str": 26, + "dex": 14, + "con": 20, + "int": 12, + "wis": 18, + "cha": 14, + "save": { + "str": "+13", + "con": "+10", + "wis": "+9" + }, + "skill": { + "insight": "+9", + "perception": "+9" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 19, + "resist": [ + "cold", + "lightning", + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true } - ] - }, - { - "name": "Assassin's Strike", - "source": "KaW", - "page": 63, - "featureType": [ - "DPWR" ], - "prerequisite": [ + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common", + "Giant" + ], + "cr": "15", + "trait": [ { - "other": "Underworld Syndicate (Assassins' College)" + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Khorak fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Staff of Providence", + "entries": [ + "The {@item staff of providence|KaW} has 15 charges. While holding this staff, Khorak can use a bonus action to expend 1 or more of the staff's charges to cast one of the following spells from it (spell save {@dc 17}, {@hit 9} to hit with spell attacks): {@spell guiding bolt} (1 charge), {@spell spirit guardians} (3 charges), or {@spell flame strike} (4 charges). The staff regains {@dice 1d10 + 5} charges daily at midnight." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "Khorak has advantage on saving throws against any effect that turns undead." + ] } ], - "entries": [ - "When you hit with a weapon attack, take all the power dice from your domain's pool. The target of your attack must make a Constitution saving throw with a DC equal to 12 plus your domain size. On a failure, the target takes extra damage equal to 3 × the total of the dice. On a success, the target takes extra damage equal to the total of the dice." - ] - }, - { - "name": "Looks Like We Need a New Boss", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" + "action": [ + { + "name": "Multiattack", + "entries": [ + "Khorak makes two staff attacks, or makes one staff attack and uses his Chieftain Crown." + ] + }, + { + "name": "Staff of Providence", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}29 ({@damage 4d8 + 11}) bludgeoning damage plus 10 ({@damage 3d6}) radiant damage." + ] + }, + { + "name": "Chieftain Crown {@recharge 5}", + "entries": [ + "The skulls in Khorak's crown emit a chorus of chattering screams. Each creature within 30 feet of Khorak that can hear the chorus must make a {@dc 18} Wisdom saving throw. On a failed save, a creature takes 49 ({@damage 14d6}) psychic damage and has disadvantage on its next attack roll or saving throw. On a successful save, the creature takes half as much damage and doesn't have disadvantage on its next attack roll or saving throw." + ] + } ], - "prerequisite": [ + "reaction": [ { - "other": "Underworld Syndicate (Assassins' College)" + "name": "Deadsight", + "entries": [ + "Khorak's gift from Olkhar allows him to foresee oncoming attacks. He adds 5 to his AC against a melee attack that would hit him and can make a melee attack with the staff of providence against the creature who made the attack. To do so, Khorak must see the attacker and be wielding the staff of providence." + ] } ], - "entries": [ - "As a domain reaction when an opposed domain makes an Operations test, you can make an Espionage test against the opposed domain's Resolve. On a success, the opposed domain makes the Operations test with disadvantage." - ] - }, - { - "name": "The Best There Is", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" + "legendaryHeader": [ + "Khorak has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Underworld Syndicate (Assassins' College)" + "name": "Villain Action 1: Read the Future", + "entries": [ + "Khorak foresees the characters' actions. Each enemy creature Khorak can see within 60 feet of him must succeed on a {@dc 18} Intelligence saving throw or have their tactics revealed to Khorak for 1 minute. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the minute ends, the target must roll a {@dice d6} and subtract the number rolled from the attack roll or saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 2: Visions of Death", + "entries": [ + "Khorak conjures visions of death to horrify his enemies. Each creature Khorak can see within 60 feet of him that he chooses foresees a gruesome way they could die in the immediate future. Upon receiving this vision, the target must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} of Khorak for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 3: The End Is Nigh", + "entries": [ + "Khorak foresees his own impending doom. He casts as many spells as it takes to expend all remaining charges of the staff of providence." + ] } ], - "entries": [ - "If your domain's Resolve level is 2 or higher when one or more of your officers roll their power dice, choose a number of power dice equal to your domain size. Increase each of these dice to their maximum value." + "traitTags": [ + "Legendary Resistances", + "Turn Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "B", + "R", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "intelligence", + "wisdom" ] }, { - "name": "Traitor", + "name": "Telcezalco XXVIII", + "isNamedCreature": true, "source": "KaW", - "page": 64, - "featureType": [ - "DPWR" + "page": 153, + "size": [ + "L" ], - "prerequisite": [ + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Underworld Syndicate (Spy Network)" + "ac": 19, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As an action, select a creature that is not another domain's leader that you can see within 30 feet of you, and take all the power dice from your domain's pool. If the target's current hit points are equal to or less than the total of the power dice × your domain size, the target turns traitor and serves you as a retainer, or is revealed to secretly already be in your service." + "hp": { + "average": 336, + "formula": "32d10 + 160" + }, + "speed": { + "walk": 40, + "climb": 40, + "swim": 40 + }, + "str": 20, + "dex": 17, + "con": 20, + "int": 12, + "wis": 14, + "cha": 18, + "save": { + "str": "+11", + "dex": "+9", + "con": "+11" + }, + "skill": { + "athletics": "+11", + "perception": "+8", + "stealth": "+9" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 18, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Create Vulnerability", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" + "immune": [ + "necrotic", + "poison" ], - "prerequisite": [ + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "17", + "trait": [ { - "other": "Underworld Syndicate (Spy Network)" + "name": "Coiled Spring", + "entries": [ + "As a bonus action, Telcezalco can move or jump up to a distance equal to his movement speed without provoking opportunity attacks." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Telcezalco fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Telcezalco has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "Telcezalco can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] } ], - "entries": [ - "Once per intrigue, if your domain's Communications level is 2 or higher, you can choose one opposed domain's lieutenant and one damage type. That lieutenant is vulnerable to that damage type until the end of the next combat involving that lieutenant." - ] - }, - { - "name": "False Orders", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" + "action": [ + { + "name": "Multiattack", + "entries": [ + "Telcezalco makes three attacks: two with his scimitar and one to constrict." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, and the target must make a {@dc 19} Constitution saving throw, taking 24 ({@damage 7d6}) necrotic damage on a failed save or half as much damage on a successful one." + ] + }, + { + "name": "Constrict", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained} and takes 15 ({@damage 3d6 + 5}) bludgeoning damage at the start of each of its turns, and Telcezalco can't constrict another target." + ] + }, + { + "name": "Withering Breath {@recharge 5}", + "entries": [ + "Telcezalco exhales necrotic energy in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 56 ({@damage 16d6}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } ], - "prerequisite": [ + "reaction": [ { - "other": "Underworld Syndicate (Spy Network)" + "name": "Rearguard", + "entries": [ + "When another creature enters a space within 5 feet of Telcezalco, he can make a scimitar attack against that creature." + ] } ], - "entries": [ - "As a domain action, make an Espionage test against an opposed domain's Communications. On a success, at the end of the next deployment, you can move one of the opposed domain's Tier I artillery or infantry units to any space on your side of the field. You can use this feature multiple times to affect additional units in the same battle." - ] - }, - { - "name": "Poison Weapons", - "source": "KaW", - "page": 64, - "featureType": [ - "DPWR" + "legendaryHeader": [ + "Telcezalco has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Underworld Syndicate (Thieves' Guild)" + "name": "Villain Action 1: Vengeful Spirits", + "entries": [ + "Telcezalco causes {@dice 2d4} {@creature will-o'-wisp}s to burst from his body.", + "Each will-o'-wisp emerges in an unoccupied space within 5 feet of Telcezalco. The will-o'-wisps act immediately after Telcezalco on the same initiative count, and fight until they're destroyed. They follow Telcezalco's commands and disappear if he dies." + ] + }, + { + "name": "Villain Action 2: Extract Spirit", + "entries": [ + "Each creature within 5 feet of Telcezalco or one of his will-o'-wisps must succeed on a {@dc 19} Constitution saving throw or take 18 ({@damage 4d8}) necrotic damage as a {@creature will-o'-wisp} bursts from the target's body. The will-o'-wisp emerges in an unoccupied space within 5 feet of the target. The will-o'-wisp acts immediately after Telcezalco on the same initiative count, and fights until it's destroyed. It follows Telcezalco's commands and disappears if he dies. In addition, Telcezalco's Withering Breath immediately recharges." + ] + }, + { + "name": "Villain Action 3: Spirits' End", + "entries": [ + "Any remaining will-o'-wisps can use their full movement and then explode, dropping to 0 hit points. Each creature within 5 feet of a will-o'-wisp when it explodes must make a {@dc 19} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one." + ] } ], - "entries": [ - "As a bonus action, take a power die from your domain's pool and choose one of your weapons. When that weapon hits, it deals extra poison damage equal to the number on the power die, and any creature that takes that damage is poisoned until the end of their next turn. At the end of each of your turns, decrement the power die." + "attachedItems": [ + "scimitar|phb" ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Spider Climb" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "N", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ] }, { - "name": "Stolen Supplies", + "name": "Máelodor Rhyllearnán", + "isNamedCreature": true, "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" + "page": 156, + "size": [ + "L" ], - "prerequisite": [ + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 228, + "formula": "24d10 + 96" + }, + "speed": { + "walk": 60 + }, + "str": 19, + "dex": 26, + "con": 19, + "int": 16, + "wis": 20, + "cha": 15, + "save": { + "dex": "+14", + "con": "+10", + "wis": "+11" + }, + "skill": { + "animal handling": "+11", + "perception": "+11", + "survival": "+11" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 21, + "resist": [ + "acid", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "19", + "trait": [ + { + "name": "Deadly Critical", + "entries": [ + "Máelodor rolls the damage dice three times instead of twice when he scores a critical hit." + ] + }, + { + "name": "Ghost Rider", + "entries": [ + "Máelodor and his mount are one creature. Any effect that targets either creature targets both. Máelodor can't be separated from his mount by any means." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "Máelodor can move through other creatures and objects as if they were difficult terrain. He takes 5 ({@damage 1d10}) force damage if he ends his turn inside an object." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Máelodor fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Oath of the Hunt", + "entries": [ + "Máelodor has advantage on attack rolls against humans. He also automatically succeeds on any Wisdom (Survival) checks made to track or otherwise locate humans." + ] + }, + { + "name": "Shade Step", + "entries": [ + "As a bonus action, Máelodor can teleport up to 60 feet to an unoccupied space he can see." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Máelodor makes two attacks with his longbow and uses his Dog Bite once. When his Bird of Prey is available, he can use it in place of one of his longbow attacks." + ] + }, + { + "name": "Dog Bite", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d10 + 8}) piercing damage plus 13 ({@damage 3d8}) acid damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 14} to hit, range 150/600 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage plus 13 ({@damage 3d8}) necrotic damage." + ] + }, { - "other": "Underworld Syndicate (Thieves' Guild)" + "name": "Bird of Prey {@recharge 5}", + "entries": [ + "Máelodor sets his ghostly falcon on a creature he can see within 60 feet. The creature takes 28 ({@damage 8d6}) necrotic damage and must succeed on a {@dc 19} Dexterity saving throw or become {@condition blinded} for 1 minute. On a successful save, the target takes half damage and is not {@condition blinded}." + ] } ], - "entries": [ - "Once per intrigue as a domain action, you can make an Operations test against an opposed domain's Resolve. On a success, choose a number of your infantry units equal to your domain size. Each unit has +2 to Attack and Defense during the next battle." - ] - }, - { - "name": "They're Going to Have a Hard Time Making Payroll This Week", - "source": "KaW", - "page": 64, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + "reaction": [ { - "other": "Underworld Syndicate (Thieves' Guild)" + "name": "Phase", + "entries": [ + "Máelodor adds 4 to his AC against one melee attack that would hit him. To do so, Máelodor must see the attacker. If this reaction would cause the attack to miss, the attacker takes 22 ({@damage 4d10}) force damage as they pass through Máelodor's incorporeal form." + ] } ], - "entries": [ - "As a domain action, make an Espionage test against an opposed domain's Resources. On a success, your domain's Resources level increases by by 1, and at the start of the next battle, one of the opposed domain's Tier I units of your choice must decrement its casualty die." - ] - }, - { - "name": "Despot", - "source": "KaW", - "page": 66, - "featureType": [ - "DTTL" + "legendaryHeader": [ + "Máelodor has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Despotic Regime (Leader)" + "name": "Villain Action 1: Hunting Hounds", + "entries": [ + "Máelodor whistles, causing three ghostly hounds to appear in unoccupied spaces he can see within 120 feet of him. These hounds use the {@creature ghost} stat block but can't use the Possession action. The hounds act immediately after they are summoned, act immediately after Máelodor on the same initiative count, and fight until they're destroyed. They follow Máelodor's commands and disappear if he dies." + ] + }, + { + "name": "Villain Action 2: Call of the Wild", + "entries": [ + "The Solstice Dog lets out a resounding howl, compelling creatures to join the pack. Any creatures within 300 feet of Máelodor and able to hear the howl must succeed on a {@dc 19} Charisma saving throw or be {@condition charmed} by Máelodor for 8 hours. A {@condition charmed} creature follows Máeldor's instructions to the best of its ability and treats Máelodor's enemies as its enemies. If a {@condition charmed} creature is damaged, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 3: Heartseeker Volley", + "entries": [ + "Máelodor fires a magical arrow skyward that bursts into a volley of arrows. Máelodor makes one longbow attack against each creature of his choice that he can see within 600 feet of him. If a target hit by this attack has fewer than 50 hit points, or is reduced to fewer than 50 hit points by the damage from this attack, the target immediately drops to 0 hit points." + ] } ], - "entries": [ - "When an enemy the despot can see drops to 0 hit points within 30 feet of them, the despot can use a reaction to have their attacks deal an extra {@damage 1d6} damage for 1 minute. If an enemy triggers this effect while the despot's attacks are already dealing this extra damage, the benefit is cumulative." + "attachedItems": [ + "longbow|phb" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "an enemy the despot can see drops to 0 hit points within 30 feet of them" - } + "traitTags": [ + "Incorporeal Movement", + "Legendary Resistances" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "A", + "N", + "O", + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "blinded", + "charmed" + ], + "savingThrowForced": [ + "charisma", + "dexterity" + ] }, { - "name": "Make an Example", + "name": "Tristan Vaslor", + "isNamedCreature": true, "source": "KaW", - "page": 66, - "featureType": [ - "DPWR" + "page": 158, + "size": [ + "M" ], - "prerequisite": [ + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Despotic Regime (Leader)" + "ac": 21, + "from": [ + "{@item +3 plate armor||+3 plate}" + ] } ], - "entries": [ - "As an action, the leader takes any number of power dice from their domain's pool. If the total of the dice is equal to or greater than the remaining hit points of one of the domain's lieutenant's, the leader executes the lieutenant. Each of the domain's remaining lieutenants can then immediately use a reaction to make one weapon attack or cast a cantrip with a casting time of 1 action." + "hp": { + "average": 294, + "formula": "28d8 + 168" + }, + "speed": { + "walk": 30 + }, + "str": 26, + "dex": 19, + "con": 22, + "int": 21, + "wis": 18, + "cha": 23, + "save": { + "dex": "+11", + "con": "+13", + "wis": "+11" + }, + "skill": { + "intimidation": "+13", + "perception": "+11" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 21, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "My Life for Yours", - "source": "KaW", - "page": 66, - "featureType": [ - "DPWR" + "immune": [ + "necrotic", + "poison" ], - "prerequisite": [ + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Common" + ], + "cr": "21", + "trait": [ { - "other": "Despotic Regime (Leader)" + "name": "Hunger Sight", + "entries": [ + "While Tristan holds Maethelgas, he knows the location of all creatures within 60 feet of him that aren't constructs or undead." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Tristan fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Pact of Power", + "entries": [ + "Maethelgas protects its wielder from all but the greatest of harm. If Tristan takes 15 or less damage from an attack or spell, he instead takes no damage from the attack or spell." + ] + }, + { + "name": "Seeking Sword", + "entries": [ + "As a bonus action, Tristan releases Maethelgas to hover magically in an unoccupied space within 5 feet of him. If Tristan can see the sword, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to his hands. If the hovering sword is targeted by any effect, Tristan is considered to be holding it. The hovering sword falls if Tristan dies." + ] } ], - "entries": [ - "When the leader is hit by a melee attack, they can take one power die from their domain's pool and cause a lieutenant within 5 feet of them to use a reaction to become the target of the attack instead. The attack's damage is reduced by the number on the power die. As part of the reaction, the lieutenant can then make a melee weapon attack against the triggering attacker." - ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the leader is hit by a melee attack" - } - }, - { - "name": "Death to Spies", - "source": "KaW", - "page": 66, - "featureType": [ - "DFTR" + "action": [ + { + "name": "Multiattack", + "entries": [ + "Tristan makes two attacks with Maethelgas and uses Paralyzing Fist, or uses Paralyzing Fist twice." + ] + }, + { + "name": "Maethelgas", + "entries": [ + "{@atk mw,rw} {@hit 18} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}25 ({@damage 4d6 + 11}) slashing damage plus 27 ({@damage 6d8}) necrotic damage. If the weapon is used to make a ranged attack, it immediately returns to Tristan's hand after the attack is resolved." + ] + }, + { + "name": "Paralyzing Fist", + "entries": [ + "{@atk mw,rw} {@hit 15} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}10 ({@damage 3d6}) bludgeoning damage. The target must succeed on a {@dc 19} Constitution saving throw or become {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If thrown, the fist flies back to reattach to Tristan's arm after the attack." + ] + }, + { + "name": "Drink of Life {@recharge 5}", + "entries": [ + "A creature marked by Tristan's Catch the Scent must succeed on a {@dc 15} Constitution saving throw or immediately drop to 0 hit points. Tristan heals an amount equal to the hit points lost." + ] + } ], - "prerequisite": [ + "reaction": [ { - "other": "Despotic Regime (Officer)" + "name": "Catch the Scent", + "entries": [ + "When Tristan makes a successful melee attack with Maethelgas, he can mark the target. Tristan has advantage on all melee weapon attacks against a marked target. A target remains marked until it dies or until Tristan marks a different target." + ] } ], - "entries": [ - "As a domain reaction when an opposed domain makes an Espionage test, an officer makes an Operations test against the opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1." - ] - }, - { - "name": "Readiness is All", - "source": "KaW", - "page": 66, - "featureType": [ - "DFTR" + "legendaryHeader": [ + "Tristan has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Despotic Regime (Officer)" + "name": "Villain Action 1: Arena of Pain", + "entries": [ + "Tristan conjures a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick centered around himself. The wall is made of whirling, razor-sharp blades formed from magical energy. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a {@dc 19} Dexterity saving throw, taking 33 ({@damage 6d10}) slashing damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute." + ] + }, + { + "name": "Villain Action 2: Whirlwind of Blood", + "entries": [ + "Maethelgas makes one attack against every enemy creature within 30 feet of Tristan, then flies to his hand or the position where it started this villain action (Tristan's choice)." + ] + }, + { + "name": "Villain Action 3: Soul Shred", + "entries": [ + "Tristan causes Maethelgas to tear at the soul of all creatures he can see within 60 feet. Each target must make a {@dc 19} Constitution saving throw, taking 61 ({@damage 7d8 + 30}) necrotic damage on a failed save, or half as much damage on a successful one." + ] } ], - "entries": [ - "If the despotic regime's Resources level is 2 or higher at the start of a battle, the level of another defense of the officer's choice increases by 1." + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "N", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity" ] }, { - "name": "The Crimson Guard (Special Unit)", + "name": "Khorsekef the Infinite", + "isNamedCreature": true, "source": "KaW", - "page": 66, - "featureType": [ - "DFTR" + "page": 162, + "size": [ + "M" ], - "prerequisite": [ + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ { - "other": "Despotic Regime (Officer)" + "ac": 18, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the despotic regime musters the Crimson Guard, a special unit of loyal soldiers who show no mercy to enemies.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/fSJu3i4.jpg" - }, - "title": "Crimson Guard unit card", - "maxWidth": 500 + "hp": { + "average": 304, + "formula": "32d8 + 160" + }, + "speed": { + "walk": 50, + "fly": 50 + }, + "str": 12, + "dex": 14, + "con": 20, + "int": 27, + "wis": 21, + "cha": 22, + "save": { + "con": "+12", + "int": "+15", + "wis": "+12" + }, + "skill": { + "arcana": "+15", + "history": "+15", + "perception": "+12", + "religion": "+15" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 22, + "resist": [ + "acid", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true } - ] - }, - { - "name": "Work the Prisoners to the Bone", - "source": "KaW", - "page": 66, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "all" + ], + "cr": "23", + "trait": [ { - "other": "Despotic Regime (Officer)" + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Khorsekef fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Khorsekef has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "As long as Khorsekef's will persists, he can't be truly destroyed. If Khorsekef is reduced to 0 hit points, his body is destroyed and he is banished from the current timeline. The instant this occurs, Khorsekef reappears at full health in Necropolis, the city at the center of the Abyss." + ] + }, + { + "name": "Stolen Moments", + "entries": [ + "As a bonus action, Khorsekef steals precious seconds from one creature he can see. On the target's next turn, it can either move, use an action, or use a bonus action; it can only use one, not all three. Once a creature has been affected by this ability, it is immune to the effects of Khorsekef's Stolen Moments for the next 24 hours. Each time Khorsekef uses this ability, he gains an additional 10 feet of movement. Khorsekef retains this additional movement for the next 24 hours." + ] + }, + { + "name": "Temporal Nexus", + "entries": [ + "Time bends strangely around Khorsekef, causing stress to the living. When a creature that is not undead moves within 60 feet of Khorsekef for the first time on a turn or starts its turn within 60 feet of him, that creature must succeed on a {@dc 20} Constitution saving throw or gain a level of {@condition exhaustion}." + ] } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the opposed domain immediately loses a number of levies equal to the despotic regime's domain size (chosen by whoever controls the opposed domain), and the despotic regime's Resources level increases by 1. If the opposed domain has no levies, it instead loses one unit, and the despotic regime's Resources level increases by 1." - ] - }, - { - "name": "Imperator Draconis", - "source": "KaW", - "page": 67, - "featureType": [ - "DTTL" - ], - "prerequisite": [ + "action": [ { - "other": "Draconic Empire (Leader)" + "name": "Multiattack", + "entries": [ + "Khorsekef makes one Stasis Touch attack and one Leeching Blast attack. He can replace one of these attacks with his Borrowed Time or his Lost in Time actions." + ] + }, + { + "name": "Stasis Touch", + "entries": [ + "{@atk ms} {@hit 15} to hit, reach 5 ft., one target. {@h}21 ({@damage 6d6}) force damage. The target must succeed on a {@dc 20} Constitution saving throw or become {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Leeching Blast", + "entries": [ + "{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}21 ({@damage 6d6}) necrotic damage. Khorsekef recovers hit points equal to the damage taken by the target." + ] + }, + { + "name": "Borrowed Time {@recharge 5}", + "entries": [ + "Khorsekef steals time from one creature he can see within 120 feet of him. The target must make a {@dc 20} Constitution saving throw, taking 65 ({@damage 10d12}) necrotic damage on a failed save, or half as much damage on a successful one. If the target fails the save, it also ages a number of years equal to the damage dealt. Khorsekef regains hit points equal to the damage dealt. If Khorsekef's body is destroyed, the aging effect is reversed." + ] + }, + { + "name": "Lost in Time {@recharge 5}", + "entries": [ + "Khorsekef banishes one creature he can see within 60 feet of him to a different timeline for 10 minutes. The target can use its action to attempt to merge back into the correct timeline. When it does so, it makes a {@dc 20} Intelligence check. On a success, it returns to the correct timeline. When the target returns, it reappears in the space it left, or if that space is occupied, in the nearest unoccupied space. Ruby dragons banished by this action return to their original timeline and can choose to remain in it for as long as they wish." + ] } ], - "entries": [ - "When the imperator draconis rolls a 1 or 2 on a damage die for an attack or effect that deals the damage type associated with the imperator's draconic ancestry (fire damage for gold or red dragons, lightning damage for blue or bronze dragons, and so forth), the imperator can reroll the die and must use the new roll." - ] - }, - { - "name": "Glittering Armor", - "source": "KaW", - "page": 67, - "featureType": [ - "DPWR" + "reaction": [ + { + "name": "Warp Step", + "entries": [ + "When an attack would hit Khorsekef, he can warp time and cause the attack to miss. The attacker must succeed on a {@dc 20} Constitution saving throw or be cursed with warp sickness. The cursed target gains a level of {@condition exhaustion} and can't regain hit points. The creature no longer benefits from the effects of a long rest and gains another level of {@condition exhaustion} every 24 hours. The curse lasts until removed by the {@spell remove curse} spell or similar magic or until Khorsekef's body is destroyed." + ] + } ], - "prerequisite": [ + "legendaryHeader": [ + "Khorsekef has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ { - "other": "Draconic Empire (Officer)" + "name": "Villain Action 1: Sands of Time", + "entries": [ + "Khorsekef swirls the sands of time around him. Each creature that is not undead within 120 feet of Khorsekef must succeed on a {@dc 20} Wisdom saving throw or be affected by the sands for 1 minute. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a {@dice d20}. On a 1-10, the spell functions normally. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by the sands can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 2: Compress Infinity", + "entries": [ + "Khorsekef compresses the infinite possibilities of time to unleash a catastrophic blast of force. Khorsekef chooses four points within 150 feet of him. Each creature in a 20-foot-radius sphere centered on those points must make a {@dc 20} Dexterity saving throw, taking 42 ({@damage 12d6}) force damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Villain Action 3: Final Countdown", + "entries": [ + "Khorsekef expels a portion of his own time to destroy others, cutting his remaining hit points in half. All creatures that are not constructs or undead within 60 feet of Khorsekef must make a {@dc 20} Constitution saving throw. On a failed save, a target takes 65 ({@damage 10d12}) necrotic damage and rapidly ages until it is {@dice 1d6} days away from death by old age. On a successful save, a target takes half as much necrotic damage and ages {@dice 1d10} years. While {@dice 1d6} days away from death, the creature has disadvantage on all attack rolls, ability checks, and saving throws, and its movement speed is halved. If Khorsekef's body is destroyed, the target regains the years lost by this effect; however, the target doesn't return to life if they died of old age before Khorsekef's body was destroyed." + ] } ], - "entries": [ - "As a reaction to taking damage, an officer can take any number of power dice from their domain's pool and reduce the amount of damage taken by the total of the dice. Additionally, the officer gains resistance to the type of damage that triggered this reaction for 1 minute or until they use this power again." + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Rejuvenation" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer takes damage" - } - }, - { - "name": "The Great and Terrible", - "source": "KaW", - "page": 67, - "featureType": [ - "DPWR" + "senseTags": [ + "U" ], - "prerequisite": [ - { - "other": "Draconic Empire (Officer)" - } + "actionTags": [ + "Multiattack" ], - "entries": [ - "When an officer is {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned}, they can use a reaction to expend a power die from their domain's pool and remove one of those conditions. They are then immune to that condition for a number of rounds equal to the number on the power die." + "languageTags": [ + "XX" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer becomes charmed, frightened, paralyzed, or stunned" - } - }, - { - "name": "Pillage", - "source": "KaW", - "page": 67, - "featureType": [ - "DFTR" + "damageTags": [ + "N", + "O" ], - "prerequisite": [ - { - "other": "Draconic Empire (Officer)" - } + "miscTags": [ + "AOE" ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Operations test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the draconic empire's Resources level increases by 1." + "conditionInflict": [ + "exhaustion", + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" ] }, { - "name": "Destruction Rains from Above", + "name": "Groyle Fleshender", + "isNamedCreature": true, "source": "KaW", - "page": 67, - "featureType": [ - "DFTR" + "page": 166, + "size": [ + "G" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Draconic Empire (Officer)" + "ac": 16, + "from": [ + "natural armor" + ] } ], - "entries": [ - "Once per intrigue as a domain action, an officer can make a {@dc 16} Diplomacy test. On a success, two allied dragons are summoned to harry the domain's enemies, chosen from the list below:", + "hp": { + "average": 315, + "formula": "18d20 + 126" + }, + "speed": { + "walk": 25 + }, + "resource": [ + { + "name": "Souls", + "value": 5, + "formula": "2d4" + } + ], + "str": 23, + "dex": 12, + "con": 25, + "int": 10, + "wis": 10, + "cha": 12, + "save": { + "str": "+11", + "con": "+12" + }, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 120 ft.", + "soulsight 60 ft." + ], + "passive": 15, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "13", + "trait": [ { - "type": "entries", - "name": "The Acrid Bite", + "name": "Goring Charge", "entries": [ - "This dragon unleashes streams of viscous acid that corrodes the armor and weapons of an opposed domain's forces. The target domain's Resources level decreases by 2." + "If Groyle moves at least 20 feet straight toward a creature, he can use his bonus action to make one gore attack targeting that creature. If the attack hits, the target must make a {@dc 20} Strength saving throw. On a failed save, the target takes an additional 13 ({@damage 2d12}) piercing damage and is pushed 10 feet away from Groyle and knocked {@condition prone}." ] }, { - "type": "entries", - "name": "The Bitter Frost", + "name": "Mark of Abhorrence (Costs 2 Souls)", "entries": [ - "This dragon unleashes vicious winter cold through an opposed domain's ranks. The target domain's Communications level decreases by 2." + "As a bonus action, Groyle chooses one creature he can see within 60 feet of him and marks it with his vile hatred. Whenever Groyle uses his Multiattack and targets the marked creature at least once, he can make one additional claw attack against the marked creature as part of the action. In addition, any attack roll Groyle makes against the marked target scores a critical hit on a roll of 19 or 20 on the {@dice d20}.", + "The mark lasts for 1 minute, or until the target is reduced to 0 hit points." ] }, { - "type": "entries", - "name": "The Flame Tongue", + "name": "Soul Frenzy", "entries": [ - "This dragon razes an opposed domain's forces with searing fire. The target domain's Resolve level decreases by 2." + "As long as Groyle's soul count is 3 or higher, he has advantage on melee attack rolls against any creature that doesn't have all its hit points." ] }, { - "type": "entries", - "name": "The Poisonous Wrath", + "name": "Soul Rend (Costs 1-5 Souls)", "entries": [ - "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes \u22122 to its Resources score until the end of the intrigue." + "When Groyle makes a successful attack against a creature, he can burn up to 5 souls and deal an extra 14 ({@damage 4d6}) damage for each soul burnt." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Groyle makes two attacks with his claws." ] }, { - "type": "entries", - "name": "The Silent Reaper", + "name": "Claw", "entries": [ - "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes \u22122 to its Resolve score until the end of the intrigue." + "{@atk mw} {@hit 11} to hit, reach 15 ft. one target. {@h}13 ({@damage 2d6 + 6}) slashing damage." ] }, { - "type": "entries", - "name": "The Storm Mayhem", + "name": "Gore", "entries": [ - "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes \u22122 to its Communications score until the end of the intrigue." + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}45 ({@damage 6d12 + 6}) piercing damage, and the target is swallowed if it is a Huge or smaller creature. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside Groyle, and it takes 21 ({@damage 6d6}) acid damage at the start of each of Groyle's turns. If Groyle takes 30 damage or more on a single turn from the swallowed creature, he must succeed on a {@dc 22} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of him. If Groyle dies, a swallowed creature is no longer {@condition restrained} by him and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}." ] } - ] - }, - { - "name": "Furnishings of the Hoard", - "source": "KaW", - "page": 68, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "reaction": [ { - "other": "Draconic Empire (Officer)" + "name": "Spiteful Defense (Costs 1 Soul)", + "entries": [ + "When Groyle is hit by an attack, he can bolster his armor. Until the start of his next turn, he gains a +5 bonus to his AC, including against the triggering attack." + ] } ], - "entries": [ - "If the draconic empire's Resources level is 2 or higher at the start of a battle, a number of aerial or artillery units equal to the draconic empire's domain size gain one of the following wands of an officer's choice: a {@optfeature wand of acid pool|KaW}, a {@optfeature wand of fire|KaW}, or a {@optfeature wand of lightning storm|KaW}." - ] - }, - { - "name": "Praetores Draconis (Special Unit)", - "source": "KaW", - "page": 68, - "featureType": [ - "DFTR" + "legendaryHeader": [ + "Groyle has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Draconic Empire (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the draconic empire musters the Praetores Draconis, a special unit of drake-mounted knights.", + "name": "Villain Action 1: Soul Sense", + "entries": [ + "Groyle locates the hostile creature with the highest number of hit points remaining that he can see with his soulsight and immediately moves up to 60 feet toward it. At the end of this movement, Groyle can make a gore attack using Goring Charge if possible." + ] + }, { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/84l18Ys.jpg" - }, - "title": "Praetores Draconis unit card" - } - ] - }, - { - "name": "Thane", - "source": "KaW", - "page": 69, - "featureType": [ - "DTTL" - ], - "prerequisite": [ + "name": "Villain Action 2: Earthbreaker", + "entries": [ + "With a furious roar, Groyle slams his massive claws into the earth and rends it asunder. Each creature within 30 feet of Groyle must succeed on a {@dc 20} Dexterity saving throw or be knocked {@condition prone}. Additionally, each creature that failed its saving throw can use either an action or a bonus action on its next turn, not both." + ] + }, { - "other": "Dwarven Thanedom (Leader)" + "name": "Villain Action 3: The End of All Flesh", + "entries": [ + "Hatred incarnate, boiling and crimson, seeps from Groyle's wounds. Each creature within 15 feet of Groyle must make a {@dc 20} Constitution saving throw, taking 27 ({@damage 6d8}) psychic damage plus 27 ({@damage 6d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this action has disadvantage on its Wisdom saving throw to prevent its soul from being consumed." + ] } ], - "entries": [ - "The thane cannot be {@condition stunned}. Additionally, the thane and any allies within 20 feet of them can add the dwarven thanedom's domain size to their initiative rolls." + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "A", + "N", + "P", + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" ] }, { - "name": "Iron Tide", + "name": "Hara'antar the Soulthief", + "isNamedCreature": true, "source": "KaW", - "page": 69, - "featureType": [ - "DPWR" + "page": 168, + "size": [ + "M" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Dwarven Thanedom (Officer)" + "ac": 18, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As an action, the leader can take a power die from their domain's pool. All allies who can see and hear the leader and are within 60 feet of them gain a bonus to weapon damage rolls or Armor Class (the leader's choice) equal to the number on the power die. This bonus lasts until the start of the leader's next turn." + "hp": { + "average": 195, + "formula": "26d8 + 78" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "resource": [ + { + "name": "Souls", + "value": 5, + "formula": "2d4" + } + ], + "str": 14, + "dex": 19, + "con": 17, + "int": 22, + "wis": 15, + "cha": 15, + "save": { + "wis": "+7", + "cha": "+7" + }, + "skill": { + "deception": "+7", + "perception": "+7", + "stealth": "+9" + }, + "senses": [ + "darkvision 120 ft.", + "soulsight 60 ft." + ], + "passive": 17, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Natural Sprinter", - "source": "KaW", - "page": 69, - "featureType": [ - "DPWR" + "immune": [ + "poison" ], - "prerequisite": [ + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "15", + "trait": [ { - "other": "Dwarven Thanedom (Officer)" + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Hara'antar fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Blood Pact", + "entries": [ + "The level of Hara'antar's spell slots is determined by the number of souls she has: 3rd level if Hara'antar has 1 soul, 5th level for 2-4 souls, 6th level for 5-7 souls, and 7th level for 8 or more souls." + ] + }, + { + "name": "Draining Hex (Costs 2 Souls)", + "entries": [ + "As a bonus action, Hara'antar can drain the life from one creature she is grappling. The target must make a {@dc 19} Charisma saving throw, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one. Hara'antar then regains a number of hit points equal to the damage taken." + ] + }, + { + "name": "Pact Magic", + "entries": [ + "Hara'antar is a spellcaster. She has four spell slots she can use to cast spells, requiring no material components; the spell slot's level is dependent on the number of souls Hara'antar currently has when she expends that spell slot (see Blood Pact). Hara'antar's spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks), and she regains all expended spell slots when she finishes a short or long rest. She knows the following spells:", + "3rd-7th level (4 slots; see Blood Pact): {@spell blight}, {@spell circle of death}, {@spell cloudkill}, {@spell counterspell}, {@spell ray of enfeeblement}" + ] + }, + { + "name": "Soul Rend (Costs 1-5 Souls)", + "entries": [ + "When Hara'antar makes a successful attack against a creature, she can burn up to 5 souls and deal an extra 14 ({@damage 4d6}) damage for each soul burnt." + ] } ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and increase their movement by 5 × the number on the power die. This benefit lasts until the end of the officer's next turn, during which time their movement does not provoke opportunity attacks." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Accelerated Industry", - "source": "KaW", - "page": 69, - "featureType": [ - "DFTR" + "action": [ + { + "name": "Multiattack", + "entries": [ + "Hara'antar makes three attacks: one with her bite and two with her pincers." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and Hara'antar can't bite another target." + ] + }, + { + "name": "Pincers", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 14 ({@damage 4d6}) necrotic damage." + ] + } ], - "prerequisite": [ + "reaction": [ { - "other": "Dwarven Thanedom (Officer)" + "name": "Malediction (Costs 1 Soul)", + "entries": [ + "When a creature Hara'antar can see within 60 feet of her makes a saving throw, she can utter a vile curse, rolling {@dice 1d6} and subtracting the number rolled from the creature's roll." + ] } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Operations test. On a success, the dwarven thanedom's Resources level increases by 2." - ] - }, - { - "name": "Blazing Forges", - "source": "KaW", - "page": 69, - "featureType": [ - "DFTR" + "legendaryHeader": [ + "Hara'antar has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Dwarven Thanedom (Officer)" + "name": "Villain Action 1: Rite of the Soulthief", + "entries": [ + "Hara'antar draws power from the souls of those nearby, using them to fuel dark magic. Hara'antar increases her soul count by an amount equal to the number of souls within 30 feet of her. A sentient creature counts as 1 soul; if another demon is within 30 feet, Hara'antar gains a number of souls equal to the demon's current soul count, and the demon loses all its souls. For example, if three sentient creatures and one demon with a soul count of 5 are within 30 feet of Hara'antar when she uses this villain action, Hara'antar's soul count increases by a total of 8 souls." + ] + }, + { + "name": "Villain Action 2: Rite of the Crimson Dark", + "entries": [ + "A foul mass of blood-tinged shadow erupts around Hara'antar, forming a 15-foot-radius sphere of magical darkness centered on her. This darkness spreads around corners and barriers. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. The darkness moves with Hara'antar and lasts until Hara'antar uses another villain action. Each creature who starts its turn in this darkness must make a {@dc 16} Wisdom saving throw. On a failed save, the creature must use its movement to exit the darkness' area of effect." + ] + }, + { + "name": "Villain Action 3: Rite of the Blood Eclipse", + "entries": [ + "Hara'antar chooses one sentient creature she can see within 60 feet of her and drains its soul of life. The creature must immediately make a {@dc 19} Charisma saving throw. On a failed save, the creature takes 42 ({@damage 12d6}) psychic damage and is {@condition paralyzed} until the end of Hara'antar's next turn. On a success, the creature takes half as much damage and is not {@condition paralyzed}. Hara'antar then regains a number of hit points equal to double the amount of damage taken." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 14} Operations test. On a success, the dwarven thanedom gains the following benefit until the end of the intrigue: When the dwarven thanedom successfully uses Operations to muster infantry, one officer gains a +1 bonus to attack and damage rolls to one of their weapons or a +1 bonus to Armor Class for their armor. A weapon or suit of armor can receive this bonus only once per intrigue. These bonuses last until the end of the intrigue." + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "N", + "P", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "grappled", + "paralyzed", + "restrained" + ], + "savingThrowForced": [ + "charisma", + "wisdom" ] }, { - "name": "Siege Manufacturing", - "source": "KaW", - "page": 70, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Dwarven Thanedom (Officer)" + "name": "Zor'yal Lifeswallower", + "isNamedCreature": true, + "source": "KaW", + "page": 170, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + 16 + ], + "hp": { + "average": 199, + "formula": "21d10 + 84" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "resource": [ + { + "name": "Souls", + "value": 7, + "formula": "3d4" + } + ], + "str": 20, + "dex": 22, + "con": 18, + "int": 16, + "wis": 18, + "cha": 15, + "save": { + "dex": "+11", + "int": "+8" + }, + "skill": { + "investigation": "+8", + "perception": "+14", + "stealth": "+16" + }, + "senses": [ + "darkvision 120 ft.", + "soulsight 60 ft." + ], + "passive": 24, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true } ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the dwarven thanedom does one of the following:", + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "16", + "trait": [ { - "type": "entries", - "name": "The Device", + "name": "Abyssal Resistance (Costs 1 Soul)", "entries": [ - "The thanedom musters the Device, a special unit of heavy infantry.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/vjxAvZ7.jpg" - }, - "title": "The Device unit card" - } + "If Zor'yal fails a saving throw, she can choose to succeed instead." ] }, { - "type": "entries", - "name": "Walking Walls", + "name": "Lacerate (Costs 1-3 Souls)", "entries": [ - "The thanedom builds a mobile fortification that acts as a wall, but which can move around the battlefield on intricate mechanical legs. Each walking wall is treated as a fortification taking up 1 space, and the dwarven thanedom places it on any space on their side of the battlefield at the end of deployment. When a dwarven thanedom infantry unit moves out of a walking wall's space, that unit can bring the walking wall with them. Other units cannot move these walls, but can still gain their benefit." + "When Zor'yal takes the Attack action on her turn, she can burn up to 3 souls and make an additional weapon attack for each soul burnt." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "Zor'yal deals an extra 24 ({@damage 7d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Zor'yal doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Wounding Mist", + "entries": [ + "As long as Zor'yal's soul count is 2 or higher, she is cloaked by blood-soaked clouds of mist. The mist extends a distance of 10 feet from Zor'yal. This area is heavily obscured, and demons within the mist (including Zor'yal) are hidden and {@condition invisible} to soulsight. The mist moves with Zor'yal and can't be dispelled by any magical or nonmagical means. Zor'yal can see through the mist." + ] + }, + { + "name": "Wounding Step (Costs 2 Souls)", + "entries": [ + "As a bonus action, Zor'yal can teleport to an unoccupied space she can see within 90 feet of her. Her teleportation is accompanied by a cacophony of screams, and immediately after she disappears, each creature within 10 feet of the space she left must make a {@dc 19} Wisdom saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much on a successful one. A creature who failed the saving throw can't regain hit points until the start of Zor'yal's next turn." ] } - ] - }, - { - "name": "Warpath", - "source": "KaW", - "page": 70, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "action": [ { - "other": "Dwarven Thanedom (Officer)" + "name": "Venomous Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 13 ({@damage 2d12}) poison damage." + ] } ], - "entries": [ - "If the dwarven thanedom's Resources level is 2 or higher at the start of a battle, officers can reroll Attack tests for units controlled by the thanedom during the battle, and must use the new result. They can reroll a total number of times equal to the dwarven thanedom's domain size." - ] - }, - { - "name": "Monarch of Mischief", - "source": "KaW", - "page": 70, - "featureType": [ - "DTTL" - ], - "prerequisite": [ + "reaction": [ { - "other": "Fey Court (Leader)" + "name": "Weakening Mist (Costs 1 Soul)", + "entries": [ + "When Zor'yal is hit with an attack, she can use her reaction to halve the attack's damage against her. If the attack was a critical hit, it becomes a normal hit." + ] } ], - "entries": [ - "As an action, the monarch of mischief chooses one creature they can see within 30 feet of them. That creature must make a Wisdom saving throw with a DC equal to 8 + the monarch's proficiency bonus + the monarch's Charisma modifier. On a failure, the target is charmed by the monarch for 1 minute. A charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.", - "The monarch of mischief can use this feature a number of times equal to the fey court's domain size, and regains all expended uses when they finish a long rest." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Now You See Me...and Me...and Me!", - "source": "KaW", - "page": 70, - "featureType": [ - "DPWR" + "legendaryHeader": [ + "Zor'yal has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Fey Court (Leader)" + "name": "Villain Action 1: Boiling Blood", + "entries": [ + "With a wet hiss, the blood-stained clouds of her Wounding Mist grow even larger. Until Zor'yal uses another villain action, the mist has a radius of 30 feet. In addition, each non-demon creature that begins its turn within the mist must succeed on a {@dc 19} Constitution saving throw or take 16 ({@damage 3d10}) fire damage." + ] + }, + { + "name": "Villain Action 2: Baleful Teleport", + "entries": [ + "Zor'yal chooses up to four creatures within 30 feet of her that she can see. Each chosen creature must succeed on a {@dc 19} Charisma saving throw or take 16 ({@damage 3d10}) psychic damage and be teleported to unoccupied space of Zor'yal's choice within 30 feet of her." + ] + }, + { + "name": "Villain Action 3: Bane of the Lifeswallower", + "entries": [ + "Tendrils of brackish ichor lash out from Zor'yal. She chooses up to three creatures that she can see within 120 feet of her. Each creature must make a {@dc 19} Constitution saving throw, taking 52 ({@damage 8d12}) poison damage on a failed save, or half as much damage on a successful one. The creature's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0, and Zor'yal automatically consumes its soul." + ] } ], - "entries": [ - "As a bonus action, the leader can take any number of power dice from their domain's pool and summon a number of duplicates equal to the total of the dice. These duplicates function the same way as the duplicates created by a {@spell mirror image} spell, except that the leader must roll a 6 or higher to change an attack's target if they have three or more duplicates." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Watch Where You Swing", - "source": "KaW", - "page": 72, - "featureType": [ - "DPWR" + "traitTags": [ + "Sneak Attack" ], - "prerequisite": [ - { - "other": "Fey Court (Officer)" - } + "senseTags": [ + "SD" ], - "entries": [ - "When a fey court officer is hit by an attack, the officer can use a reaction to take a power die from their domain's pool, then choose a creature within 10 feet of the officer to become the target of the attack instead. If the attack hits, it deals extra damage equal to the number on the power die." + "languageTags": [ + "AB", + "C" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer is hit by an attack" - } - }, - { - "name": "Disillusioned Illusions", - "source": "KaW", - "page": 72, - "featureType": [ - "DFTR" + "damageTags": [ + "F", + "I", + "P", + "Y" ], - "prerequisite": [ - { - "other": "Fey Court (Officer)" - } + "miscTags": [ + "AOE", + "HPR", + "MW", + "RCH" ], - "entries": [ - "If the fey court's Communications level is 2 or higher at the end of deployment, an officer selects a number of opposed units equal to the fey court's domain size and forces those units to attack another unit of the officer's choice within range. Attack tests for these attacks are made with disadvantage." + "savingThrowForced": [ + "charisma", + "constitution", + "wisdom" ] }, { - "name": "Fairy Circles", + "name": "Vorg'aut Harrowfist", + "isNamedCreature": true, "source": "KaW", - "page": 72, - "featureType": [ - "DFTR" + "page": 172, + "size": [ + "M" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Fey Court (Officer)" + "ac": 20, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, at the end of the next deployment, the fey court can secretly place a number of undetectable traps on the battlefield equal to the fey court's domain size. These traps cannot be placed in spaces occupied by opposed units. When an opposed unit enters a trapped space, the unit is pulled into the fairy realm and removed from the battlefield until the end of their next turn, and the trap disappears." - ] - }, - { - "name": "Surely You Jest (Special Unit)", - "source": "KaW", - "page": 72, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "Fey Court (Officer)" + "hp": { + "average": 228, + "formula": "24d8 + 120" + }, + "speed": { + "walk": 0, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "resource": [ + { + "name": "Souls", + "value": 7, + "formula": "3d4" + } + ], + "str": 27, + "dex": 18, + "con": 21, + "int": 18, + "wis": 16, + "cha": 16, + "save": { + "str": "+14", + "con": "+11" + }, + "senses": [ + "darkvision 120 ft.", + "soulsight 60 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from attacks that aren't silvered", + "cond": true } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the fey court musters a specialty aerial unit of flying fey, the Court Jesters.", + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "17", + "trait": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/12QZmxA.jpg" - }, - "title": "Court Jesters unit card" + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Vorg'aut fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Gouging Bloodform (Costs 1 Soul)", + "entries": [ + "When Vorg'aut moves on her turn, she can choose to twist the terrain in her wake. Each unoccupied space she passes through until the end of her turn becomes difficult terrain for all creatures that are not demons for 1 minute." + ] + }, + { + "name": "Might of the Harrowfist (Costs 2 Souls)", + "entries": [ + "As a bonus action, Vorg'aut can detach her coalescing fist from her arm, commanding it from afar. The fist flies up to 90 feet and attacks one creature or object of Vorg'aut's choice within 10 feet of it.", + "While the fist is detached, Vorg'aut can use a bonus action to command it to fly up to 90 feet to another spot she can see. As part of the same bonus action, Vorg'aut can command the fist to attack one creature or object within 10 feet of it.", + "After three rounds, the fist returns to Vorg'aut's arm." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "Vorg'aut deals double damage to objects and structures." + ] + }, + { + "name": "Soul-Fueled Strikes", + "entries": [ + "As long as Vorg'aut's soul count is 3 or higher, her weapon attacks count as magical for the purposes of overcoming resistances and immunities." + ] } - ] - }, - { - "name": "Your Own Worst Enemy", - "source": "KaW", - "page": 72, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "action": [ { - "other": "Fey Court (Officer)" + "name": "Multiattack", + "entries": [ + "Vorg'aut makes three attacks: one with her barbed tail and two unarmed strikes." + ] + }, + { + "name": "Barbed Tail", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one Medium or smaller creature. {@h}19 ({@damage 2d10 + 8}) bludgeoning damage plus 19 ({@damage 2d10 + 8}) slashing damage, and the target is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and Vorg'aut can't use her barbed tail against another target." + ] + }, + { + "name": "Unarmed Strike", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d10 + 8}) bludgeoning damage." + ] + }, + { + "name": "Coalescing Fist", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}41 ({@damage 6d10 + 8}) bludgeoning damage. The target must succeed on a {@dc 18} Strength saving throw or be pushed back 30 feet and knocked {@condition prone}." + ] + }, + { + "name": "Shattering Bloodform (Costs 2 Souls)", + "entries": [ + "Vorg'aut warps the battlefield, splitting it with abyssal fissures. Each creature within 30 feet of Vorg'aut must succeed on a {@dc 18} Dexterity saving throw or be thrown {@dice 1d6 × 10} feet straight in the air. Any target without a flying speed falls, taking bludgeoning damage from falling, and lands {@condition prone}." + ] } ], - "entries": [ - "Once per intrigue as a domain bonus action, a fey court officer can make a Lore test against an opposed domain's Communications. On a success, the court's Communications level increases by 1. Additionally, at the start of the next battle, the highest-tier unit of the opposed domain is duplicated in the closest unoccupied space. If the opposed domain has two or more units in the highest tier, the GM picks one at random. This duplicate unit has the Ethereal trait, is under the fey court's control, and lasts until the end of the battle. " - ] - }, - { - "name": "Jarl", - "source": "KaW", - "page": 72, - "featureType": [ - "DTTL" - ], - "prerequisite": [ + "reaction": [ { - "other": "Giant Jarldom (Leader)" + "name": "Vengeful Bloodform (Costs 1 Soul)", + "entries": [ + "When Vorg'aut is damaged by a creature within 60 feet of her that she can see, she can twist the battlefield in retaliation. The creature must make a {@dc 18} Dexterity saving throw. On a failed save, the creature takes 13 ({@damage 3d8}) bludgeoning damage and is {@condition restrained}. On a success, the creature takes half as much damage and is not {@condition restrained}.", + "A {@condition restrained} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] } ], - "entries": [ - "The jarl can't be knocked {@condition prone} or moved against their will. Additionally, when the jarl hits a creature with a melee attack, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." - ] - }, - { - "name": "The Bigger I Am, the Harder You Fall", - "source": "KaW", - "page": 73, - "featureType": [ - "DPWR" + "legendaryHeader": [ + "Vorg'aut has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ + { + "name": "Villain Action 1: Summon Lieutenant", + "entries": [ + "Vorg'aut summons an allied {@creature glabrezu}, one of the elite soldiers of the Corrosion, to aid her in battle. The glabrezu appears in an unoccupied space within 15 feet of Vorg'aut, acts on its own initiative count each round, and fights until it is destroyed. It follows Vorg'aut's commands and disappears if she dies." + ] + }, + { + "name": "Villain Action 2: Commander's Fury", + "entries": [ + "Vicious and unforgiving, Vorg'aut empowers her strikes with acrid rage. Until she uses another villain action, Vorg'aut gains a +5 bonus to all attack and damage rolls, and she scores a critical hit on a roll of 15-20 on a {@dice d20}." + ] + }, { - "other": "Giant Jarldom (Officer)" + "name": "Villain Action 3: Caustic Retribution", + "entries": [ + "Putrid red light envelops Vorg'aut's form, then lashes out in corrosive beams. Vorg'aut chooses up to five creatures she can see within 120 feet of her. Each target must make a {@dc 18} Constitution saving throw. On a failed save, the target takes 39 ({@damage 6d12}) acid damage and has disadvantage on all Strength- and Dexterity-based attack rolls, Strength and Dexterity checks, and Strength and Dexterity saving throws for 1 minute. On a success, a target takes half as much damage but suffers no other effect." + ] } ], - "entries": [ - "As a bonus action, an officer removes one power die from their domain's pool. The officer gains a bonus to weapon attack and damage rolls equal to the number on the die, and any creature the officer hits with an attack is knocked prone. At the end of each of the officer's turns, decrement the power die." + "traitTags": [ + "Siege Monster" ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Thick Hide", - "source": "KaW", - "page": 73, - "featureType": [ - "DPWR" + "senseTags": [ + "SD" ], - "prerequisite": [ - { - "other": "Giant Jarldom (Officer)" - } + "actionTags": [ + "Multiattack" ], - "entries": [ - "When an officer is hit by a weapon attack, they can use a reaction to take one power die from their domain's pool. Until the start of the officer's next turn, any damage they take from weapon attacks (including the triggering attack) is reduced by an amount equal to the number on the die." + "languageTags": [ + "AB", + "C" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer is hit by a weapon attack" - } - }, - { - "name": "Bring the Big Rocks", - "source": "KaW", - "page": 73, - "featureType": [ - "DFTR" + "damageTags": [ + "A", + "B", + "S" ], - "prerequisite": [ - { - "other": "Giant Jarldom (Officer)" - } + "miscTags": [ + "AOE", + "MW", + "RCH" ], - "entries": [ - "Once per intrigue as a domain action, an officer can make a {@dc 13} Operations test. On a success, all units controlled by the giant jarldom with the Rock! trait gain the Siege Weapon trait." + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" ] }, { - "name": "Indomitable Might", + "name": "Trall the Mindbreaker", + "isNamedCreature": true, "source": "KaW", - "page": 73, - "featureType": [ - "DFTR" + "page": 174, + "size": [ + "L" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Giant Jarldom (Officer)" + "ac": 19, + "from": [ + "natural armor" + ] } ], - "entries": [ - "If the giant jarldom's Communications level is 2 or higher at the start of a battle, officers can reroll Power tests for units controlled by the jarldom during the battle, and must use the new result. They can reroll a total number of times equal to the giant jarldom's domain size." - ] - }, - { - "name": "Runic Omens", - "source": "KaW", - "page": 73, - "featureType": [ - "DFTR" + "hp": { + "average": 238, + "formula": "28d10 + 84" + }, + "speed": { + "walk": 40 + }, + "resource": [ + { + "name": "Souls", + "value": 7, + "formula": "3d4" + } + ], + "str": 11, + "dex": 12, + "con": 16, + "int": 23, + "wis": 14, + "cha": 18, + "save": { + "con": "+9", + "int": "+12" + }, + "skill": { + "arcana": "+12", + "history": "+12", + "perception": "+8" + }, + "senses": [ + "soulsight 120 ft.", + "truesight 120 ft." + ], + "passive": 18, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from attacks that aren't silvered", + "cond": true + } ], - "prerequisite": [ + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common", + "telepathy 120 ft." + ], + "cr": "19", + "spellcasting": [ { - "other": "Giant Jarldom (Officer)" + "type": "spellcasting", + "name": "Spellcasting (Costs 1+ Souls)", + "headerEntries": [ + "Trall can burn souls to cast spells. Her spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Souls replace a spell's usual components; certain spells require more souls to cast, as indicated below. She can cast the following spells at 7th level: 1 Soul: {@spell magic missile}, {@spell shield} 2 Souls: {@spell levitate}, {@spell misty step}, {@spell ray of enfeeblement} 3 Souls: {@spell counterspell}, {@spell fireball}, {@spell hold monster}, {@spell slow}" + ], + "ability": "int" } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 13} Lore test. On a success, the giant jarldom's Communications level increases by 1, and each of its officers gains resistance to damage dealt by spells during the first round of the next combat against officers of an opposed domain." - ] - }, - { - "name": "There Are Giants in the Sky (Special Unit)", - "source": "KaW", - "page": 73, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + "trait": [ { - "other": "Giant Jarldom (Officer)" + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Trall fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Limited Magic Immunity", + "entries": [ + "As long as Trall's soul count is 3 or higher, she is immune to spells of 3rd level or lower unless she wishes to be affected." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Trall has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Quickened Mind (Costs 1 Soul)", + "entries": [ + "When Trall casts a spell that has a casting time of 1 action, she can burn an additional soul to change the casting time to 1 bonus action for this casting." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the giant jarldom musters the Pet Roc special unit, an enormous and legendary bird of prey.", + "action": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/xsK0l5K.jpg" - }, - "title": "Pet Roc unit card" + "name": "Multiattack", + "entries": [ + "Trall makes four claw attacks or two Mindshriek attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}4 ({@damage 1d8}) slashing damage plus 22 ({@damage 4d10}) psychic damage." + ] + }, + { + "name": "Mindshriek", + "entries": [ + "{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}39 ({@damage 6d10 + 6}) psychic damage." + ] } - ] - }, - { - "name": "Prime Sophist", - "source": "KaW", - "page": 74, - "featureType": [ - "DTTL" ], - "prerequisite": [ + "reaction": [ { - "other": "Gnomish Kingdom (Leader)" + "name": "Mindtrick (Costs 1 Soul)", + "entries": [ + "When Trall is hit by an attack, she can reveal that the creature is attacking a false image of her, and that her true location is elsewhere. Trall takes no damage and appears instead in an unoccupied space within 25 feet of her original location as the false image fades." + ] + }, + { + "name": "Mindspike (Costs 3 Souls)", + "entries": [ + "When Trall is targeted by a divination spell or any other form of magical scrying, she can stab a vicious lance of psychic energy into the caster's mind. The caster must immediately make a {@dc 20} Charisma saving throw, taking 70 ({@damage 20d6}) psychic damage on a failed save, or half as much damage on a successful one.", + "For the next 24 hours, Trall knows the location of the caster, regardless of which plane they are on or any defenses the caster may have against detection. During this time, Trall can use a bonus action to teleport to an unoccupied space within 30 feet of the caster." + ] } ], - "entries": [ - "The prime sophist can take the Help action as a bonus action.", - "Additionally, the prime sophist is able to make a quick study of their foes' weak points. When the prime sophist hits an enemy with an attack, they can make the attack a critical hit. The prime sophist can use this feature a number of times equal to 1 + the gnomish kingdom's domain size. They regain all expended uses when they finish a long rest." - ] - }, - { - "name": "Never Underestimate the Small", - "source": "KaW", - "page": 74, - "featureType": [ - "DPWR" + "legendaryHeader": [ + "Trall has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Gnomish Kingdom (Officer)" + "name": "Villain Action 1: Arcane Mirage", + "entries": [ + "Trall summons a horde of illusory duplicates, which shift around her and make it nigh impossible to track the true Trall. Until she takes another villain action, the duplicates move with her and mimic her actions. Whenever a creature targets Trall with an attack while these duplicates surround her, the creature must first succeed on a {@dc 20} Wisdom (Perception) check, targeting one of the illusions on a failure. The duplicates can't be destroyed by nonmagical means, but can be magically dispelled with a {@spell dispel magic} spell and a successful {@dc 19} check made with the caster's spellcasting ability." + ] + }, + { + "name": "Villain Action 2: Nightmare Phantasmic", + "entries": [ + "With a cruel smile, Trall infiltrates the minds of her opponents, infesting the battlefield with their greatest fears come to life. Up to three creatures Trall can see within 120 feet of her must make a {@dc 20} Wisdom saving throw. On a failed save, a target becomes {@condition frightened}, and at the end of each of the target's turns, the target must succeed on a {@dc 20} Wisdom saving throw or take 22 ({@damage 4d10}) psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Villain Action 3: Command Psyche", + "entries": [ + "Trall chooses one creature she can see within 120 feet of her and twists its truths into vicious lies. The creature must make a {@dc 20} Charisma saving throw; if the creature has taken psychic damage from Trall within the last minute, the saving throw is made with disadvantage. On a failed save, the creature is {@condition charmed} for 24 hours. The {@condition charmed} target obeys Trall's verbal or telepathic commands. If the target takes more than 20 damage on a single turn, the target can repeat the saving throw with disadvantage, ending the {@condition charmed} condition on itself on a success." + ] } ], - "entries": [ - "When an officer is hit by a weapon attack, each other officer of the gnomish kingdom can use a reaction to take a power die from their domain's pool and make one weapon attack against the attacker. This attack deals extra damage equal to the number on the power die if it hits." + "traitTags": [ + "Magic Resistance" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the officer is hit by a weapon attack" - } - }, - { - "name": "Thinking Outside the Box", - "source": "KaW", - "page": 74, - "featureType": [ - "DPWR" + "senseTags": [ + "U" ], - "prerequisite": [ - { - "other": "Gnomish Kingdom (Officer)" - } + "actionTags": [ + "Multiattack" ], - "entries": [ - "When an officer makes a saving throw that is not an Intelligence saving throw, they can take a power die from their domain's pool, then make an Intelligence saving throw instead of the original save, with a bonus equal to the number on the power die." + "languageTags": [ + "AB", + "C", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "charmed", + "frightened" + ], + "savingThrowForced": [ + "charisma", + "wisdom" ] }, { - "name": "Clever Together", + "name": "Sylt Bloodheat", + "isNamedCreature": true, "source": "KaW", - "page": 74, - "featureType": [ - "DFTR" + "page": 176, + "size": [ + "H" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Gnomish Kingdom (Officer)" + "ac": 20, + "from": [ + "natural armor" + ] } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test to petition an NPC realm for research assistance. The DC for this test depends on the NPC realm's disposition toward the gnomish kingdom, as shown on the following table.", - { - "type": "table", - "caption": "Optional Caption", - "colLabels": [ - "Attitude", - "Diplomacy DC", - "" - ], - "colStyles": [ - "col-1 text-left", - "col-2 text-center", - "col-9 text-left" + "hp": { + "average": 250, + "formula": "20d12 + 120" + }, + "speed": { + "walk": 60, + "climb": 60 + }, + "resource": [ + { + "name": "Souls", + "value": 10, + "formula": "4d4" + } + ], + "str": 22, + "dex": 15, + "con": 23, + "int": 26, + "wis": 21, + "cha": 16, + "save": { + "str": "+13", + "con": "+13", + "int": "+15", + "cha": "+10" + }, + "skill": { + "insight": "+12", + "intimidation": "+17", + "perception": "+12", + "stealth": "+16" + }, + "senses": [ + "soulsight 120 ft.", + "truesight 120 ft." + ], + "passive": 22, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" ], - "rows": [ - [ - "Hostile", - "18" - ], - [ - "Suspicious", - "15" - ], - [ - "Neutral", - "13" - ], - [ - "Friendly", - "10" - ], - [ - "Allied", - "8" - ] + "note": "from attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common" + ], + "cr": "21", + "trait": [ + { + "name": "Abyssal Resistance (Costs 1 Soul)", + "entries": [ + "If Sylt fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Bloodheat", + "entries": [ + "Burning scarlet, the air of the Bloodheat surrounds Sylt, pulling souls across the Waste to sustain her and her underlings. At the start of her turn, Sylt automatically gains {@dice 1d4 + 1} souls, and each demon within 30 feet of her gains 1 soul." + ] + }, + { + "name": "Fell Focus (Costs 3 Souls)", + "entries": [ + "As a bonus action, Sylt can summon three scourges of putrid necrotic energy. Sylt makes a ranged spell attack against up to three creatures she can see within 120 feet of her with a +15 bonus to the attack roll. On a hit, a target takes 26 ({@damage 4d8 + 8}) necrotic damage, and must succeed on a {@dc 23} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest.", + "After making these attacks, Sylt can then teleport to an unoccupied space she can see within 120 feet or her." + ] + }, + { + "name": "Lacerate (Costs 1-3 Souls)", + "entries": [ + "When Sylt takes the Attack action on her turn, she can burn up to 3 souls and make an additional weapon attack for each soul burnt." + ] + }, + { + "name": "Lethe Immunity", + "entries": [ + "Sylt is immune to the effects of lethe when she drops to 0 souls." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Sylt has advantage on saving throws against spells and other magical effects." ] }, - "On a success, the gnomish kingdom gains a +1 bonus to Lore tests until the end of the intrigue, and its Communications level increases by 1." - ] - }, - { - "name": "Mirror Legion (Special Unit)", - "source": "KaW", - "page": 75, - "featureType": [ - "DFTR" - ], - "prerequisite": [ { - "other": "Gnomish Kingdom (Officer)" + "name": "Soul-Fueled Strikes", + "entries": [ + "As long as Sylt's soul count is 5 or higher, her weapon attacks count as magical for the purposes of overcoming resistances and immunities." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the gnomish kingdom musters a special unit of magic-reflective constructs: the Mirror Legion.", + "action": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/XWDhJoz.jpg" - }, - "title": "The Mirror Legion unit card" + "name": "Multiattack", + "entries": [ + "Sylt can use her Frightful Presence. She then makes four claw attacks." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of Sylt's choice that is within 120 feet of her and aware of her presence must succeed on a {@dc 23} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sylt's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage plus 13 ({@damage 3d8}) necrotic damage." + ] } - ] - }, - { - "name": "Raw Firepower", - "source": "KaW", - "page": 75, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "reaction": [ { - "other": "Gnomish Kingdom (Officer)" + "name": "Dark Command (Costs 2 Souls)", + "entries": [ + "When a creature Sylt can see within 30 feet of her attempts to move, Sylt can ensnare the creature in her grasp. The creature must succeed on a {@dc 23} Charisma saving throw or be {@condition stunned} until the start of its next turn." + ] } ], - "entries": [ - "If the gnomish kingdom's Communications level is 2 or higher at the start of a battle, all the gnomish kingdom's artillery units deploy for that battle with heavy equipment." - ] - }, - { - "name": "Warfare Engineers", - "source": "KaW", - "page": 75, - "featureType": [ - "DFTR" + "legendaryHeader": [ + "Sylt has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Gnomish Kingdom (Officer)" + "name": "Villain Action 1: Master of the Court", + "entries": [ + "Sylt summons three demons to fight at her side. The demons must be challenge rating 8 or lower and can't have lair, legendary, or villain actions. They each appear in an unoccupied space within 30 feet of Sylt, act on their own initiative count each round, and fight until they are destroyed. They follow Sylt's commands and disappear if she dies." + ] + }, + { + "name": "Villain Action 2: Schemer's Gambit", + "entries": [ + "Sylt chooses up to five creatures she can see within 300 feet of her and commands them to move, rearranging the field to suit her dark battle plans. Each target must succeed on a {@dc 23} Wisdom saving throw or immediately move up to their movement speed in a direction of Sylt's choice. Creatures allied with Sylt can choose to fail this saving throw." + ] + }, + { + "name": "Villain Action 3: Hail the Crown", + "entries": [ + "The crimson halo adorning Sylt's head flares with ungodly light, and screeching pits of abyssal horror erupt at three different points she can see within 300 feet of her. Each creature within 30 feet of each point must make a {@dc 23} Dexterity saving throw. A target takes 42 ({@damage 12d6}) necrotic damage and 42 ({@damage 12d6}) psychic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one pit is affected only once." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 15} Lore test. On a success, the gnomish kingdom designs and outfits its soldiers with brutally destructive weaponry, granting each of its artillery units the Siege Weapon trait." + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "N", + "P", + "Y" + ], + "miscTags": [ + "AOE", + "HPR", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "stunned" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "dexterity", + "wisdom" ] }, { - "name": "King Boss", + "name": "Hate Devil", "source": "KaW", - "page": 75, - "featureType": [ - "DTTL" + "page": 179, + "size": [ + "L" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ { - "other": "Goblinoid Coalition (Leader)" + "ac": 17, + "from": [ + "natural armor" + ] } ], - "entries": [ - "When a creature the king boss can see targets them with an attack, the king boss can use a reaction to choose an ally within 5 feet of them. The two swap places, and the chosen ally becomes the target of the triggering attack instead." + "hp": { + "average": 115, + "formula": "11d10 + 55" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 20, + "dex": 14, + "con": 21, + "int": 18, + "wis": 14, + "cha": 18, + "save": { + "str": "+9", + "con": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "a creature the king boss can see targets them with an attack" - } - }, - { - "name": "Cheap Shot", - "source": "KaW", - "page": 76, - "featureType": [ - "DPWR" + "immune": [ + "fire", + "poison" ], - "prerequisite": [ - { - "other": "Goblinoid Coalition (Officer)" - } + "conditionImmune": [ + "poisoned" ], - "entries": [ - "When an officer hits with a weapon attack, they can take a power die from their domain's pool to wound the target of the attack. At the start of each of the target's turns, it takes {@damage 1d4} necrotic damage for each wound it has. A wound lasts a number of rounds equal to the number on the power die." - ] - }, - { - "name": "Worg Pack", - "source": "KaW", - "page": 76, - "featureType": [ - "DPWR" + "languages": [ + "Infernal", + "telepathy 120 ft." ], - "prerequisite": [ + "cr": "9", + "spellcasting": [ { - "other": "Goblinoid Coalition (Leader)" + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The devil's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no components:" + ], + "will": [ + "{@spell darkness}", + "{@spell detect magic}", + "{@spell dispel magic}" + ], + "daily": { + "3e": [ + "{@spell dimension door}", + "{@spell phantasmal killer}" + ] + }, + "ability": "cha" } ], - "entries": [ - "As a bonus action, the leader can take a power die from their domain's pool to summon worg guardians. A number of {@creature worg|MM|worgs} equal to half the number on the die (minimum one) appear in unoccupied spaces the leader can see within 60 feet of them. A summoned worg's weapon attacks are magical, and it gains temporary hit points equal to 5 × the goblinoid coalition's domain size. The worgs act on their own initiative, following the leader's commands and attacking the leader's enemies. A summoned worg disappears after 1 hour or when it drops to 0 hit points." - ] - }, - { - "name": "Mumbo Jumbo", - "source": "KaW", - "page": 76, - "featureType": [ - "DFTR" + "trait": [ + { + "name": "Aura of Enmity", + "entries": [ + "Any creature hostile to the devil that starts its turn within 30 feet of the devil must make a {@dc 16} Wisdom saving throw, unless the devil is {@condition incapacitated}. On a failed save, the creature becomes {@condition charmed} by the devil until the end of the devil's next turn.", + "While {@condition charmed}, a creature's eyes glow with green fire. On its turn, a {@condition charmed} creature must act in one of the following ways, chosen by the {@condition charmed} creature:", + { + "type": "list", + "items": [ + "The creature must attack its closest ally, using its speed to move toward the ally as necessary.", + "The creature must attack itself." + ] + }, + "If the {@condition charmed} creature can't perform either option, it loses its turn. A creature can't be affected by more than one Aura of Enmity at a time. If a creature's saving throw is successful, the creature is immune to the Aura of Enmity of all hate devils for the next 24 hours." + ] + }, + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the devil's darkvision." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + } ], - "prerequisite": [ + "action": [ { - "other": "Goblinoid Coalition (Officer)" + "name": "Multiattack", + "entries": [ + "The devil makes four attacks: two with its claws, one gore attack, and one Tail Strike.", + "It can substitute Spit Flame for one of these attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage." + ] + }, + { + "name": "Tail Strike", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spit Flame", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}13 ({@damage 2d12}) fire damage." + ] } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level decreases by 1, and the goblinoid coalition's Resources level increases by 1." + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "F", + "I", + "P", + "S" + ], + "damageTagsSpell": [ + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "charmed", + "incapacitated", + "prone" + ], + "conditionInflictSpell": [ + "frightened" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" ] }, { - "name": "Prisoners of War", + "name": "Rakat, Baron of Styx", + "isNamedCreature": true, "source": "KaW", - "page": 76, - "featureType": [ - "DFTR" + "page": 181, + "size": [ + "L" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ { - "other": "Goblinoid Coalition (Officer)" + "ac": 19, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As domain action, an officer makes an Operations test against an opposed domain's Resolve. On a success, two units are mustered from the opposed domain (chosen by the players if the opposed domain is a heroic organization) and placed under the goblinoid coalition's control. Each of these units has disadvantage on Morale tests. If the goblinoid coalition is defeated in the next battle, the units are returned to the opposed domain, even if they were broken or disbanded during the battle." - ] - }, - { - "name": "Spike Pits", - "source": "KaW", - "page": 76, - "featureType": [ - "DFTR" + "hp": { + "average": 157, + "formula": "15d10 + 75" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 21, + "dex": 14, + "con": 21, + "int": 20, + "wis": 14, + "cha": 18, + "save": { + "str": "+9", + "con": "+9", + "int": "+9" + }, + "skill": { + "deception": "+8", + "insight": "+6", + "persuasion": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } ], - "prerequisite": [ + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "11", + "spellcasting": [ { - "other": "Goblinoid Coalition (Officer)" + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Rakat's innate spellcasting ability is Charisma (spell save {@dc 16}). The devil can innately cast the following spells, requiring no components:" + ], + "will": [ + "{@spell darkness}", + "{@spell detect magic}", + "{@spell dispel magic}" + ], + "daily": { + "3e": [ + "{@spell dimension door}", + "{@spell phantasmal killer}" + ], + "1e": [ + "{@spell plane shift}", + "{@spell power word stun}" + ] + }, + "ability": "cha" } ], - "entries": [ - "If the goblinoid coalition's Resources level is 2 or higher at the start of deployment, an officer secretly selects three spaces on the map to contain undetectable spike pit traps. If the goblinoid coalition is in its stronghold during the battle, the pits can be placed anywhere. Otherwise, the pits must be on the goblinoid coalition's side of the battle.", - "An opposed unit that moves into a space with a spike pit activates the trap. It suffers 1 casualty and can no longer move or take actions until after the end of its next turn. Once a spike pit is activated, it cannot be activated again." - ] - }, - { - "name": "The Red Howl (Special Unit)", - "source": "KaW", - "page": 77, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + "trait": [ { - "other": "Goblinoid Coalition (Officer)" + "name": "Aura of Enmity", + "entries": [ + "Any creature hostile to Rakat that starts its turn within 30 feet of the devil must make a {@dc 16} Wisdom saving throw, unless Rakat is {@condition incapacitated}. On a failed save, the creature becomes {@condition charmed} by Rakat until the end of Rakat's next turn.", + "While {@condition charmed}, a creature's eyes glow with green fire. On its turn, a {@condition charmed} creature must act in one of the following ways, chosen by Rakat:", + { + "type": "list", + "items": [ + "The creature must attack its closest ally, using its speed to move toward the ally as necessary.", + "The creature must attack itself." + ] + }, + "If the {@condition charmed} creature can't perform either option, it loses its turn. A creature can't be affected by more than one Aura of Enmity at a time. If a creature's saving throw is successful, the creature is immune to the Aura of Enmity of all hate devils for the next 24 hours." + ] + }, + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede Rakat's darkvision." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Rakat has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Rakat's weapon attacks are magical." + ] + }, + { + "name": "Ray of Antipathy", + "entries": [ + "As a bonus action, Rakat blasts a crackling beam of energy from their eyes, targeting one creature they can see within 120 feet of them. That creature must succeed on a {@dc 16} Wisdom saving throw or become {@condition charmed} by Rakat as described in their Aura of Enmity trait." + ] + }, + { + "name": "True Name", + "entries": [ + "Rakat's true name is Agg'orvunyag IV." + ] } ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the goblinoid coalition musters the Red Howl, a special unit of battle-trained, armored hell hounds.", + "action": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/tRPIID4.jpg" - }, - "title": "The Red Howl unit card" + "name": "Multiattack", + "entries": [ + "Rakat makes three attacks: two with Zealcleaver and one Tail Strike. They can substitute Spit Flame for one of these attacks." + ] + }, + { + "name": "Zealcleaver", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage, and Rakat can choose to end one spell or magical effect on the target. Zealcleaver always deals maximum damage to paladins." + ] + }, + { + "name": "Tail Strike", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spit Flame", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}13 ({@damage 2d12}) fire damage." + ] } - ] - }, - { - "name": "Queen of Night", - "source": "KaW", - "page": 77, - "featureType": [ - "DTTL" ], - "prerequisite": [ + "reaction": [ { - "other": "Hag Coven (Leader)" + "name": "Eye for an Eye", + "entries": [ + "When Rakat takes damage from an attack made by a creature within 5 feet of the devil, Rakat can make one attack against that creature. If this attack hits, that creature is {@condition blinded} until the end of its next turn." + ] } ], - "entries": [ - "The queen of night can cast the {@spell find familiar} spell at will, with the spell requiring no material components and having a casting time of 1 action. When the queen of night casts this spell, they summon up to three familiars, each of which can be a beast or fiend with a challenge rating equal to or lower than the hag coven's domain size. A summoned familiar cannot be a creature with lair actions, legendary actions, or villain actions. There is no limit to the distance through which the queen of night can communicate telepathically with these familiars. The queen of night can have only three familiars at a time, and the familiars disappear if the queen of night dies or becomes incapacitated." + "legendaryHeader": [ + "Rakat has three villain actions. They can take each action once during an encounter after an enemy creature's turn. Rakat takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "additionalSpells": [ + "legendary": [ { - "innate": { - "_": { - "will": [ - "counterspell" - ] - } - } - } - ] - }, - { - "name": "Curse of the Coven", - "source": "KaW", - "page": 77, - "featureType": [ - "DPWR" - ], - "prerequisite": [ + "name": "Villain Action 1: Divide and Conquer", + "entries": [ + "Rakat slashes through the air with Zealcleaver, severing the very bonds of friendship between two creatures the devil can see within 60 feet of Rakat. Spells cast and effects created by either creature can't benefit the other until both complete a long rest, and any existing spells or effects which originate from one creature that currently affect the other lose their effect for that creature." + ] + }, { - "other": "Hag Coven (Officer)" + "name": "Villain Action 2: Scatter like Rats!", + "entries": [ + "Rakat generates a wave of fiendish illusions, causing creatures the devil chooses within 60 feet of Rakat to see their surroundings as a surreal hellscape filled with loathsome enemies. Each target must succeed on a {@dc 17} Wisdom saving throw or immediately move up to their movement speed in a direction of Rakat's choice." + ] + }, + { + "name": "Villain Action 3: Word of Discord", + "entries": [ + "Rakat commands all creatures {@condition charmed} by the devil to make an attack against a target of Rakat's choice within their range, and then a second attack against themselves." + ] } ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and select a creature they can see within 30 feet of them. The target must make a Wisdom saving throw with a DC equal to 8 + the number on the power die. On a failed save, the target is cursed for 1 minute. Whenever the officer takes damage from a spell or magical effect, the cursed creature takes the same damage." + "traitTags": [ + "Devil's Sight", + "Magic Resistance", + "Magic Weapons" ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Know Thy Place", - "source": "KaW", - "page": 77, - "featureType": [ - "DPWR" + "senseTags": [ + "SD" ], - "prerequisite": [ - { - "other": "Hag Coven (Leader)" - } + "actionTags": [ + "Multiattack" ], - "entries": [ - "As an action, the leader can take a power die from their domain's pool and select a number of creatures within 30 feet of them equal to the number on the die. Each target must make a Wisdom saving throw with a DC equal to 8 + the hag coven's domain size. On a failure, the target falls prone and is paralyzed until the end of the leader's next turn. On a success, the target falls {@condition prone}." + "languageTags": [ + "I", + "TP" ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "A Comforting Voice", - "source": "KaW", - "page": 78, - "featureType": [ - "DFTR" + "damageTags": [ + "B", + "F", + "I", + "S" ], - "prerequisite": [ - { - "other": "Hag Coven (Officer)" - } + "damageTagsSpell": [ + "O", + "Y" ], - "entries": [ - "As a domain action, an officer makes a Diplomacy test against an opposed domain's Resolve. On a success, the opposed domain's Resolve level is reduced by 1, and the hag coven's Communications level increases by 1." - ] - }, - { - "name": "Clever Bargain", - "source": "KaW", - "page": 78, - "featureType": [ - "DFTR" + "spellcastingTags": [ + "I" ], - "prerequisite": [ - { - "other": "Hag Coven (Officer)" - } + "miscTags": [ + "MW", + "RCH" ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Diplomacy test against an opposed domain's Resolve. On a success, the hag coven's Communications level increases by 1, and the opposed domain can muster only one unit of levies each time it musters levies until the end of the intrigue." + "conditionInflict": [ + "blinded", + "charmed", + "prone" + ], + "conditionInflictSpell": [ + "frightened", + "stunned" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "wisdom" ] }, { - "name": "Drained Source", + "name": "Stone Devil", "source": "KaW", - "page": 78, - "featureType": [ - "DFTR" + "page": 183, + "size": [ + "L" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ { - "other": "Hag Coven (Officer)" + "ac": 20, + "from": [ + "natural armor" + ] } ], - "entries": [ - "If the hag coven's Communications level is 2 or higher at the start of any combat between officers of the hag coven and an opposed domain, an officer secretly chooses a number of magic items in the possession of the opposed domain's officers equal to the hag coven's domain size. These items lose all their magical properties at the end of the combat. Artifacts cannot be targeted in this way." - ] - }, - { - "name": "Swamp's Wrath (Special Unit)", - "source": "KaW", - "page": 78, - "featureType": [ - "DFTR" + "hp": { + "average": 216, + "formula": "16d10 + 128" + }, + "speed": { + "walk": 20 + }, + "str": 18, + "dex": 10, + "con": 26, + "int": 14, + "wis": 14, + "cha": 12, + "save": { + "str": "+8", + "con": "+12" + }, + "senses": [ + "tremorsense 120 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } ], - "prerequisite": [ + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "10", + "trait": [ { - "other": "Hag Coven (Officer)" + "name": "Immutable Form", + "entries": [ + "The devil is immune to any effect that would alter its form." + ] + }, + { + "name": "Implacable", + "entries": [ + "The devil is immune to any effect that would move it." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Soulblood Trail", + "entries": [ + "When the devil leaves a space, it becomes difficult terrain for 1 hour, and any creature that enters the trail's area for the first time or starts its turn there must make a {@dc 16} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic.", + "The Soulblood Trail doesn't affect stone devils." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the hag coven musters the Swamp Mother, a special unit formed of shambling mounds.", + "action": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/9lmPIF6.jpg" - }, - "title": "Swamp Mother unit card" + "name": "Multiattack", + "entries": [ + "The devil makes two attacks with its lance and uses its Pulverize." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and if the target is Large or smaller, it is knocked {@condition prone} and {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and the devil can't attack another target." + ] + }, + { + "name": "Pulverize", + "entries": [ + "The devil twists its lance into a creature {@condition grappled} by it. That creature takes 40 ({@damage 8d8 + 4}) piercing damage." + ] + }, + { + "name": "Foul Ichor", + "entries": [ + "Black soulblood pours from the devil's chest, cascading over a creature {@condition grappled} by the devil's lance. The target must make a {@dc 16} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a target to 0 hit points, the target dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Profane Flame", + "entries": [ + "Red lightning bolts descend on two creatures that the devil can see within 60 feet of it. A target must succeed on a {@dc 16} Dexterity saving throw or take 27 ({@damage 6d8}) lightning damage. A target gains no benefit from cover for this saving throw." + ] } + ], + "attachedItems": [ + "lance|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "L", + "N", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" ] }, { - "name": "Deceiver", + "name": "Moranon, Marquis of Acheron", + "isNamedCreature": true, "source": "KaW", - "page": 80, - "featureType": [ - "DTTL" + "page": 184, + "size": [ + "L" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ { - "other": "Infernal Echelon (Leader)" + "ac": 21, + "from": [ + "natural armor" + ] } ], - "entries": [ - "The deceiver cannot be targeted by the {@spell scrying} spell and similar effects, or by any effect that would sense their emotions, read their thoughts, or detect their location.", - "Additionally, the deceiver can cast the {@spell major image} spell, requiring no components, and can do so again when they finish a long rest. Charisma is their spellcasting ability for this spell." + "hp": { + "average": 243, + "formula": "18d10 + 144" + }, + "speed": { + "walk": 20 + }, + "str": 20, + "dex": 10, + "con": 26, + "int": 14, + "wis": 14, + "cha": 12, + "save": { + "str": "+9", + "con": "+12" + }, + "skill": { + "deception": "+5", + "insight": "+6", + "persuasion": "+5" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } ], - "additionalSpells": [ + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "petrified", + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "12", + "trait": [ { - "innate": { - "_": { - "daily": { - "1": [ - "major image" - ] - } - } - } + "name": "Immutable Form", + "entries": [ + "Moranon is immune to any effect that would alter his form." + ] + }, + { + "name": "Implacable", + "entries": [ + "Moranon is immune to any effect that would move him unwillingly." + ] + }, + { + "name": "Infernal Superconductor", + "entries": [ + "Moranon can use Profane Flame as a bonus action." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Moranon has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Moranon's weapon attacks are magical." + ] + }, + { + "name": "Soulblood Trail", + "entries": [ + "When Moranon leaves a space, it becomes difficult terrain, and creatures entering that space must make a {@dc 17} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies.", + "A creature that fails the Constitution saving throw also gains the following flaw, \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic.", + "The Soulblood Trail doesn't affect stone devils." + ] + }, + { + "name": "True Name", + "entries": [ + "Moranon's true name can't be written down, only spoken in Deep Speech. It sounds like the roar of a pyroclastic flow rolling down a mountainside." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Moranon makes three attacks with his lance and uses his Pulverize." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and if the target is Large or smaller, it is knocked {@condition prone} and {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and Moranon can't attack another target." + ] + }, + { + "name": "Pulverize", + "entries": [ + "Moranon twists his lance into a creature {@condition grappled} by him. That creature takes 41 ({@damage 8d8 + 5}) piercing damage." + ] + }, + { + "name": "Foul Ichor", + "entries": [ + "Black soulblood pours from Moranon's chest, cascading over a creature {@condition grappled} by his lance. That creature must make a {@dc 17} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a target to 0 hit points, the target dies.", + "A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Profane Flame", + "entries": [ + "Red lightning bolts descend on two creatures that Moranon can see within 60 feet of him. A target must succeed on a {@dc 17} Dexterity saving throw or take 27 ({@damage 6d8}) lightning damage. A target gains no benefit from cover for this saving throw." + ] } - ] - }, - { - "name": "Defiler", - "source": "KaW", - "page": 80, - "featureType": [ - "DTTL" ], - "prerequisite": [ + "reaction": [ { - "other": "Infernal Echelon (Leader)" + "name": "Disciplined Advance", + "entries": [ + "When an attack misses Moranon, he can move 5 feet and then attack with his lance or use Profane Flame." + ] } ], - "entries": [ - "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative \u22121 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to \u22125, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", - "Additionally, the defiler can choose to ignore any or all effects of the hallow spell." - ] - }, - { - "name": "Doom Curse", - "source": "KaW", - "page": 80, - "featureType": [ - "DPWR" + "legendaryHeader": [ + "Moranon has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Infernal Echelon (Officer)" + "name": "Villain Action 1: Ruthless Attrition", + "entries": [ + "Moranon moves up to his movement speed without provoking opportunity attacks and attacks with his lance, or, if he has a creature {@condition grappled}, uses Pulverize twice." + ] + }, + { + "name": "Villain Action 2: Take Ground", + "entries": [ + "Moranon moves up to his movement speed without provoking opportunity attacks. If he has a creature {@condition grappled}, they are dragged with him and take 13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Villain Action 3: Soulblood Geyser", + "entries": [ + "Moranon fires a jet of soulblood from his chest in a 60-foot cone. All creatures in this area are knocked {@condition prone}, and must make a {@dc 17} Constitution saving throw, taking 42 ({@damage 12d6}) necrotic damage on a failed save, or half as much damage on a successful one. If this damage leaves the target with 0 hit points, it dies. A creature that fails the Constitution saving throw also gains the following flaw: \"I won't help anyone unless they do something for me first.\" The creature keeps the flaw for 7 days, but it can be removed early with a {@spell remove curse} spell or similar magic. All terrain in this area becomes coated with soublood, as described in the Soulblood Trail trait." + ] } ], - "entries": [ - "As an action, an officer can take a power die from their domain's pool and target a creature they can see within 30 feet of them with a terrible curse. The target must make a Charisma saving throw against a DC of 10 + the number on the power die. On a failed save, the cursed creature regains only half the normal number of hit points from magical healing and becomes vulnerable to one type of damage chosen by the officer. This curse lasts 24 hours." + "attachedItems": [ + "lance|phb" ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Hellfire", - "source": "KaW", - "page": 80, - "featureType": [ - "DPWR" + "traitTags": [ + "Immutable Form", + "Magic Resistance", + "Magic Weapons" ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } + "senseTags": [ + "U" ], - "entries": [ - "Whenever an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra fire damage equal to double the number on the die. This extra fire damage cannot be reduced in any way." - ] - }, - { - "name": "Face Dancers", - "source": "KaW", - "page": 80, - "featureType": [ - "DFTR" + "actionTags": [ + "Multiattack" ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } + "languageTags": [ + "I", + "TP" ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the opposed domain's Communications level is reduced by 2. " - ] - }, - { - "name": "Inferno Artillery", - "source": "KaW", - "page": 80, - "featureType": [ - "DFTR" + "damageTags": [ + "B", + "L", + "N", + "P" ], - "prerequisite": [ - { - "other": "Infernal Echelon (Officer)" - } + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" ], - "entries": [ - "If the infernal echelon's Communications level is 2 or higher at the start of a battle, all its artillery units deploy for that battle with the Flaming Weapons trait." + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" ] }, { - "name": "Led by the Nose", + "name": "Steel Devil", "source": "KaW", - "page": 80, - "featureType": [ - "DFTR" + "page": 185, + "size": [ + "L" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ { - "other": "Infernal Echelon (Officer)" + "ac": 15, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As a domain reaction when an opposed domain succeeds on a Diplomacy test to influence an NPC realm, an officer can make their own Diplomacy test. If the officer's test is higher than the opposed domain's test, the opposed domain's Diplomacy test fails and the NPC realm's attitude toward the opposed domain decreases one step." - ] - }, - { - "name": "Summon the Pale Riders (Special Unit)", - "source": "KaW", - "page": 80, - "featureType": [ - "DFTR" + "hp": { + "average": 157, + "formula": "21d10 + 42" + }, + "speed": { + "walk": 45 + }, + "str": 19, + "dex": 20, + "con": 14, + "int": 18, + "wis": 15, + "cha": 17, + "save": { + "dex": "+9", + "int": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "prerequisite": [ + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "12", + "trait": [ { - "other": "Infernal Echelon (Officer)" + "name": "Agonizing Visage", + "entries": [ + "When a creature looks at the devil to target it with an attack or spell, the creature takes 9 ({@damage 2d8}) psychic damage.", + "Unless surprised, a creature can avert its eyes at the start of its turn to avoid this damage. If the creature does so, it can't see the devil until the start of its next turn, when it can avert its eyes again. If the creature looks at the devil in the meantime, it immediately takes the damage." + ] + }, + { + "name": "Barbed Mind", + "entries": [ + "When a creature deals psychic damage to the devil, attempts to read its thoughts, or attempts to speak to it telepathically, the creature must make a {@dc 16} Intelligence saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Thorns of Pain", + "entries": [ + "When a creature moves within 5 feet of the devil or begins its turn there, the creature takes 15 ({@damage 6d4}) slashing damage. This damage can't be resisted." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test to muster the Ashen Chargers, a special unit of fiendish knights riding nightmares.", + "action": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/NPWCTHI.jpg" - }, - "title": "Ashen Chargers unit card" + "name": "Multiattack", + "entries": [ + "The devil makes six attacks with its Eviscerating Strike and uses its Soul Scalpel." + ] + }, + { + "name": "Eviscerating Strike", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage." + ] + }, + { + "name": "Soul Scalpel", + "entries": [ + "The devil mentally reaches into the essence of one creature it can see. That creature must make a {@dc 16} Charisma saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's Charisma score is reduced by 1. This reduction lasts until the target finishes a short or long rest." + ] } - ] - }, - { - "name": "Veiled Sovereign", - "source": "KaW", - "page": 81, - "featureType": [ - "DTTL" ], - "prerequisite": [ + "reaction": [ { - "other": "Medusean Tyranny (Leader)" + "name": "Parry", + "entries": [ + "The devil adds 4 to its AC against one weapon attack that would hit it. To do so, the devil must be able to see the attacker." + ] } ], - "entries": [ - "The veiled sovereign has advantage on attack rolls against a creature if at least one of the sovereign's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "charisma", + "intelligence" ] }, { - "name": "Hubris Curse", + "name": "Sryz, Count of Naraka", + "isNamedCreature": true, "source": "KaW", - "page": 81, - "featureType": [ - "DPWR" + "page": 186, + "size": [ + "L" ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Officer)" - } + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and afflict one creature they can see with a curse. The effect of the curse is based on the number on the power die.", + "ac": [ { - "type": "table", - "colLabels": [ - "Power Die", - "Curse Effect", - "" - ], - "colStyles": [ - "col-1 text-center", - "col-2 text-left", - "col-9 text-left" - ], - "rows": [ - [ - "1-3", - "Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. ", - "" - ], - [ - "4-6", - "The officer has advantage on attack rolls against the target.", - "" - ], - [ - "7-9", - "The target must make a Wisdom saving throw at the start of each of its turns, with a DC equal to 10 + the medusean tyranny's domain size. On a failed save, the target wastes its action that turn doing nothing.", - "" - ], - [ - "10-12", - "The target is afflicted by all three of the effects above.", - "" - ] + "ac": 15, + "from": [ + "natural armor" ] - }, - "This curse ends at the end of the combat encounter. An affected character can also end the curse early by using a bonus action to take one power die from their domain's pool, if the number on the die is at least half the number on the die used to inflict the curse." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Unrelenting Gaze", - "source": "KaW", - "page": 81, - "featureType": [ - "DPWR" + } ], - "prerequisite": [ - { - "other": "Medusean Tyranny (Leader)" + "hp": { + "average": 180, + "formula": "24d10 + 48" + }, + "speed": { + "walk": 45 + }, + "str": 19, + "dex": 21, + "con": 14, + "int": 20, + "wis": 15, + "cha": 17, + "save": { + "dex": "+10", + "int": "+10", + "cha": "+8" + }, + "skill": { + "athletics": "+9", + "intimidation": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true } ], - "entries": [ - "If the target of the leader's Petrifying Gaze succeeds on the saving throw to resist that trait's effect, the leader can use a reaction to take a power die from their domain's pool, reducing the target's saving throw by the number on the die." + "immune": [ + "fire", + "poison" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "the target of the leader's Petrifying Gaze succeeds on the saving throw" - } - }, - { - "name": "Allies to Stone", - "source": "KaW", - "page": 81, - "featureType": [ - "DFTR" + "conditionImmune": [ + "poisoned" ], - "prerequisite": [ + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "14", + "trait": [ + { + "name": "Agonizing Visage", + "entries": [ + "When a creature looks at Sryz to target the devil with an attack or spell, the creature takes 9 ({@damage 2d8}) psychic damage.", + "Unless surprised, a creature can avert its eyes at the start of its turn to avoid this damage. If the creature does so, it can't see Sryz until the start of its next turn, when it can avert its eyes again. If the creature looks at Sryz in the meantime, it immediately takes the damage." + ] + }, + { + "name": "Barbed Mind", + "entries": [ + "When a creature deals psychic damage to Sryz, attempts to read the devil's thoughts, or attempts to speak to them telepathically, the creature must make a {@dc 17} Intelligence saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Lacerating Presence (1/Turn)", + "entries": [ + "When Sryz inflicts damage, the devil can cause that target to start bleeding. A bleeding creature takes {@damage 1d4} slashing damage at the start of its turn, and this damage increases by {@dice 1d4} each round. Creatures stop bleeding if they regain hit points, or if lesser restoration or greater restoration is cast on them." + ] + }, + { + "name": "Lethal Agility", + "entries": [ + "On each of their turns, Sryz can use a bonus action to take the Dash action." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Sryz has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Sryz's weapon attacks are magical." + ] + }, { - "other": "Medusean Tyranny (Officer)" - } - ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level is reduced by 1, and the medusean tyranny has advantage on subsequent Lore tests until the end of the intrigue." - ] - }, - { - "name": "Cult of Secrets", - "source": "KaW", - "page": 82, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + "name": "Thorns of Pain", + "entries": [ + "When a creature moves within 10 feet of Sryz or begins its turn there, the creature takes 15 ({@damage 6d4}) slashing damage. This damage can't be resisted." + ] + }, { - "other": "Medusean Tyranny (Officer)" + "name": "True Name", + "entries": [ + "Sryz's true name has been carefully extracted from this existence and can only be retrieved from parallel timelines. It is Viz Incivixii, which translates from an ancient Infernal dialect to The One Who Divides. Anyone who speaks the name aloud takes {@damage 1d4} psychic damage." + ] } ], - "entries": [ - "If the medusean tyranny's Resources level is 2 or higher at the start of a battle, a number of its artillery units equal to its domain size each begin the battle equipped with a {@i wand of petrification:}", + "action": [ { - "type": "entries", - "name": "Wand of Petrification", - "page": 82, + "name": "Multiattack", "entries": [ - "Choose a unit, which must succeed on a {@dc 13} Power test or become disorganized." + "Sryz makes six attacks with their Eviscerating Strike and uses their Soul Scalpel." ] - } - ] - }, - { - "name": "Living Statuary (Special Unit)", - "source": "KaW", - "page": 82, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + }, { - "other": "Medusean Tyranny (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a DC 13 Lore test. On a success, the medusean tyranny musters the Living Statuary, a special unit of animated statues made from the victims of medusas.", + "name": "Eviscerating Strike", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 3d4 + 5}) slashing damage." + ] + }, { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/2suEgFM.jpg" - }, - "title": "Living Statuary unit card" + "name": "Soul Scalpel", + "entries": [ + "Sryz mentally reaches into the essence of one creature they can see. That creature must make a {@dc 17} Charisma saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target creature's Charisma score is reduced by" + ] + }, + { + "name": "1", + "entries": [ + "This reduction lasts until the target finishes a short or long rest." + ] } - ] - }, - { - "name": "Promises of Power", - "source": "KaW", - "page": 82, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "reaction": [ { - "other": "Medusean Tyranny (Officer)" + "name": "Parry", + "entries": [ + "Sryz adds 4 to their AC against one weapon attack that would hit them. To do so, Sryz must be able to see the attacker." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Diplomacy test to obtain a special unit from an NPC realm whose attitude toward an opposed domain is neutral or worse. The medusean tyranny has advantage on this test if the NPC realm's attitude toward the opposed domain is suspicious or hostile." - ] - }, - { - "name": "Chieftain", - "source": "KaW", - "page": 82, - "featureType": [ - "DTTL" + "legendaryHeader": [ + "Sryz has three villain actions. They can take each action once during an encounter after an enemy creature's turn. Sryz takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Orc Clan (Leader)" + "name": "Villain Action 1: Sonic Attack", + "entries": [ + "Sryz emits a high-frequency scream that pierces the minds of their enemies. Each creature of Sryz's choice within 60 feet of the devil that can hear Sryz must succeed on a {@dc 17} Charisma saving throw or be {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Villain Action 2: Slip between Worlds", + "entries": [ + "Sryz slices through the barriers between planes, and teleports up to 120 feet to an unoccupied space that the devil can see." + ] + }, + { + "name": "Villain Action 3: Howl of Suffering", + "entries": [ + "Sryz shrieks a harrowing scream that deepens existing wounds. Each creature within 120 feet of Sryz that doesn't have all of its hit points must make a {@dc 17} Constitution saving throw. On a failed save, a creature drops to 0 hit points. On a success, a creature begins bleeding as described in Lacerating Presence." + ] } ], - "entries": [ - "The chieftain gains proficiency in Charisma saving throws.", - "Additionally, as a bonus action, the chieftain can choose one creature that can hear them within 30 feet of them. As a reaction to the chieftain's command, that creature can immediately move up to half its speed without provoking opportunity attacks, then make one weapon attack." + "traitTags": [ + "Magic Resistance", + "Magic Weapons" ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Outlast", - "source": "KaW", - "page": 82, - "featureType": [ - "DPWR" + "senseTags": [ + "U" ], - "prerequisite": [ - { - "other": "Orc Clan (Officer)" - } + "actionTags": [ + "Multiattack", + "Parry" ], - "entries": [ - "As a bonus action, an officer can take any number of power dice from their domain's pool, regaining a number of hit points equal to twice the total of the dice." + "languageTags": [ + "I", + "TP" ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Protect the Clan", - "source": "KaW", - "page": 83, - "featureType": [ - "DPWR" + "damageTags": [ + "S", + "Y" ], - "prerequisite": [ - { - "other": "Orc Clan (Officer)" - } + "miscTags": [ + "AOE", + "MW", + "RCH" ], - "entries": [ - "When an officer is targeted by an attack, another officer within 30 feet of the target officer can use a reaction to make a defensive maneuver. The second officer takes one power die from their domain's pool and subtracts the number on the power die from the attack roll." + "conditionInflict": [ + "stunned" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "another officer within 30 feet is targeted by an attack" - } + "savingThrowForced": [ + "charisma", + "constitution", + "intelligence" + ] }, { - "name": "Proud Warriors", - "source": "KaW", - "page": 83, - "featureType": [ - "DFTR" + "name": "Lore Devil", + "source": "KaW", + "page": 188, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 15, + { + "ac": 18, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "average": 117, + "formula": "18d8 + 36" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 14, + "int": 22, + "wis": 20, + "cha": 19, + "save": { + "int": "+11", + "wis": "+10", + "cha": "+9" + }, + "skill": { + "arcana": "+11", + "history": "+11", + "religion": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "prerequisite": [ + "immune": [ + "force", + "poison", + "psychic" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned", + "prone" + ], + "languages": [ + "any languages written on the lore devil's skin", + "telepathy 120 ft." + ], + "cr": "13", + "spellcasting": [ { - "other": "Orc Clan (Officer)" + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The devil's innate spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The devil can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell mage armor}", + "{@spell misty step}", + "{@spell ray of enfeeblement}" + ], + "daily": { + "3e": [ + "{@spell counterspell}", + "{@spell fireball}", + "{@spell lightning bolt}" + ], + "1e": [ + "{@spell disintegrate}", + "{@spell dominate person}", + "{@spell feeblemind}", + "{@spell plane shift}", + "{@spell reverse gravity}" + ] + }, + "ability": "int" } ], - "entries": [ - "If the orc clan's Resolve level is 2 or higher at the start of a battle, all the orc clan's infantry units have the following trait until the end of the battle:", + "trait": [ { - "type": "entries", - "name": "Unflinching Endurance", - "page": 83, + "name": "Cabalistic Remains", "entries": [ - "The first time during a battle that this unit suffers 1 or more casualties, it can immediately make an attack against a legal target." + "When the devil dies, it collapses into a pile of tattered parchment. Creatures that try to read the lore devil's remains must make a {@dc 20} Wisdom saving throw. On a success, they can learn one language, spell, or secret the devil knew in life (chosen by the GM). On a failed save, the creature becomes cursed, driven to try to piece the fragments of the lore devil back together, convinced that they hold some profound, hidden truth. The curse is lifted by a {@spell remove curse} spell or similar magic." + ] + }, + { + "name": "Limited Magic Immunity", + "entries": [ + "The devil can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "Ward of Arcane Recursion", + "entries": [ + "When the devil successfully casts {@spell counterspell} to thwart a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, the lore devil is unaffected, and the spell is reflected back at the caster as though it originated from the devil, turning the caster into the target." ] } - ] - }, - { - "name": "Take No Insult", - "source": "KaW", - "page": 83, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "action": [ { - "other": "Orc Clan (Officer)" + "name": "Multiattack", + "entries": [ + "The devil makes three attacks. It can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Arcane Bolt", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 60 ft., one target. {@h}18 ({@damage 4d8}) force damage." + ] + }, + { + "name": "Spelldrain", + "entries": [ + "{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) necrotic damage, and if the target has prepared any spells, it must succeed on a {@dc 19} Constitution saving throw or lose one prepared spell (chosen by the devil). The devil regains hit points equal to 10 × the level of the forgotten spell." + ] } ], - "entries": [ - "Once per intrigue when an opposed domain succeeds on a skill test targeting one of the orc clan's defenses, an officer can use a domain reaction to make an Operations test against the opposed domain's Resolve. On a success, make note of the opposed domain's current defense scores. The opposed domain's Resources score decreases by 1 at the start of each of the domain's subsequent turns. If the opposed domain's Resources score is reduced to 10, at the start of its next turn, its Communications score begins to decrease by 1 each turn instead of Resources. If its Communications score is reduced to 10, the opposed domain's Resolve score begins to decrease in the same manner instead of Communications.", - "This continues until either all the opposed domain's defense scores are reduced to 10 or the intrigue ends. If the opposed domain defeats the orc clan in the next battle, the opposed domain's defenses are returned to the scores they had before this feature was used." + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "N", + "O" + ], + "damageTagsSpell": [ + "F", + "L", + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "intelligence", + "wisdom" ] }, { - "name": "Tales of Clan Heroes Past", - "source": "KaW", - "page": 83, - "featureType": [ - "DFTR" + "name": "Indix, Earl of Sheol", + "isNamedCreature": true, + "source": "KaW", + "page": 189, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 15, + { + "ac": 18, + "condition": "with {@spell mage armor}", + "braces": true + } + ], + "hp": { + "average": 182, + "formula": "28d8 + 56" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 14, + "int": 22, + "wis": 20, + "cha": 19, + "save": { + "int": "+11", + "wis": "+10", + "cha": "+9" + }, + "skill": { + "arcana": "+11", + "history": "+11", + "persuasion": "+9", + "religion": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "prerequisite": [ + "immune": [ + "force", + "poison", + "psychic" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned", + "prone" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "15", + "spellcasting": [ { - "other": "Orc Clan (Officer)" + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Indix's innate spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). Indix can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell mage armor}", + "{@spell misty step}", + "{@spell ray of enfeeblement}" + ], + "daily": { + "3e": [ + "{@spell counterspell}", + "{@spell fireball}", + "{@spell lightning bolt}" + ], + "1e": [ + "{@spell disintegrate}", + "{@spell dominate person}", + "{@spell feeblemind}", + "{@spell plane shift}", + "{@spell reverse gravity}" + ] + }, + "ability": "int" } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 15} Lore test. On a success, the orc clan's Communications level and Resolve level both increase by 1." - ] - }, - { - "name": "The Unbreakable (Special Unit)", - "source": "KaW", - "page": 83, - "featureType": [ - "DFTR" + "trait": [ + { + "name": "Chromatic Organum", + "entries": [ + "As a bonus action, Indix may choose one damage type. Until the start of their next turn, the devil gains immunity to that damage type, and all spells Indix casts that deal damage inflict the chosen damage type in place of the normal type." + ] + }, + { + "name": "Limited Magic Immunity", + "entries": [ + "Indix can't be affected or detected by spells of 6th level or lower unless they wish to be. Indix has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "True Name", + "entries": [ + "No lore exists on the true name of Indix, but clever players will realize that it is, of course, codex mutabilis." + ] + }, + { + "name": "Untethered Form", + "entries": [ + "Indix can cast the {@spell shapechange} spell at will, without expending a spell slot or using any components." + ] + }, + { + "name": "Ward of Arcane Recursion", + "entries": [ + "When Indix successfully casts {@spell counterspell} to thwart a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, the devil is unaffected, and the spell is reflected back at the caster as though it originated from Indix, turning the caster into the target." + ] + } ], - "prerequisite": [ + "action": [ + { + "name": "Multiattack", + "entries": [ + "Indix makes three attacks. They can cast a spell in place of one of these attacks." + ] + }, { - "other": "Orc Clan (Officer)" - } - ], - "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the orc clan musters their best warriors: the Unbreakable, a special unit.", + "name": "Arcane Bolt", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 60 ft., one target. {@h}18 ({@damage 4d8}) force damage." + ] + }, { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/QP95Xik.jpg" - }, - "title": "The Unbreakable unit card" + "name": "Spelldrain", + "entries": [ + "{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) necrotic damage, and if the target has prepared any spells, it must succeed on a {@dc 19} Constitution saving throw or lose one prepared spell (chosen by Indix). Indix regains hit points equal to 10 × the level of the forgotten spell." + ] + }, + { + "name": "Catastrophe Theory (1/Day)", + "entries": [ + "Indix chooses one creature he can see within 30 feet of him and marks it with an arcane seal. The next time that creature takes damage, the seal disappears and the creature takes an additional 63 ({@damage 14d8}) psychic damage." + ] } - ] - }, - { - "name": "Overlord", - "source": "KaW", - "page": 84, - "featureType": [ - "DTTL" ], - "prerequisite": [ + "reaction": [ { - "other": "Planar Invaders (Leader)" + "name": "One Space Is the Same as Any Other", + "entries": [ + "When an attack misses Indix, the devil can magically teleport up to 300 feet to an unoccupied space they can see." + ] } ], - "entries": [ - "Whenever the overlord reduces a creature to 0 hit points, the overlord gains a +2 bonus to attack and damage rolls until the end of the encounter, and gains temporary hit points equal to 5 × the planar invaders' domain size. If the overlord reduces multiple creatures to 0 hit points during the same encounter, the bonus is cumulative." - ] - }, - { - "name": "Resistance is Futile", - "source": "KaW", - "page": 84, - "featureType": [ - "DPWR" + "legendaryHeader": [ + "Indix has three villain actions. They can take each action once during an encounter after an enemy creature's turn. Indix takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Planar Invaders (Officer)" + "name": "Villain Action 1: Entanglement Matrix", + "entries": [ + "Indix targets up to six creatures they can see within 60 feet of the devil, fundamentally connecting their quantum essence. Each creature must succeed on a {@dc 19} Wisdom saving throw or enter an entanglement matrix. Until Indix is {@condition incapacitated}, ends the matrix as a bonus action, or 1 hour has passed, whenever a creature in the matrix takes damage or is affected by a condition, all other creatures in the matrix also take that damage or are affected by the same condition. When a condition ends for one creature, it ends for all other affected creatures." + ] + }, + { + "name": "Villain Action 2: Transmogrification Grid", + "entries": [ + "Indix exchanges the atoms of each creature in the entanglement matrix, causing up to three pairs of affected creatures to swap positions." + ] + }, + { + "name": "Villain Action 3: Transmute Aspects", + "entries": [ + "Indix directly alters the abilities of their enemies. Each creature in the entanglement matrix must shift each of their ability scores along one space on their character sheets; Strength becomes Dexterity, Constitution becomes Intelligence, Charisma becomes Strength, and so on. These changes last as long as the matrix lasts." + ] } ], - "entries": [ - "As an action, an officer can take a power die from their domain's pool to create an aura of despair centered on the officer. The aura has a radius of 5 feet × the number on the power die, and lasts until the start of the officer's next turn. Each enemy creature that starts its turn within the aura must make a Wisdom saving throw with a DC of 8 + the planar invaders' domain size. On a failure, the creature is {@condition paralyzed} until the start of the officer's next turn." + "senseTags": [ + "U" ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "N", + "O", + "Y" + ], + "damageTagsSpell": [ + "F", + "L", + "O", + "Y" + ], + "spellcastingTags": [ + "I" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "intelligence", + "wisdom" + ] }, { - "name": "You'll Be of Use Yet", + "name": "Fang Devil", "source": "KaW", - "page": 84, - "featureType": [ - "DPWR" + "page": 191, + "size": [ + "M" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ { - "other": "Planar Invaders (Leader)" + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] } ], - "entries": [ - "As an action, the leader can take any number of power dice from their domain's pool and cast the {@spell dominate person} spell, requiring no components. The save DC for the spell is equal to 8 + the total of the power dice." + "hp": { + "average": 285, + "formula": "30d8 + 150" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 20, + "con": 20, + "int": 16, + "wis": 16, + "cha": 20, + "save": { + "str": "+9", + "dex": "+10", + "con": "+10", + "cha": "+10" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Interplanar Blip", - "source": "KaW", - "page": 84, - "featureType": [ - "DFTR" + "immune": [ + "necrotic", + "poison" ], - "prerequisite": [ + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "16", + "trait": [ { - "other": "Planar Invaders (Officer)" + "name": "Formless Shape", + "entries": [ + "The devil is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The devil's weapon attacks are magical." + ] + }, + { + "name": "Unhallowed Toxin", + "entries": [ + "Poison damage dealt by the devil ignores any damage immunity or resistance the target has." + ] } ], - "entries": [ - "If the planar invaders' Communications level is 2 or higher at the end of deployment, an officer chooses a number of infantry units controlled by the planar invaders equal to their domain size. These units gain the following trait until the end of the battle:", + "action": [ { - "type": "entries", - "name": "Blip", - "page": 84, + "name": "Multiattack", "entries": [ - "When this unit marches, it can move 1 extra space and can move through other units, though it cannot end its movement in the same space as an opposed unit." + "The devil makes four melee attacks and uses its Twist Flesh." + ] + }, + { + "name": "Mouth Hand", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and if the target is Large or smaller, it is {@condition grappled} (escape {@dc 19}). While {@condition grappled}, the target is {@condition restrained}.", + "Whenever the devil makes this attack, it can grow as many limbs as required to grapple multiple targets at once." + ] + }, + { + "name": "Venomous Bayonet", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 18 ({@damage 4d8}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned}." + ] + }, + { + "name": "Hail of Teeth {@recharge 5}", + "entries": [ + "A barrage of teeth erupts from the devil in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 18d4}) piercing damage plus 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Teleport", + "entries": [ + "The devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + }, + { + "name": "Twist Flesh", + "entries": [ + "The devil targets a creature it can see within 60 feet of it. That creature must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned} as it suffers a sudden monstrous transformation that wracks its body with unimaginable pain as bones writhe beneath skin and muscles fill with acid.", + "While {@condition poisoned} in this way, a creature also suffers a random secondary effect:", + { + "type": "list", + "items": [ + "The target's internal temperature skyrockets, boiling its bodily fluids, which hiss from its pores as jets of steam. The target gains a level of {@condition exhaustion}.", + "Horns erupt from the target's skull, curving into its eyes. The target is {@condition blinded}.", + "Pus-filled boils form and pop in the target's ears. The target is {@condition deafened}.", + "The target's muscles burst, weakening it. All the target's weapon attacks deal half damage.", + "The soles of the target's feet fuse with the ground, tearing with every move it makes. The target is {@condition restrained}.", + "The target's skeleton writhes beneath its skin, hardening into stone. The target is {@condition paralyzed}." + ] + }, + "The {@condition poisoned} condition can be ended by a {@spell lesser restoration} spell or by finishing a long rest, but levels of {@condition exhaustion} can only be removed by a {@spell greater restoration} spell or by finishing a long rest." ] } + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "deafened", + "grappled", + "paralyzed", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" ] }, { - "name": "Recall the Fleet (Special Unit)", + "name": "Horat, Duke of Kasyrgan", + "isNamedCreature": true, "source": "KaW", - "page": 84, - "featureType": [ - "DFTR" + "page": 192, + "size": [ + "M" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ { - "other": "Planar Invaders (Officer)" + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Operations test. On a success, the planar invaders muster Timescape Shock Troops, a special unit of merciless time raiders.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/4RheW6G.jpg" - }, - "title": "Timescape Shock Troops unit card" + "hp": { + "average": 323, + "formula": "34d8 + 170" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 20, + "con": 20, + "int": 16, + "wis": 16, + "cha": 20, + "save": { + "str": "+10", + "dex": "+11", + "con": "+11", + "cha": "+11" + }, + "skill": { + "deception": "+11", + "intimidation": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true } - ] - }, - { - "name": "Spatial Anchor", - "source": "KaW", - "page": 84, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "18", + "trait": [ { - "other": "Planar Invaders (Officer)" + "name": "Formless Shape", + "entries": [ + "Horat is immune to any spell or effect that would alter his form." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Horat fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Horat has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Horat's weapon attacks are magical." + ] + }, + { + "name": "Mutation Field", + "entries": [ + "Horat emits an unholy aura of distortion. Each creature that starts its turn within 30 feet of him has its speed reduced to 10 feet as its limbs develop extra joints and its feet splay into talons or tentacles until the start of the target's next turn.", + "In addition, as a bonus action, Horat can use Twist Flesh against every hostile creature affected by his Mutation Field." + ] + }, + { + "name": "True Name", + "entries": [ + "The true name of Horat is not fixed. It is made up of the syllables VEN, THU, and ZJA. There are six permutations of the name, depending on how you order the syllables, but only one permutation is correct during a given battle." + ] + }, + { + "name": "Unhallowed Toxin", + "entries": [ + "Poison damage dealt by Horat ignores any damage immunity or resistance the target has." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 12} Lore test. On a success, during the next combat against officers of an opposed domain, each planar invader automatically succeeds on saving throws to avoid being unwillingly sent to another plane (as with spells such as {@spell banishment} or {@spell plane shift}) and against spells and effects that would alter their form (such as {@spell polymorph})." - ] - }, - { - "name": "We Will Take What We Need from Your Mind...Directly", - "source": "KaW", - "page": 85, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + "action": [ { - "other": "Planar Invaders (Officer)" + "name": "Multiattack", + "entries": [ + "Horat makes four melee attacks and uses his Twist Flesh." + ] + }, + { + "name": "Mouth Hand", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and if the target is Large or smaller, it is {@condition grappled} (escape {@dc 19}). While {@condition grappled}, the target is {@condition restrained}.", + "Whenever Horat makes this attack, he can grow as many limbs as required to grapple multiple targets at once." + ] + }, + { + "name": "Venomous Bayonet", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 18 ({@damage 4d8}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned}." + ] + }, + { + "name": "Hail of Teeth {@recharge 5}", + "entries": [ + "A barrage of teeth erupts from Horat in a 60-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw, taking 45 ({@damage 18d4}) piercing damage plus 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Teleport", + "entries": [ + "Horat magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." + ] + }, + { + "name": "Twist Flesh", + "entries": [ + "Horat targets a creature he can see within 60 feet. That creature must succeed on a {@dc 19} Constitution saving throw or become {@condition poisoned} as it suffers a sudden monstrous transformation that wracks its body with unimaginable pain as bones writhe beneath skin and muscles fill with acid.", + "While {@condition poisoned} in this way, a creature also suffers a random secondary effect:", + { + "type": "list", + "items": [ + "The target's internal temperature skyrockets, boiling its bodily fluids, which hiss from its pores as jets of steam. The target gains a level of {@condition exhaustion}.", + "Horns erupt from the target's skull, curving into its eyes. The target is {@condition blinded}.", + "Pus-filled boils form and pop in the target's ears. The target is {@condition deafened}.", + "The target's muscles burst, weakening it. All the target's weapon attacks deal half damage.", + "The soles of the target's feet fuse with the ground, tearing with every move it makes. The target is {@condition restrained}.", + "The target's skeleton writhes beneath its skin, hardening into stone. The target is {@condition paralyzed}." + ] + }, + "The {@condition poisoned} condition can be ended by a {@spell lesser restoration} spell or by finishing a long rest, but levels of {@condition exhaustion} can only be removed by a {@spell greater restoration} spell or by finishing a long rest." + ] } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resolve. On a success, the planar invaders' Communications level and Resolve level both increase by 1." - ] - }, - { - "name": "Matriarch Rex", - "source": "KaW", - "page": 85, - "featureType": [ - "DTTL" + "reaction": [ + { + "name": "Allow Me to Improve You", + "entries": [ + "When a creature starts its turn in Horat's Mutation Field, he can use his Twist Flesh on that creature." + ] + } ], - "prerequisite": [ + "legendaryHeader": [ + "Horat has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ { - "other": "Reptilian Band (Leader)" + "name": "Villain Action 1: Spindle-Shanked", + "entries": [ + "Horat moves up to his full movement speed without provoking opportunity attacks, and then makes two melee attacks." + ] + }, + { + "name": "Villain Action 2: Unholy Ground", + "entries": [ + "The range of Horat's Mutation Field becomes 60 feet." + ] + }, + { + "name": "Villain Action 3: Litany of Pain", + "entries": [ + "Horat chants an exaltation of suffering, afflicting enemies within 120 feet of him that can hear him with relentless agony. Enemy spellcasters lose {@status concentration} on any ongoing spells they are casting, and all enemy creatures must succeed on a {@dc 18} Constitution saving throw or become {@condition stunned} until the end of Horat's next turn. Creatures with the {@condition poisoned} condition automatically fail this saving throw." + ] } ], - "entries": [ - "The matriarch rex can shed their skin as a bonus action, immediately ending all conditions affecting them." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "deafened", + "grappled", + "paralyzed", + "poisoned", + "restrained", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ] }, { - "name": "Regenerate", + "name": "Eye Devil", "source": "KaW", - "page": 85, - "featureType": [ - "DPWR" + "page": 195, + "size": [ + "H" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ { - "other": "Reptilian Band (Officer)" + "ac": 18, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and recover a number of hit points equal to the number on the die. Using a die in this way regrows any of the officer's missing limbs." + "hp": { + "average": 262, + "formula": "21d12 + 126" + }, + "speed": { + "walk": 0, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 26, + "dex": 12, + "con": 22, + "int": 25, + "wis": 26, + "cha": 22, + "save": { + "str": "+14", + "con": "+12", + "wis": "+14", + "cha": "+12" + }, + "skill": { + "insight": "+14", + "perception": "+14" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 24, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Vengeful Shriek", - "source": "KaW", - "page": 85, - "featureType": [ - "DPWR" + "immune": [ + "fire", + "poison" ], - "prerequisite": [ - { - "other": "Reptilian Band (Leader)" - } + "vulnerable": [ + "lightning" ], - "entries": [ - "If an ally the leader can see drops to 0 hit points, the leader can use a reaction to emit a vengeful shriek. The leader takes any number of power dice from their domain's pool, and each creature of the leader's choice within 30 feet of them that they can see takes thunder damage equal to the total of the power dice." + "conditionImmune": [ + "blinded", + "charmed", + "frightened", + "poisoned", + "prone" ], - "foundryFlags": { - "activation.type": "reaction", - "activation.cost": "1", - "activation.condition": "an ally the leader can see drops to 0 hit points" - } - }, - { - "name": "Booby Traps", - "source": "KaW", - "page": 85, - "featureType": [ - "DFTR" + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." ], - "prerequisite": [ + "cr": "18", + "spellcasting": [ { - "other": "Reptilian Band (Officer)" + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "The devil's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The devil can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell detect magic}", + "{@spell detect thoughts}", + "{@spell telekinesis}" + ], + "daily": { + "3e": [ + "{@spell delayed blast fireball}", + "{@spell eyebite}" + ], + "1e": [ + "{@spell dominate monster}", + "{@spell incendiary cloud}", + "{@spell plane shift}" + ] + }, + "footerEntries": [ + "In addition, the devil can concentrate on two spells at once." + ], + "ability": "cha" } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Resources. On a success, the target domain's Resources level decreases by 1, and the reptilian band's Resolve level increases by 1." - ] - }, - { - "name": "Ensorcelled Scales", - "source": "KaW", - "page": 85, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + "trait": [ { - "other": "Reptilian Band (Officer)" + "name": "Limited Prescience", + "entries": [ + "The devil can't be surprised, and has advantage on initiative rolls." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Malvision (1/Day)", + "entries": [ + "As a bonus action, the devil gazes into the looming horrors of the future and witnesses a vision of doom, imposing it on reality.", + "One creature that the devil can see within 30 feet of it becomes the subject of an ill omen, and they foresee themselves suffering a terrible fate. At the end of the target's next turn, it is inflicted with a curse. It doesn't know the nature, which is decided from the following options at random:", + { + "type": "list", + "items": [ + "The target begins to age rapidly, as each day for them becomes a year.", + "The target's luck runs out; they now automatically fail all saving throws.", + "The target is doomed. If they are reduced to 0 hit points, they instantly die.", + "The target must roll a {@dice d20}. On a roll of 1, they die instantly with no chance of resurrection." + ] + }, + "A creature can't be affected by the same curse twice.", + "To avoid the effects of the impending curse, a target can use their bonus action to pass their fate to an ally they can see within 60 feet. After transferring the curse in this way, the infliction of the curse resets to now take place at the end of the new target's next turn. An impending curse can't be transferred back to a creature who has already been targeted with it. If the devil is destroyed before the curse takes effect, the creature is unaffected by the curse.", + "A curse can only be lifted by a solar's Healing Touch. It can also be suppressed, but not broken permanently, by wearing an amulet featuring the {@condition petrified} eye of an eye devil." + ] + }, + { + "name": "Soul-Scorching", + "entries": [ + "Fire damage dealt by the devil ignores resistance and immunity to fire damage." + ] } ], - "entries": [ - "If the reptilian band's Resolve level is 2 or higher at the start of any combat with officers of an opposed domain, all the reptilian band's officers have the following reaction during that combat:", + "action": [ { - "type": "entries", - "page": 86, - "name": "Reflective Scales", + "name": "Multiattack", "entries": [ - "If the officer succeeds on a saving throw against a spell that targets a single creature, or if a spell attack misses the officer, they can use a reaction to choose another creature they can see within 60 feet of them. The spell targets the chosen creature instead of the officer, with the new target rerolling the saving throw or the caster rerolling the attack roll, as appropriate." + "The devil makes four attacks. It can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Incinerate", + "entries": [ + "{@atk ms} {@hit 12} to hit, reach 10 ft., one target. {@h}28 ({@damage 8d6}) fire damage." + ] + }, + { + "name": "Flame Jet", + "entries": [ + "{@atk rs} {@hit 12} to hit, range 60 ft., one target. {@h}14 ({@damage 4d6}) fire damage." + ] + }, + { + "name": "Winged Embrace", + "entries": [ + "The devil encloses itself and one other creature within 5 feet of it within its wings. The creature must succeed on a {@dc 20} Dexterity saving throw or become {@condition grappled} (escape {@dc 20}). While {@condition grappled}, the target is {@condition restrained}. The devil can only grapple one creature at a time.", + "While grappling a creature, the devil is guarded from damage by its wings, which can be attacked (AC 18; 50 hit points). When reduced to 0 hit points, the wings fall apart, releasing the trapped creature inside.", + "If the devil's wings are destroyed, it reforms them at the start of its next turn." + ] + }, + { + "name": "Teleport", + "entries": [ + "The devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." ] } + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "F" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "conditionInflictSpell": [ + "charmed", + "frightened", + "restrained", + "unconscious" + ], + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" ] }, { - "name": "Prehistoric Wrath (Special Unit)", + "name": "Pharyon, Prince of Dis", + "isNamedCreature": true, "source": "KaW", - "page": 86, - "featureType": [ - "DFTR" + "page": 196, + "size": [ + "H" ], - "prerequisite": [ - { - "other": "Reptilian Band (Officer)" - } + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the reptilian band musters the Prehistoric Wrath, a special unit of dinosaurs.", + "ac": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/uvACCcv.jpg" - }, - "title": "Prehistoric Wrath unit card" + "ac": 18, + "from": [ + "natural armor" + ] } - ] - }, - { - "name": "Primal Magic", - "source": "KaW", - "page": 86, - "featureType": [ - "DFTR" ], - "prerequisite": [ - { - "other": "Reptilian Band (Officer)" + "hp": { + "average": 325, + "formula": "26d12 + 156" + }, + "speed": { + "walk": 0, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 26, + "dex": 12, + "con": 22, + "int": 25, + "wis": 26, + "cha": 22, + "save": { + "str": "+14", + "con": "+12", + "wis": "+14", + "cha": "+12" + }, + "skill": { + "deception": "+12", + "insight": "+14", + "perception": "+14", + "persuasion": "+12" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 24, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true } ], - "entries": [ - "As a domain action, an officer makes a Lore test against an opposed domain's Resources. On a success, the opposed domain's Resources level decreases by 1, and the reptilian band gains a {@item scroll of blood magic|KaW}." - ] - }, - { - "name": "Deathlord", - "source": "KaW", - "page": 87, - "featureType": [ - "DTTL" + "immune": [ + "fire", + "poison" ], - "prerequisite": [ - { - "other": "Undead Dominion (Leader)" - } + "vulnerable": [ + "lightning" ], - "entries": [ - "If damage reduces the deathlord to 0 hit points, they make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the deathlord drops to 1 hit point instead.", - "Additionally, effects that kill a creature outright, such as the {@spell power word kill} spell, reduce the deathlord to 1 hit point instead." - ] - }, - { - "name": "Knee Deep in the Dead", - "source": "KaW", - "page": 87, - "featureType": [ - "DPWR" + "conditionImmune": [ + "blinded", + "charmed", + "frightened", + "poisoned", + "prone" ], - "prerequisite": [ - { - "other": "Undead Dominion (Officer)" - } + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." ], - "entries": [ - "As a bonus action, an undead dominion officer can take any number of power dice from their domain's pool and create a number of undead minions equal to the total of the dice divided by 2. These minions rise from the ground in unoccupied spaces within 60 feet of the officer. The officer selects the minions that appear, with the undead dominion's domain size determining the maximum challenge rating for each minion, as shown on the following table.", + "cr": "20", + "spellcasting": [ { - "type": "table", - "colLabels": [ - "Domain Size", - "Maximum Minion CR", - "Example Undead", - "" + "type": "spellcasting", + "name": "Innate Spellcasting", + "headerEntries": [ + "Pharyon's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Pharyon can innately cast the following spells, requiring no material components:" ], - "colStyles": [ - "col-1 text-center", - "col-1 text-center", - "col-2 text-left", - "col-9 text-left" + "will": [ + "{@spell detect magic}", + "{@spell detect thoughts}", + "{@spell telekinesis}" ], - "rows": [ - [ - "1", - "1/4", - "{@creature Skeletons} or {@creature Zombies}", - "" - ], - [ - "2", - "1/2", - "{@creature Shadow}", - "" - ], - [ - "3", - "1", - "{@creature Ghoul} or {@creature specter}", - "" - ], - [ - "4", - "2", - "{@creature Ghast} or {@creature ogre zombie}", - "" + "daily": { + "3e": [ + "{@spell delayed blast fireball}", + "{@spell eyebite}" ], - [ - "5", - "3", - "{@creature Mummy} or {@creature wight}", - "" + "1e": [ + "{@spell dominate monster}", + "{@spell incendiary cloud}", + "{@spell plane shift}" ] + }, + "footerEntries": [ + "In addition, Pharyon can concentrate on up to four spells at once." + ], + "ability": "cha" + } + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Pharyon fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Pharyon has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Malvision (3/Day)", + "entries": [ + "As a bonus action, Pharyon gazes into the looming horrors of the future and witnesses a vision of doom.", + "One creature that Pharyon can see within 60 feet of him becomes the subject of an ill omen and they foresee themselves suffering a terrible fate. At the end of the target's next turn, it is inflicted with a curse. It doesn't know the nature, which is decided from the following options at random:", + { + "type": "list", + "items": [ + "The creature begins to age rapidly, as each second for them becomes a year.", + "The target's luck runs out; they now automatically fail all saving throws.", + "The target is doomed. If they are reduced to 0 hit points, they instantly die.", + "The target must roll a {@dice d20}. On a roll of 1, they die instantly with no chance of resurrection." + ] + }, + "A creature can't be affected by the same curse twice.", + "To avoid the effects of the impending curse, a target can use their bonus action to pass their fate to an ally they can see within 60 feet. An impending curse can't be transferred back to a creature who has already been targeted with it. If Pharyon is destroyed before the curse takes effect, the creature is unaffected by the curse.", + "A curse can only be lifted by a solar's Healing Touch. It can also be suppressed, but not broken permanently, by wearing an amulet featuring the {@condition petrified} eye of an eye devil." + ] + }, + { + "name": "Soul-Scorching", + "entries": [ + "Fire damage dealt by Pharyon ignores resistance and immunity to fire damage." ] }, - "The undead act on their own initiative and follow the orders of the officer who summoned them." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Rise Up", - "source": "KaW", - "page": 87, - "featureType": [ - "DPWR" - ], - "prerequisite": [ { - "other": "Undead Dominion (Leader)" + "name": "True Name", + "entries": [ + "Pharyon's true name must be hummed, whistled, or played on an instrument at the table for the reading to be legitimate!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wymvBoI.png" + } + } + ] + }, + { + "name": "True Prescience", + "entries": [ + "Pharyon can't be surprised, always acts first in the initiative order, and attacks against him can't be made with advantage." + ] } ], - "entries": [ - "As a bonus action, the leader can take a power die from their domain's pool and unleash an aura of unholy animation. Each corpse within 160 feet of the leader rises as an undead servant under their control, with a number of hit points equal to the number on the power die.", - "Risen creatures that were already undead retain their previous statistics except for their new hit points. New undead raised by this power become {@creature ghouls} if their remains are whole, or {@creature specters} if not." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Mass Animate Dead (Special Unit)", - "source": "KaW", - "page": 87, - "featureType": [ - "DFTR" + "action": [ + { + "name": "Multiattack", + "entries": [ + "Pharyon makes four attacks. He can cast a spell in place of one of these attacks." + ] + }, + { + "name": "Flame Jet", + "entries": [ + "{@atk rs} {@hit 12} to hit, range 60 ft., one target. {@h}21 ({@damage 6d6}) fire damage." + ] + }, + { + "name": "Incinerate", + "entries": [ + "{@atk ms} {@hit 12} to hit, reach 10 ft., one target. {@h}28 ({@damage 8d6}) fire damage." + ] + }, + { + "name": "Winged Embrace", + "entries": [ + "Pharyon encloses himself and one other creature within 5 feet of him within his wings. The creature must succeed on a {@dc 20} Dexterity saving throw or become {@condition grappled} (escape {@dc 20}). While {@condition grappled}, the target is {@condition restrained}. Pharyon can only grapple one creature at a time.", + "While grappling a creature, Pharyon is guarded from damage by his wings, which can be attacked (AC 18; 50 hit points). When reduced to 0 hit points, the wings fall apart, releasing the trapped creature inside.", + "If Pharyon's wings are destroyed, he reforms them at the start of his next turn." + ] + }, + { + "name": "Teleport", + "entries": [ + "Pharyon magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." + ] + } ], - "prerequisite": [ + "reaction": [ { - "other": "Undead Dominion (Officer)" + "name": "Look Again", + "entries": [ + "When a creature hits Pharyon with an attack, he can swap positions with the attacker. The attacker targets itself and not Pharyon with the attack." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undead dominion musters the Grim Front, a special unit of bloodthirsty undead soldiers.", + "legendaryHeader": [ + "Pharyon has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/RdQ9Yva.jpg`" - }, - "title": "The Grim Front unit card" + "name": "Villain Action 1: Time Is But a Loop", + "entries": [ + "Pharyon reverses the effects of the last creature's turn, uses Teleport, and then the last creature's turn plays out again as it did before. Any attacks or spells cast that turn that targeted Pharyon are still made and cast, but simply target the space Pharyon left. If the attack or spell requires a creature as a target, the attack automatically misses and the spell automatically fails." + ] + }, + { + "name": "Villain Action 2: I Have Seen Your End", + "entries": [ + "If Pharyon already has a creature {@condition grappled}, he makes four Incinerate attacks against that creature. Otherwise, Pharyon uses Teleport and then Winged Embrace." + ] + }, + { + "name": "Villain Action 3: Eye of the Inferno", + "entries": [ + "Pharyon opens all of his eyes at once, igniting a swirling firestorm that rages around him. Creatures within 60 feet of Pharyon must make a {@dc 20} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save, or half as much on a successful one. Thereafter, at the start of each of Pharyon's turns, each creature within 60 feet of him takes 10 ({@damage 3d6}) fire damage, and flammable objects in the area that aren't being worn or carried ignite. Creatures and objects within 10 feet of Pharyon stand in the eye of the storm and avoid all damage." + ] } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "F" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "AOE", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "conditionInflictSpell": [ + "charmed", + "frightened", + "restrained", + "unconscious" + ], + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" ] }, { - "name": "The Curse Spreads", + "name": "Trudy", + "isNamedCreature": true, "source": "KaW", - "page": 87, - "featureType": [ - "DFTR" + "page": 201, + "size": [ + "M" ], - "prerequisite": [ + "type": "dragon", + "alignment": [ + "L", + "N" + ], + "ac": [ { - "other": "Undead Dominion (Officer)" + "ac": 17, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 14} Lore test. On a success, the officer can choose a number of undead infantry units they control equal to the undead dominion's domain size and give them the following maneuver:", + "hp": { + "average": 49, + "formula": "9d8 + 9" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 15, + "dex": 14, + "con": 12, + "int": 16, + "wis": 14, + "cha": 14, + "save": { + "dex": "+4", + "int": "+5", + "wis": "+4", + "cha": "+4" + }, + "skill": { + "insight": "+4", + "perception": "+4" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 14, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "vulnerable": [ + "psychic" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "3", + "trait": [ { - "type": "entries", - "page": 87, - "name": "Infect", + "name": "", "entries": [ - "As a reaction when an adjacent opposed unit breaks, make a Command test against that unit's Toughness. On a success, the undead dominion immediately reforms the unit with 1 casualty and takes control of it, the unit's type becomes undead, and it gains the Dead and Harrowing traits. The reformed unit acts on the next turn in the initiative order." + { + "type": "section", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "{@variantrule Gemstone Dragon Psionics|SaF|Psionics}", + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + "{@b Charges:} 1", + "{@b Recharge:} {@dice 1d4}" + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "name": "Amplification Aura", + "entries": [ + "When a creature within 30 feet of Trudy casts a spell, she can choose to increase the spell save DC for that spell by 1." ] } - ] - }, - { - "name": "The Dead Do Not Falter", - "source": "KaW", - "page": 89, - "featureType": [ - "DFTR" ], - "prerequisite": [ + "action": [ { - "other": "Undead Dominion (Officer)" + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage." + ] + }, + { + "name": "Lift", + "entries": [ + "Trudy chooses up to three allied creatures that she can see within 30 feet of her. Until the end of its next turn, each target can jump a distance equal to its movement speed." + ] } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a {@dc 14} Operations test. On a success, the undead dominion has advantage on Operations tests until the end of the intrigue." - ] - }, - { - "name": "Vile Resistance", - "source": "KaW", - "page": 89, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + "reaction": [ { - "other": "Undead Dominion (Officer)" + "name": "Psionic Ward", + "entries": [ + "When Trudy or a creature within 30 feet of her that she can see takes damage, she can spend 1 or more psionic charges to reduce the damage by {@dice 1d4} for each charge spent." + ] } ], - "entries": [ - "If the undead dominion's Resolve level is 2 or higher before the start of the next combat against the officers of an opposed domain, dominion officers gain the following benefits during the combat: they lose the Sunlight Sensitivity trait if they have it, they are immune to effects that turn undead, and they do not take extra damage from any effect that deals extra damage to undead." + "senseTags": [ + "B", + "SD" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" ] }, { - "name": "Tideweaver", + "name": "Cthrion Uroniziir", + "isNamedCreature": true, "source": "KaW", - "page": 89, - "featureType": [ - "DTTL" + "page": 203, + "size": [ + "G" ], - "prerequisite": [ + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ { - "other": "Undersea Colony (Leader)" + "ac": 24, + "from": [ + "natural armor" + ] } ], - "entries": [ - "If a creature that cannot breathe underwater starts its turn within 30 feet of the tideweaver, that creature takes {@damage 2d6} cold damage.", - "Additionally, as a bonus action, the tideweaver can target a number of creatures they can see within 30 feet of them equal to the undersea colony's domain size. Each target must succeed on a Strength saving throw or either be pushed 20 feet away from the tideweaver or pulled to within 5 feet of the tideweaver (the tideweaver's choice). The DC for this saving throw is 15 or the tideweaver's spell save DC, whichever is higher." + "hp": { + "average": 585, + "formula": "30d20 + 270" + }, + "speed": { + "walk": 40, + "fly": { + "number": 80, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 25, + "dex": 27, + "con": 28, + "int": 26, + "wis": 20, + "cha": 25, + "save": { + "dex": "+17", + "int": "+17", + "wis": "+14", + "cha": "+16" + }, + "skill": { + "arcana": "+17", + "insight": "+14", + "perception": "+14", + "religion": "+17" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 24, + "immune": [ + "fire", + "lightning", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "The Bends", - "source": "KaW", - "page": 89, - "featureType": [ - "DPWR" + "vulnerable": [ + "psychic" ], - "prerequisite": [ + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "stunned" + ], + "languages": [ + "Common", + "Draconic", + "telepathy 120 ft." + ], + "cr": "29", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Cthrion Uroniziir fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Cthrion Uroniziir has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Cthrion Uroniziir's weapon attacks are magical." + ] + }, + { + "name": "Negentropic Entity", + "entries": [ + "Cthrion Uroniziir is a living plane. Creatures, objects, and worlds consumed by her are forcibly incorporated, melding into a single universe contained within her. Creatures can only leave the universe with magic that enables planar travel, such as the {@spell plane shift} spell, and spells targeting creatures, objects, or locations within Cthrion Uroniziir automatically fail unless their range exceeds the caster's plane of existence.", + "Cthrion Uroniziir can't be harmed from within the universe. If she dies, the universe implodes, destroying everything inside." + ] + }, + { + "name": "Psionics", + "entries": [ + "Cthrion Uroniziir can use a psionic manifestation as a bonus action." + ] + }, + { + "name": "Rift", + "entries": [ + "If Cthrion Uroniziir dies, she creates a swirling 20-foot-diameter spherical rift in spacetime. All objects within 50 feet of the rift that aren't anchored to the ground are pulled into it. Each creature within 50 feet of the rift must succeed on a {@dc 20} Strength saving throw or be pulled into the rift. Creatures and objects pulled into the rift take 39 ({@damage 6d12}) force damage. If this damage reduces a creature to 0 hit points, it is consumed by the void and ceases to exist. The rift then closes, depositing any remaining creatures in unoccupied spaces within 20 feet of it." + ] + }, + { + "name": "Time Aura", + "entries": [ + "When a creature starts its turn within 30 feet of Cthrion Uroniziir, the creature must succeed on a {@dc 25} Wisdom saving throw or be affected by the {@spell slow} spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is immune to the Time Aura of all onyx dragons for the next 24 hours. Creatures Cthrion Uroniziir chooses are unaffected by her Time Aura." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Cthrion Uroniziir uses her Inhale. She then makes four attacks: one with her bite, two with her claws, and one with her tail." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}29 ({@damage 4d10 + 7}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage" + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage." + ] + }, + { + "name": "Inhale", + "entries": [ + "Cthrion Uroniziir creates a 90-foot-cone vacuum. Each creature in that area must succeed on a {@dc 24} Strength saving throw or be pulled up to 20 feet toward Cthrion Uroniziir and knocked {@condition prone}. Large or smaller objects not worn or carried are drawn into Cthrion and incorporated into her universe." + ] + }, { - "other": "Undersea Colony (Leader)" + "name": "Cosmic Breath {@recharge 5}", + "entries": [ + "Cthrion Uroniziir exhales the contents of another world in a 90-foot cone. Each creature in the area must succeed on a {@dc 26} Dexterity throw or take 45 ({@damage 10d8}) bludgeoning damage and 45 ({@damage 10d8}) damage corresponding to the world's composition. Roll a {@dice d6} to determine the damage type: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, or (6) radiant." + ] } ], - "entries": [ - "As an action, the leader can take a power die from their domain's pool and target one creature they can see within 60 feet of them. The target must succeed on a Constitution saving throw with a DC of 8 + the number on the power die or be stunned until the end of the leader's next turn. Constructs, undead, and creatures whose form contains no liquid (such as fire elementals) automatically succeed on this saving throw." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } - }, - { - "name": "Uncanny Gift", - "source": "KaW", - "page": 89, - "featureType": [ - "DPWR" - ], - "prerequisite": [ + "reaction": [ { - "other": "Undersea Colony (Officer)" + "name": "Delay", + "entries": [ + "When a creature within 30 feet of Cthrion Uroniziir that she can see makes an attack roll or casts a spell, she can attempt to hurl the creature forward in time before the action resolves. The target must make a {@dc 25} Charisma saving throw. On a failed save, the target vanishes, and if it was the target's turn, its turn is over, but the triggering action is unresolved. At the end of Cthrion Uroniziir's next turn, the target reappears in the space it left or in the nearest unoccupied space, and then the action they took resolves. If the target's action targeted a creature or object that is now out range of the attack or spell, the action fails. If a creature fails this saving throw by 5 or more, it also ages {@dice 1d12} years when it returns. Once a creature is targeted with Delay, Cthrion Uroniziir can't target that creature again with Delay for the next 24 hours." + ] } ], - "entries": [ - "As a bonus action, an officer can take a power die from their domain's pool and cast the {@spell eldritch blast} cantrip, using the number on the power die as the spell's attack bonus. The spell creates a number of beams equal to the undersea colony's domain size." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } - }, - { - "name": "Dark Figures Move and Twist", - "source": "KaW", - "page": 90, - "featureType": [ - "DFTR" + "legendaryHeader": [ + "Cthrion Uroniziir has three villain actions. She can take each action once during an encounter after an enemy creature's turn. She takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." ], - "prerequisite": [ + "legendary": [ { - "other": "Undersea Colony (Officer)" + "name": "Villain Action 1: Terraform", + "entries": [ + "Cthrion Uroniziir conjures an onyx monolith in an unoccupied space she can see within 120 feet of her. The monolith is 5 feet wide and 20 feet tall. It has AC 20, 200 hit points, immunity to fire, lightning, and poison damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks, and vulnerability to psychic damage. At initiative count 10 each round until its destruction, the monolith pulses with black lightning. Each creature of Cthrion Uroniziir's choice within 30 feet of the monolith must succeed on a {@dc 20} Dexterity saving throw or take 21 ({@damage 6d6}) lightning damage. If Cthrion Uroniziir is within 30 feet of the monolith when it pulses, she gains 21 ({@dice 6d6}) hit points. Immediately after the first pulse, the ground within 30 feet of the monolith becomes difficult terrain." + ] + }, + { + "name": "Villain Action 2: Pluck", + "entries": [ + "Cthrion Uroniziir summons {@dice 1d4} allies from one or more planes to aid her in battle. Each ally must be a creature with a challenge rating of 9 or lower and can't have lair, legendary, or villain actions. They each appear in an unoccupied space within 10 feet of Cthrion Uroniziir, act on their own initiative count each round, and fight until they are destroyed. They follow Cthrion Uroniziir's commands and disappear if she dies." + ] + }, + { + "name": "Villain Action 3: Freeze", + "entries": [ + "Cthrion Uroniziir uses a special psionic manifestation that costs no charges and mimics the {@spell time stop} spell." + ] } ], - "entries": [ - "If the undersea colony's Communications level is 2 or higher at the end of deployment, an officer can choose a number of ranks on the battlefield equal to the undersea colony's domain size and cover them in fog. This fog has no effect on the undersea colony's units." + "legendaryGroup": { + "name": "Cthrion Uroniziir", + "source": "KaW" + }, + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "TP" + ], + "damageTags": [ + "B", + "L", + "O", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "charisma", + "dexterity", + "strength", + "wisdom" ] }, { - "name": "Disrupt Shipping", + "name": "Relg", + "isNamedCreature": true, "source": "KaW", - "page": 90, - "featureType": [ - "DFTR" + "page": 206, + "size": [ + "G" ], - "prerequisite": [ + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ { - "other": "Undersea Colony (Officer)" + "ac": 21, + "from": [ + "natural armor" + ] } ], - "entries": [ - "As a domain action, an officer makes an Operations test against an opposed domain's Resources. On a success, whenever the undersea colony makes a successful Operations test until the end of the intrigue, in addition to the normal effects for success, they also reduce the opposed domain's Resources level by 1. If the undersea colony is defeated in a battle, the opposed domain's Resources return to normal." - ] - }, - { - "name": "Eerie Insight", - "source": "KaW", - "page": 90, - "featureType": [ - "DFTR" + "hp": { + "average": 525, + "formula": "30d20 + 210" + }, + "speed": { + "walk": 40 + }, + "resource": [ + { + "name": "Souls", + "value": 10, + "formula": "4d4" + } + ], + "str": 26, + "dex": 11, + "con": 25, + "int": 20, + "wis": 20, + "cha": 16, + "save": { + "str": "+16", + "con": "+15", + "wis": "+13" + }, + "skill": { + "insight": "+13", + "intimidation": "+11", + "perception": "+13" + }, + "senses": [ + "soulsight 120 ft.", + "truesight 120 ft." + ], + "passive": 23, + "resist": [ + "cold", + "fire", + "lightning", + "necrotic" + ], + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } ], - "prerequisite": [ + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "25", + "trait": [ { - "other": "Undersea Colony (Officer)" + "name": "Aura of Lethe", + "entries": [ + "Any creature that starts its turn within 30 feet of Relg must succeed on a {@dc 21} Intelligence saving throw or lose precious memories. On a failed save, the creature must roll a {@dice d8} and subtract the number rolled from all attack rolls, saving throws, and ability checks made until the start of its next turn. If a creature fails this saving throw three times in a row, it suffers the effect of the {@spell feeblemind} spell." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Relg fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Relg has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Relg's weapon attacks are magical." + ] + }, + { + "name": "Pus-Filled Soul Boils", + "entries": [ + "As long as Relg's soul count is 3 or higher, creatures that touch him or hit him with a melee attack while within 5 feet of him take 10 ({@damage 3d6}) acid damage." + ] + }, + { + "name": "Reel", + "entries": [ + "As a bonus action, Relg pulls one creature of his choice {@condition grappled} by his tentacles to an unoccupied space within 5 feet of him and makes a bite attack against it." + ] + }, + { + "name": "Regeneration", + "entries": [ + "Relg regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Relg only dies if he starts his turn with 0 hit points and doesn't regenerate." + ] + }, + { + "name": "Soul Rend (Costs 1-5 Souls)", + "entries": [ + "When Relg makes a successful attack against a creature, he can burn up to 5 souls and deal an extra 14 ({@damage 4d6}) damage for each soul burnt." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "Relg has advantage on saving throws against effects that turn fiends." + ] + }, + { + "name": "Weighted Soul (Costs 2 Souls)", + "entries": [ + "As a bonus action, Relg chooses a creature within 120 feet of him. The target must succeed on a {@dc 21} Strength saving throw or its speed is reduced to 0 feet until the end of its next turn. If the creature is airborne, it immediately plummets 60 feet toward the ground." + ] } ], - "entries": [ - "Once per intrigue as a domain bonus action, an officer can make a Lore test against an opposed domain's Communications. On a success, an officer chooses a number of magic items equal to the undersea colony's domain size that are in the possession of the opposed domain's officers, creating copies of those magic items for the undersea colony's officers. Artifacts cannot be targeted in this way. The copies function only until the end of the next combat encounter in which they are used." - ] - }, - { - "name": "Salt Golems (Special Unit)", - "source": "KaW", - "page": 90, - "featureType": [ - "DFTR" + "action": [ + { + "name": "Multiattack", + "entries": [ + "Relg makes four melee attacks: three with his axe and one with his horns. He can use his tentacles in place of any of these attacks." + ] + }, + { + "name": "Axe", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}34 ({@damage 4d12 + 8}) slashing damage." + ] + }, + { + "name": "Horns", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}30 ({@damage 4d10 + 8}) piercing damage, and the target must succeed on a {@dc 24} Strength saving throw or be pushed up to 20 feet away from Relg and knocked {@condition prone}." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 30 ft., one target. {@h}26 ({@damage 4d8 + 8}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 24}). Until this grapple ends, the target is {@condition restrained}. Relg has six tentacles, each of which can grapple one target." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}30 ({@damage 4d10 + 8}) piercing damage, and the target is swallowed if it is a Large or smaller creature. A swallowed creature is {@condition blinded} and {@condition restrained}, has total cover against attacks and other effects outside of Relg, and takes 17 ({@damage 5d6}) acid damage and 17 ({@damage 5d6}) necrotic damage at the start of each of Relg's turns. A creature reduced to 0 hit points while swallowed by Relg dies, and its soul is instantly consumed by Relg without a saving throw.", + "If Relg takes 50 damage or more on a single turn from a creature inside him, he must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Relg. If Relg dies, a swallowed creature is no longer {@condition restrained} by him and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}. A creature that exits Relg is {@condition frightened} of him until the end of their next turn." + ] + } ], - "prerequisite": [ + "reaction": [ { - "other": "Undersea Colony (Officer)" + "name": "Siphon Arcane", + "entries": [ + "When a creature within 60 feet of Relg that he can see casts a spell, Relg can cause it to make a {@dc 21} Intelligence saving throw. On a failed save, the spell has no effect. In addition, the creature forgets the spell and can't cast it again until they finish a long rest." + ] } ], - "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the undersea colony musters the Salt Golems, a special unit of constructs made from ultradense salt crystals.", + "legendaryHeader": [ + "Relg has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round." + ], + "legendary": [ { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/URnEXzf.jpg" - }, - "title": "Salt Golems unit card" + "name": "Villain Action 1: Birth", + "entries": [ + "Relg regurgitates an allied nalfeshnee in an unoccupied space within 15 feet of him. Each creature within 5 feet of the nalfeshnee when it appears must succeed on a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) acid damage on a failed save, or half as much on a successful one. The nalfeshnee acts immediately after Relg on the same initiative count." + ] + }, + { + "name": "Villain Action 2: Lake of Oblivion", + "entries": [ + "Relg conjures a shallow lake of steaming liquid lethe in a 50-foot radius centered on himself. When a creature enters the lake for the first time on a turn or starts its turn in the lake, it must succeed on a {@dc 21} Wisdom saving throw or be affected by the {@spell confusion} spell for 1 minute (requiring no {@status concentration} from Relg). The lake is difficult terrain for creatures hostile to Relg." + ] + }, + { + "name": "Villain Action 3: Wails of the Damned", + "entries": [ + "Each creature within 30 feet of Relg that can hear the screams emanating from his open gut must succeed on a {@dc 21} Constitution saving throw or drop to 0 hit points." + ] } + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons", + "Regeneration", + "Turn Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Swallow", + "Tentacles" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "A", + "B", + "N", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence", + "strength", + "wisdom" ] - }, + } + ], + "legendaryGroup": [ { - "name": "Strike Leader", + "name": "Cthrion Uroniziir", "source": "KaW", - "page": 90, - "featureType": [ - "DTTL" - ], - "prerequisite": [ + "lairActions": [ + "On initiative count 20 (losing initiative ties), Cthrion Uroniziir takes a lair action to cause one of the following effects. She can't use the same effect two rounds in a row.", { - "other": "World Below City-State (Leader)" + "type": "list", + "items": [ + "Cthrion Uroniziir manifests {@optfeature weight|SaF} at no cost, choosing up to four targets.", + "Cthrion Uroniziir manifests {@optfeature another world|SaF} at no cost. She can't use this action again for 1 week.", + "Cthrion Uroniziir casts the {@spell plane shift} spell (spell save DC 25), which can be used to transport creatures inside of her universe." + ] } ], - "entries": [ - "The strike leader can use an action to create a 20-foot-radius sphere of hazy smoke centered on a point within 120 feet of them. The sphere lasts for 1 minute, spreads around corners, and its area is heavily obscured. While the sphere lasts, the strike leader can use a bonus action to move it up to 60 feet in any direction." - ], - "foundryFlags": { - "activation.type": "action", - "activation.cost": "1" - } + "regionalEffects": [ + "A region containing Cthrion Uroniziir's lair is warped for those who dare slumber, creating the following effect. The dreams of intelligent creatures who sleep within 12 miles of the lair are melded together in a lucid, overlapping cacophony. In these dreams, they can exchange philosophies about unity, law, and order\u2014when they aren't being plagued by each other's nightmares." + ] + } + ], + "item": [ + { + "name": "Coat of the Crimson Guard", + "source": "KaW", + "page": 208, + "baseItem": "studded leather armor|PHB", + "type": "LA", + "rarity": "very rare", + "reqAttune": true, + "weight": 13, + "ac": 12, + "bonusAc": "+2", + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "This ornate leather coat is a pristine white until its powers are used. You have a +2 bonus to AC while wearing this armor.", + "The coat has 3 charges. During a warfare battle, you can expend 1 charge as a reaction when one of your units would suffer casualties. When you expend a charge, you take damage equal to 5 times the number of casualties your unit would suffer and your unit does not suffer any casualties. You must be conscious to use this reaction. Taking damage from this reaction changes the coat to a deep crimson color for 24 hours. The coat regains all expended charges daily at dawn." + ] }, { - "name": "Close-Quarters Magic", - "source": "KaW", - "page": 90, - "featureType": [ - "DPWR" - ], - "prerequisite": [ + "name": "Counterpoint", + "source": "KaW", + "page": 208, + "baseItem": "morningstar|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "P", + "bonusWeapon": "+2", + "recharge": "dawn", + "rechargeAmount": 25, + "charges": 1, + "entries": [ + "The first of these morningstars, known as {@i Ysgwyd y Ddaear} or the {@i Falling Star of Soraya}, left a trail of destruction through history, breaking sieges, crushing armies, and leveling cities. The true origin of the morningstar is lost to myth.", + "You gain a +2 bonus to attack and damage rolls made with this morningstar. An enemy struck by an opportunity attack with this weapon stops moving, falls {@condition prone}, and has its speed reduced to 0 until the end of its turn.", + "When you use the {@action Attack} action to make an attack with this weapon, the target is marked. The mark lasts until the end of your next turn. You can only mark one creature this way at a time, and if you use the {@action Attack} action to attack multiple creatures, the last creature you attack with the weapon is marked. If a marked target within 5 feet of you attempts to attack another creature, you can immediately attack the marked creature once with the weapon without using an action or reaction.", { - "other": "World Below City-State (Officer)" + "type": "entries", + "name": "Seismic Blast", + "entries": [ + "This weapon has a maximum of 3 charges, but only has 1 charge remaining when it is found. As an action, you can expend 1 charge to cast the {@spell earthquake} spell from the weapon. The morningstar has a {@chance 25|25 percent} chance of gaining 1 charge daily at dawn." + ] + }, + { + "type": "entries", + "name": "Intrigue", + "entries": [ + "You have advantage on Diplomacy tests to influence domains that know about the weapon's existence.", + "Additionally, once per intrigue, you can turn a failed Diplomacy test into a success, but the target NPC realm's attitude toward your domain is reduced by one step." + ] + }, + { + "type": "inset", + "name": "Counterpoint's Limitation", + "entries": [ + "At the GM's discretion when the characters first obtain a counterpoint, it can't be recharged at dawn, and charges can't be added to the weapon from any other source. This means the weapon only has one use of Seismic Blast left, making the final charge much more valuable. Do you use it now, or save it for a pivotal moment?", + "As the GM, you can decide what, if anything, can allow the weapon to begin regaining charges. Perhaps the characters need to soak a counterpoint in the blood of an ancient blue dragon, destroy the other copies of the weapon, or achieve some other heroic deed." + ] } ], - "entries": [ - "As a bonus action, an officer takes a power die from their domain's pool and teleports up to a number of feet equal to 5 × the number on the die to an unoccupied space they can see." - ], - "foundryFlags": { - "activation.type": "bonus", - "activation.cost": "1" - } + "attachedSpells": [ + "earthquake" + ] }, { - "name": "Crawling Toxin", + "name": "Fate's Needle", + "source": "KaW", + "page": 209, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "uncommon", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "The hilt of this thin ivory dagger is wrapped with a single piece of golden thread, which shimmers with divination energy.", + "While wielding a fate's needle, you can use your bonus action to choose a target you can see within 60 feet of you and tug on the golden thread. You gain advantage on your next attack roll against the target, as the thread's magic affords you a brief glimpse into one possible future. You can use your bonus action in this way a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.", + "In addition, the golden thread grants insight into the sprawling arcane tapestry that spans the universe. An officer attuned to a fate's needle gains a +1 bonus to Lore tests for their domain." + ] + }, + { + "name": "Grandmaster's Quiver", "source": "KaW", - "page": 90, - "featureType": [ - "DPWR" - ], - "prerequisite": [ + "page": 209, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This checkered quiver contains 16 magical arrows with heads that resemble chess pieces. A complete quiver includes eight pawns, two bishops, two knights, two rooks, one queen, and one king. When the quiver is found, there is a {@chance 60|60 percent} chance that {@dice 1d8} randomly selected arrows are missing.", + "Each type of arrow has a unique magical effect in addition to dealing damage like a nonmagical arrow. Once an arrow hits a target, it becomes a nonmagical arrow.", + { + "type": "entries", + "name": "Pawn", + "entries": [ + "Immediately after this arrow hits a creature, the target and one other creature of your choice within 5 feet of it take {@damage 2d6} piercing damage.", + "Alternatively, as a reaction to one of your units being diminished, you can expend this arrow to grant that unit advantage on its next Power test." + ] + }, + { + "type": "entries", + "name": "Bishop", + "entries": [ + "Immediately after this arrow hits a creature, a 5-foot-wide line of celestial light extends out from you to the target. The target and each creature in the line excluding you must make a DC 15 Constitution saving throw, taking {@damage 4d8} radiant damage on a failed save, or half as much damage on a successful one.", + "Alternatively, during the deployment phase of warfare, you can expend this arrow to give one of your units advantage on Power tests to resist battle magic during that battle." + ] + }, + { + "type": "entries", + "name": "Rook", + "entries": [ + "Immediately after this arrow hits a creature, the target must make a DC 15 Charisma saving throw. On a failed save, you and the target switch places. You can shoot this arrow at a creature that willingly wants to switch places with you. A willing target takes no damage from this arrow and can automatically fail the saving throw.", + "Alternatively, during deployment, you can fire this arrow to any unoccupied space you can see within range, instantly creating a guard tower fortification at that location." + ] + }, + { + "type": "entries", + "name": "Knight", + "entries": [ + "When you hit a target with this +1 arrow, you gain the benefits of the jump spell for 1 minute.", + "Alternatively, as a reaction to one of your units making a successful Power test, you can expend this arrow to inflict an equal number of casualties to one additional adjacent opposed unit." + ] + }, + { + "type": "entries", + "name": "Queen", + "entries": [ + "Immediately after this arrow hits a creature, a creature of your choice within 30 feet of the target gains the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "Their movement speed increases by 10 feet.", + "They do not provoke opportunity attacks.", + "They have advantage on Dexterity saving throws." + ] + }, + "Alternatively, when your domain fails a Diplomacy test, you can expend this arrow as a domain reaction to turn it into a success." + ] + }, { - "other": "World Below City-State (Officer)" + "type": "entries", + "name": "King", + "entries": [ + "Immediately after this arrow hits a creature, one ally of your choice within 5 feet of the target can use their reaction to make one melee weapon attack against the target with advantage.", + "Alternatively, as a reaction to making a Command test, you can expend this arrow to gain advantage on all Command tests during that battle." + ] } - ], - "entries": [ - "When an officer hits with a weapon attack, they can take a power die from their domain's pool and have the attack deal extra poison damage equal to the number on the power die. Any creature that takes this poison damage must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ] }, { - "name": "Blades in the Dark", + "name": "Helmet of Dual Fates", "source": "KaW", - "page": 91, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "World Below City-State (Officer)" - } - ], + "page": 210, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, "entries": [ - "Once per intrigue as a domain bonus action, an officer can make an Espionage test against an opposed domain's Communications. On a success, the World Below city-state's Resolve increases by 1, and each unit the opposed domain musters through alliances until the end of the intrigue has its casualty die decreased one step (minimum d4)." + "If another domain makes a domain skill test while you are wearing this helmet, you can use a domain reaction to give that domain disadvantage on that test. Once you use the helmet in this way, the next domain skill test an officer in your domain (including you) makes is also made with disadvantage.", + "In addition, while wearing this helmet you can use your reaction to gain advantage on a saving throw, but all attacks you make before the end of your next turn are made with disadvantage. The helmet can't be used this way again until the next dawn." ] }, { - "name": "Subterranean Bounty", + "name": "Heroic Soul's Chasuble", "source": "KaW", - "page": 91, - "featureType": [ - "DFTR" - ], - "prerequisite": [ - { - "other": "World Below City-State (Officer)" - } - ], + "page": 211, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 2, + "charges": 2, "entries": [ - "If the World Below city-state's Communications level is 2 or higher at the start of a battle, the level of one other defense of an officer's choice increases by 1." + "The high elves have a tradition: whenever a knight or priest from another domain who served as an ally to the elves dies in their service, the elves inter their body in a special garment over which prayers and rituals are performed. On the next solstice, the tomb is opened and the garment removed. It now carries the knowledge of the dead hero, ensuring that their wisdom does not pass from the world.", + "The chasuble has 2 charges. When you make an attack roll, ability check, or domain skill test while wearing this chasuble, you can expend 1 charge to roll {@dice 1d8} and add it to the total, possibly changing the outcome. You can wait until after you roll the {@dice d20} before deciding to expend the charge, but must decide before the GM says whether the roll succeeds or fails.", + "The chasuble regains both charges daily at dawn." ] }, { - "name": "Tunnel Up", + "name": "Maethelgas", "source": "KaW", - "page": 91, - "featureType": [ - "DFTR" + "page": 211, + "baseItem": "greatsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "curse": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" ], - "prerequisite": [ + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "You gain a +3 bonus to attack and damage rolls made with this greatsword. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, the target takes an extra {@damage 2d8} necrotic damage. Immediately after the attack, the weapon flies back to your hand.", { - "other": "World Below City-State (Officer)" + "type": "entries", + "name": "Catch the Scent", + "entries": [ + "When you hit a creature with a melee weapon attack using Maethelgas, you can use your reaction to mark the target.", + "You have advantage on all melee weapon attacks against a marked target. The target remains marked until it dies, until you mark a different target, or until you are no longer attuned to Maethelgas." + ] + }, + { + "type": "entries", + "name": "Empowered Leader", + "entries": [ + "When a unit you control makes a Power test, Maethelgas can consume a soul inside it (see {@b Curse} below) to grant advantage on the check." + ] + }, + { + "type": "entries", + "name": "Hunger Sight", + "entries": [ + "While attuned to Maethelgas, you are aware of the presence and location of creatures within 60 feet of you that aren't constructs, devils, or undead." + ] + }, + { + "type": "entries", + "name": "Pact of Power", + "entries": [ + "Maethelgas protects its wielder from all but the greatest of harm. While attuned to the sword, if you take 15 or less damage from an attack or spell, you instead take no damage." + ] + }, + { + "type": "entries", + "name": "Ravenous Will", + "entries": [ + "Maethelgas can inspire bloodlust in those who have sworn service to you. During deployment, you can infect one unit you control with brutal fury. While infected in this way, a unit inflicts {@dice 1d6} additional casualties on a successful Power test. At the start of each round of battle, you can designate a different unit you control as the target of this feature." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "This sword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one.", + "Every time Maethelgas kills a creature of challenge rating 5 or higher with a soul, the creature's soul is stored in the sword. A creature that dies this way can't be restored to life by any means short of a wish spell. When you find Maethelgas, it contains {@dice 2d6} souls.", + "Each day at dawn, Maethelgas consumes {@dice 1d4} souls inside it. If Maethelgas has no souls to consume, the sword loses all its magical properties save for its curse, and you must succeed on a DC 18 Constitution saving throw or gain a level of {@condition exhaustion} as the sword saps your vitality. When the sword gains a new soul, you lose any levels of {@condition exhaustion} gained from the curse and the sword regains all its magical properties. Levels of {@condition exhaustion} accrued from the curse can't be removed by any other means. If you die from this {@condition exhaustion}, your soul is consumed by Maethelgas.", + "Only a {@spell wish} spell is capable of ending attunement to the sword. Lesser magics can't end attunement or suppress the curse." + ] } - ], - "entries": [ - "As a domain action, an officer makes an Espionage test against an opposed domain's Resources. On a success, during the next deployment, the World Below city-state can place one infantry unit in an unoccupied space in enemy territory." ] }, { - "name": "Worm Knight (Special Unit)", + "name": "Omega Toll", "source": "KaW", - "page": 91, - "featureType": [ - "DFTR" - ], - "prerequisite": [ + "page": 212, + "rarity": "artifact", + "reqAttune": "by a creature of true neutral alignment", + "reqAttuneTags": [ { - "other": "World Below City-State (Officer)" + "alignment": [ + "N" + ] } ], + "wondrous": true, + "bonusSpellAttack": "+3", "entries": [ - "As a domain action, an officer makes a DC 13 Operations test. On a success, the World Below city-state musters a Worm Knight, a special unit consisting of a knight atop a battle-trained purple worm.", + "Pharyon of the Court of the Seven Cities carries an artifact with the capacity to end reality, a bell that exudes so much power that even Pharyon himself is loath to use it. When it rings, no one knows the destruction it will wreak...or what will follow.", + "A creature of any alignment other than true neutral is unable to attune to the bell, but a creature of any alignment can ring it.", { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/88HVCXT.jpg" - }, - "title": "Worm Knight unit card" + "type": "entries", + "name": "Epicenter of Time", + "entries": [ + "The bell is a primordial talisman. If you are a true neutral cleric, druid, paladin, or ranger, you can use it as a spellcasting focus, and you gain a +3 bonus to spell attack rolls and your spell save DC." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "While attuned to the bell, you can cast the {@spell time stop} spell at will. Additionally, once per year, you can cast {@spell wish}." + ] + }, + { + "type": "entries", + "name": "Random Properties", + "entries": [ + "The Omega Toll has the following random properties:", + { + "type": "list", + "items": [ + "2 {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} properties", + "2 {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} properties", + "2 {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} properties", + "2 {@table Artifact Properties; Major Detrimental Properties|dmg|major detrimental} properties" + ] + } + ] + }, + { + "type": "entries", + "name": "Ringing the Bell", + "entries": [ + "When the bell is rung, it tolls for {@dice 1d4 + 1} rounds. On each round that the bell rings, it casts a different spell, centered on itself. Spells cast by the bell have a spell save DC of 20, and each one continues indefinitely as though being concentrated on. The bell can concentrate on multiple spells at once.", + { + "type": "table", + "colLabels": [ + "d4", + "Spell", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "{@spell Storm of vengeance}" + ], + [ + "2", + "{@spell Meteor swarm}" + ], + [ + "3", + "{@spell Earthquake}" + ], + [ + "4", + "{@spell Fire storm}" + ] + ] + }, + "Once the bell ceases ringing, the world as you know it ends. Roll on the following table to decide the fate of existence:", + { + "type": "table", + "colLabels": [ + "d6", + "Apocalypse", + "" + ], + "colStyles": [ + "col-1 text-center", + "col-3 text-left", + "col-6 text-left" + ], + "rows": [ + [ + "1", + "All creatures in the timescape that were not within 300 feet of the bell when it rang fall into a deep, dreamless sleep, from which they seemingly cannot wake." + ], + [ + "2", + "All player characters are instantly transported 2,000 years into the future." + ], + [ + "3", + "The bell alters the outcome of an ancient battle, shifting the timeline of the characters' world and plunging it into endless war and chaos." + ], + [ + "4", + "The barriers between worlds are obliterated, allowing fey, fiends, and elementals to wreak havoc across the Material Plane." + ], + [ + "5", + "The gods become mortal." + ], + [ + "6", + "The passage of time halts across all worlds for all creatures that were not within 300 feet of the bell when it rang." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Destroying the Bell", + "entries": [ + "The bell can't be destroyed forever, but its knell can be attacked and quieted, delaying the doom that it heralds. It has AC 20, 10 hit points, and immunity to all damage types except radiant. If struck by a {@item holy avenger}, the bell instantly breaks. When broken, the bell melts into liquid metal and dissolves, reforming in one of the Seven Cities {@dice 1d6 × 100} years later. Casting the {@spell silence} spell on the bell also ceases its ringing, but only if the spell lasts until the bell falls still." + ] } - ] - } - ], - "feat": [ - { - "name": "Tactical Leader", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Attack." - ] - }, - { - "name": "Agile Leader", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Defense." - ] - }, - { - "name": "Lead from the Front", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Power." + ], + "attachedSpells": [ + "earthquake", + "fire storm", + "meteor swarm", + "storm of vengeance", + "time stop", + "wish" ] }, { - "name": "Unstoppable Leader", + "name": "Staff of Providence", "source": "KaW", - "page": 104, + "page": 213, + "type": "M", + "rarity": "legendary", + "reqAttune": "by a cleric, sorcerer, warlock, or wizard", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "sorcerer" + }, + { + "class": "warlock" + }, + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+3", + "recharge": "midnight", + "rechargeAmount": "{@dice 1d10 + 5}", + "charges": 15, + "staff": true, "entries": [ - "Each unit you control has +2 to Toughness." + "This staff is carved from stone and topped by a statue of an angel. It can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it and deals an extra {@damage 3d6} radiant damage on a hit.", + "This staff has 15 charges. It regains {@dice 1d10 + 5} expended charges daily at midnight. If you expend the last charge, roll a {@dice d20}. On a 1, the staff bursts into flames then crumbles into ash.", + { + "type": "entries", + "name": "Spells", + "entries": [ + "While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: {@spell guiding bolt} (1 charge), {@spell spirit guardians} (3 charges), or {@spell flame strike} (4 charges)." + ] + }, + { + "type": "entries", + "name": "Destiny Foretold", + "entries": [ + "Wielding the staff of providence allows you to read the tapestry of your destiny and grants insight into how to change the destiny of your opponents. Once per intrigue, you can use a domain bonus action to make a DC 13 Espionage test. On a failed test, your domain's Communications level increases by 1. On a success, your domain's Communications level increases by 2." + ] + } + ], + "attachedSpells": [ + "guiding bolt", + "spirit guardians", + "flame strike" ] }, { - "name": "Persuasive Leader", + "name": "Tellac Oranic", "source": "KaW", - "page": 104, + "page": 213, + "rarity": "artifact", + "reqAttune": true, + "wondrous": true, + "curse": true, "entries": [ - "Each unit you control has +2 to Morale." + "This green gemstone gleams with sickening radiance. The Tellac Oranic lay dormant in the heart of the world until a desperate dwarven king named Zaar Q'or unearthed it. Zaar quickly fell to the stone's corruption and turned its might upon his people. He now wanders the Last City, deathless, a slave to the stone's appetite for souls.", + { + "type": "entries", + "name": "Hunger Unending", + "entries": [ + "The Tellac Oranic converts the souls of creatures it slays into charges. The Tellac Oranic's charge level equals the total challenge rating of all the creatures whose souls it has consumed. When the Tellac Oranic consumes a new soul, add the challenge rating or level of the creature you killed to its charge level. The souls of creatures with a challenge rating of lower than 1 are not great enough to charge the Tellac Oranic. If you die while attuned to the Tellac Oranic, the item loses all charges.", + "As the Tellac Oranic acquires charges, the attuned wielder gains the following abilities:" + ] + }, + { + "type": "entries", + "name": "1-25 Charges", + "entries": [ + "You regain 10 hit points at the start of your turn if you have at least 1 hit point but fewer hit points than half your hit point maximum." + ] + }, + { + "type": "entries", + "name": "26-50 Charges", + "entries": [ + "You can call forth the souls from within the Tellac Oranic to serve you. As an action, you can summon {@dice 1d6} {@creature will-o'-wisp}s, {@dice 1d4} {@creature ghost}s, or one {@creature wraith}. The summoned creatures appear in unoccupied spaces you can see within 30 feet of you, share all the languages you know, and are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The undead disappear when they drop to 0 hit points or after 1 hour, whichever comes first. You can't use the Tellac Oranic this way again until you finish a long rest." + ] + }, + { + "type": "entries", + "name": "51-100 Charges", + "entries": [ + "While holding the Tellac Oranic, you can use an action to emit a deadly pulse. Each creature within 30 feet of you must succeed on a DC 18 Wisdom saving throw or gain a level of {@condition exhaustion}. If a target is within 5 feet of you when you use this feature, it makes this saving throw with disadvantage." + ] + }, + { + "type": "entries", + "name": "Soul Feast", + "entries": [ + "While holding the Tellac Oranic, you can use an action to make a ranged weapon attack against a creature you can see within 30 feet of you. On a hit, the creature takes {@damage 4d6} necrotic damage and its Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid dies from this attack, two shadows controlled by you rise from the corpse." + ] + }, + { + "type": "entries", + "name": "Serve in Death", + "entries": [ + "During battle, all units you control automatically suffer 1 casualty at the end of each activation and gain a +1 bonus to Power and Toughness. When the casualty die of a unit you control reaches 0, its casualty die resets to its original size, its type becomes undead, and it continues to fight until it loses its last casualty again." + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "The Tellac Oranic is cursed and seeks to drain the will of all who possess it. Attuning to the Tellac Oranic extends the curse to you. As long as you remain cursed, you are unwilling to part with the gemstone, keeping it on your person at all times.", + "Each midnight you remain attuned to the Tellac Oranic, you must succeed on a DC 18 Constitution saving throw or reduce your Constitution score by 1. This reduction can't be restored by any means short of a wish spell. If your Constitution score is reduced to 0, you become an undead thrall to the gemstone and the GM assumes control of your character. Once you have transformed, there is no way to reverse the condition.", + "There is no known way to break this curse." + ] + } ] }, { - "name": "Strategic Leader", - "source": "KaW", - "page": 104, - "entries": [ - "Each unit you control has +2 to Command." + "name": "Zealcleaver", + "source": "KaW", + "page": 214, + "baseItem": "greatsword|PHB", + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "curse": true, + "weight": 6, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "Forged from an ancient holy tablet and twisted into a tool of evil, Zealcleaver now serves the hate devil Rakat, Baron of Styx and member of the Court of Seven Cities.", + "The {@i Tablet of Zeal} was created by Saint Fanw the Ardent, leader of the Holy Order of the Lodestar, a group of knights serving Cavall. When Fanw became the Saint of Faithfulness, she created the tablet and its axioms to guide her order in her absence, and from it the knights drew their incredible power.", + "But as the cornerstone of their strength, the tablet became their weakness. Its theft by a cult of Sutekh stripped the knights of their power, and the order crumbled as the tablet fell into the hands of the forces of darkness, where it has remained ever since.", + "The tablet still bears the wisdom of Saint Fanw the Ardent, but its powers have been perverted. No longer does it strengthen the courage of mortals; as a weapon, Zealcleaver breaks their spirit instead.", + { + "type": "entries", + "name": "Using Zealcleaver", + "entries": [ + "If you are a good-aligned cleric or paladin, attuning to this weapon burns you for {@damage 2d8} necrotic damage. The sword can magically change in size to better conform to the grip of its user. Zealcleaver is a magic weapon that grants a +3 bonus to attack and damage rolls made with it, and Zealcleaver always deals maximum damage to paladins.", + "When you strike a creature with the weapon, you can choose to end one spell or magical effect on the target creature. While attuned to Zealcleaver, your eyes glow with burning green light, granting you advantage on Charisma ({@skill Intimidation}) checks." + ] + }, + { + "type": "entries", + "name": "Intrigue", + "entries": [ + "Zealcleaver can be used to impart some of the lost power of the Holy Order of the Lodestar to a single unit. Once per intrigue, you can use a domain bonus action to make a DC 12 Lore test to decipher the axioms written on the blade. On a success, one of your units gains the following traits until the end of the next battle fought before the end of the intrigue:", + { + "type": "entries", + "name": "Forward unto Victory!", + "entries": [ + "This unit automatically succeeds on all Morale and Power tests." + ] + }, + { + "type": "entries", + "name": "Driven by Hate!", + "entries": [ + "Rakat's fell energy clings to the blade, baleful and wicked. This unit can't use the Retreat maneuver." + ] + } + ] + }, + { + "type": "entries", + "name": "Curse", + "entries": [ + "In its corrupted form, the blade boils with Rakat's pernicious influence, bearing a curse laid by the hate devil that affects any nonfiend who attunes to the sword. As long as you remain cursed, you are unwilling to part with the blade, keeping it within reach at all times. If you lose the blade while cursed, you stop at nothing to get it back.", + "Even if the attunement ends, the curse remains. No spell can remove the curse. With each passing day, your physical appearance becomes more infernal\u2014horns sprout from your head, you grow a barbed tail, and your tongue splits in two, becoming forked. After 666 hours of being cursed, the transformation completes and you become a devilish version of yourself. Other characters may assume you are a fiend native to Hell. These physical changes aren't considered magical in nature and therefore can't be dispelled. Tieflings do not undergo any physical changes when attuned to this weapon.", + "In addition, you develop a burning hatred for all mortal creatures, seeing them as disgusting insects unaware of their own insignificance. After 666 hours, you gain the following flaw: \"All mortals deserve nothing but annihilation, but those who put their faith in other mortals deserve it doubly so.\"", + "You can end the curse by restoring Zealcleaver." + ] + }, + { + "type": "entries", + "name": "Restoring Zealcleaver", + "entries": [ + "Zealcleaver can be restored to its former glory. Using the weapon to kill five named devils from the Court of Seven Cities removes the curse Rakat placed on the blade, returning it to its ancient splendor as an instrument for good.", + "Whether it remains a blade or transforms back into the {@i Tablet of Zeal} is up to the GM." + ] + }, + { + "type": "inset", + "name": "Tablet of Zeal", + "entries": [ + "Though we don't provide the statistics for the {@i Tablet of Zeal}, it is a holy artifact that should have powers that {@condition blind} and deal radiant damage to enemies; destroy undead and fiends; and heal and buff good-aligned heroes. It might also bring forth a special unit of your choice!" + ] + } ] } ] diff --git a/book/grzart; PlaneShiftKamigawa.json b/book/grzart; PlaneShiftKamigawa.json index 44faf583db..1f4a958b7b 100644 --- a/book/grzart; PlaneShiftKamigawa.json +++ b/book/grzart; PlaneShiftKamigawa.json @@ -17,11 +17,11 @@ } ], "fonts": { - "ProgressEngine": "https://rawcdn.githack.com/TheGiddyLimit/homebrew/9ea8f402772f592baef142723d64daacee2e5f5d/_font/PlaneShiftKamigawa/ProgressEngine.otf" + "ProgressEngine": "https://rawcdn.githack.com/TheGiddyLimit/homebrew/41eafec44a50d7ca462e80a37e3f797e1f3e2822/_font/PlaneShiftKamigawa/ProgressEngine.otf" }, "dateAdded": 1697590116, "dateLastModified": 1697590116, - "_dateLastModifiedHash": "cdd14e8e4d" + "_dateLastModifiedHash": "d1b6d628ef" }, "vehicle": [ { diff --git a/class/Worlds Beyond Number; The Witch.json b/class/Worlds Beyond Number; The Witch.json new file mode 100644 index 0000000000..94faacd11c --- /dev/null +++ b/class/Worlds Beyond Number; The Witch.json @@ -0,0 +1,2746 @@ +{ + "_meta": { + "sources": [ + { + "json": "WitchWBN", + "abbreviation": "WWBN", + "full": "Worlds Beyond Number; The Witch", + "authors": [ + "Mazey Veselak", + "Brandes Stoddard", + "Brennan Lee Mulligan", + "Hannah Rose", + "Erika Ishii" + ], + "convertedBy": [ + "No Name (noname.5062)" + ], + "version": "1.0a", + "color": "9e1d1d", + "url": "https://drive.google.com/file/d/1IPy02_W2Ugl4klXMcqWoI-4Wv08aG30K/view?usp=sharing", + "dateReleased": "2023-10-20" + } + ], + "dateAdded": 1697831072, + "dateLastModified": 1698618873, + "_dateLastModifiedHash": "abff371511" + }, + "class": [ + { + "name": "Witch", + "source": "WitchWBN", + "page": 2, + "hd": { + "number": 1, + "faces": 6 + }, + "proficiency": [ + "wis", + "cha" + ], + "startingProficiencies": { + "tools": [ + "Two types of {@item artisan's tools|phb}" + ], + "weapons": [ + "simple" + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "arcana", + "insight", + "intimidation", + "medicine", + "nature", + "perception", + "persuasion", + "survival" + ], + "count": 3 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item light crossbow|phb} and 20 {@item crossbow bolt|phb|bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) an {@item arcane focus|phb} or (b) a {@item component pouch|phb}", + "(a) an {@item explorer's pack|phb} or (b) a {@item scholar's pack|phb}", + "Two {@item dagger|phb|daggers}" + ], + "goldAlternative": "{@dice 4d4 × 10|4d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "light crossbow|phb", + "crossbow bolts (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "a": [ + "arcane focus|phb" + ], + "b": [ + "component pouch|phb" + ] + }, + { + "a": [ + "explorer's pack|phb" + ], + "b": [ + "scholar's pack|phb" + ] + }, + { + "_": [ + { + "item": "dagger|phb", + "quantity": 2 + } + ] + } + ] + }, + "multiclassing": { + "requirements": { + "wis": 13 + } + }, + "preparedSpells": "<$level$> / 2 + <$wis_mod$>", + "classTableGroups": [ + { + "colLabels": [ + "Cantrips Known" + ], + "rows": [ + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ], + [ + 5 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=Witch (WWBN)}", + "{@filter 2nd|spells|level=2|class=Witch (WWBN)}", + "{@filter 3rd|spells|level=3|class=Witch (WWBN)}", + "{@filter 4th|spells|level=4|class=Witch (WWBN)}", + "{@filter 5th|spells|level=5|class=Witch (WWBN)}", + "{@filter 6th|spells|level=6|class=Witch (WWBN)}", + "{@filter 7th|spells|level=7|class=Witch (WWBN)}", + "{@filter 8th|spells|level=8|class=Witch (WWBN)}", + "{@filter 9th|spells|level=9|class=Witch (WWBN)}" + ], + "rows": [ + [ + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 0, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 0, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 0, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 0 + ], + [ + 4, + 3, + 3, + 3, + 2, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 1, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 1, + 1, + 1 + ], + [ + 4, + 3, + 3, + 3, + 3, + 2, + 2, + 1, + 1 + ] + ] + } + ], + "classFeatures": [ + "Spellcasting|Witch|WitchWBN|1", + "Witchcraft|Witch|WitchWBN|1", + "Witch's Familiar|Witch|WitchWBN|1", + { + "classFeature": "Witch's Coven|Witch|WitchWBN|2", + "gainSubclassFeature": true + }, + "Retributive Curses|Witch|WitchWBN|3", + "Ability Score Improvement|Witch|WitchWBN|4", + "Wracking Curses|Witch|WitchWBN|5", + { + "classFeature": "Coven Feature|Witch|WitchWBN|6", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Witch|WitchWBN|8", + { + "classFeature": "Coven Feature|Witch|WitchWBN|10", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Witch|WitchWBN|12", + { + "classFeature": "Coven Feature|Witch|WitchWBN|14", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Witch|WitchWBN|16", + "Willful Walls|Witch|WitchWBN|18", + "Ability score Improvement|Witch|WitchWBN|19", + "True Craft|Witch|WitchWBN|20" + ], + "subclassTitle": "Covens", + "classSpells": [ + "Acid Splash", + "Cackle|WitchWBN", + "Guidance", + "Light", + "Mending", + "Minor Illusion", + "Produce Flame", + "Resistance", + "Shillelagh", + "True Strike", + "Animal Friendship", + "Alarm", + "Bane", + "Bless", + "Command", + "Cure Wounds", + "Detect Evil and Good", + "Detect Magic", + "Detect Poison and Disease", + "Disguise Self", + "Fog Cloud", + "Heroism", + "Tasha's Hideous Laughter", + "Inflict Wounds", + "Protection from Evil and Good", + "Shield", + "Silent Image", + "Sleep", + "Speak with Animals", + "Witch's Grasp|WitchWBN", + "Aid", + "Animal Messenger", + "Arcane Lock", + "Augury", + "Blindness/Deafness", + "Breath of Belladonna|WitchWBN", + "Cleansing Crystal|WitchWBN", + "Continual Flame", + "Darkness", + "Darkvision", + "Detect Thoughts", + "Enhance Ability", + "Enlarge/Reduce", + "Gust of Wind", + "Heat Metal", + "Hold Person", + "Invisibility", + "Lesser Restoration", + "Levitate", + "Magic Mouth", + "Misty Step", + "Protection from Poison", + "Ray of Enfeeblement", + "See Invisibility", + "Scorching Ray", + "Shatter", + "Silence", + "Spider Climb", + "Tongue-Tie", + "Web", + "Bestow Curse", + "Clairvoyance", + "Counterspell", + "Create Poppet|WitchWBN", + "Dispel Magic", + "Fear", + "Fly", + "Gaseous Form", + "Glyph of Warding", + "Hypnotic Pattern", + "Magic Circle", + "Major Image", + "Nondetection", + "Phantom Steed", + "Protection from Energy", + "Remove Curse", + "Sending", + "Slow", + "Speak with Dead", + "Swineskin||WitchWBN", + "Leomund's Tiny Hut|PHB", + "Tongues", + "Water Breathing", + "Water Walk", + "Arcane Eye", + "Banishment", + "Confusion", + "Conjure Minor Elementals", + "Conjure Woodland Beings", + "Control Water", + "Death Ward", + "Dimension Door", + "Divination", + "Fabricate", + "Mordenkainen's Faithful Hound|PHB", + "Fire Shield", + "Giant Insect", + "Locate Creature", + "Polymorph", + "Mordenkainen's Private Sanctum|PHB", + "Leomund's Secret Chest|PHB", + "Spellwarping Curse|WitchWBN", + "Stone Shape", + "Stoneskin", + "Wall of Fire", + "Wyrding|WitchWBN", + "Animate Hut|WitchWBN", + "Animate Objects", + "Bigby's Hand|PHB", + "Awaken", + "Commune", + "Conjure Elemental", + "Contact Other Plane", + "Creation", + "Dispel Evil and Good", + "Dream", + "Geas", + "Greater Restoration", + "Hallow", + "Insect Plague", + "Legend Lore", + "Mass Cure Wounds", + "Modify Memory", + "Othershoes|WitchWBN", + "Passwall", + "Planar Binding", + "Scrying", + "Seeming", + "Telekinesis", + "Telepathic Bond", + "Teleportation Circle", + "Wall of Force", + "Wall of Stone", + "Conjure Fey", + "Contingency", + "Create Undead", + "Eyebite", + "Find the Path", + "Flesh to Stone", + "Forbiddance", + "Globe of Invulnerability", + "Guards and Wards", + "Harm", + "Heal", + "Heroes' Feast", + "Drawmij's Instant Summons", + "Otto's Irresistable Dance|PHB", + "Magic Jar", + "Planar Ally", + "Programmed Illusion", + "Transport Via Plants", + "True Seeing", + "Wall of Ice", + "Wall of Thorns", + "Etherealness", + "Finger of Death", + "Forcecage", + "Mordenkainen's Magnificent Mansion|PHB", + "Mirage Arcane", + "Plane Shift", + "Prismatic Spray", + "Prject Image", + "Regenerate", + "Reverse Gravity", + "Sequester", + "Simulacrum", + "Symbol", + "Teleport", + "Animal Shapes", + "Antimagic Field", + "Antipathy/Sympathy", + "Control Weather", + "Demiplane", + "Earthquake", + "Feeblemind", + "Maze", + "Mind Blank", + "Miser's Menace|WitchWBN", + "Power Word Stun", + "Astral Projection", + "Foresight", + "Gate", + "Imprisonment", + "Mass Heal", + "Power World Kill", + "Prismatic Wall", + "Shapechange", + "True Polymorph", + "Weird", + "Wish" + ], + "casterProgression": "full", + "spellcastingAbility": "wis", + "fluff": [ + { + "type": "section", + "name": "The Witch", + "source": "WitchWBN", + "page": 1, + "entries": [ + "Standing on moss-covered steps in the path of an advancing ogre, a young shrine maiden carefully pours a hot cup of tea. She whispers a word of thanks into the rising steam, and as she raises the drink, the ogre drops the greatclub from his hand as he sits in wonder, gazing at the offering.", + "Peering over a bubbling cauldron, a mother watches her child breathe raggedly under a patch-work quilt. A crow alights upon her shoulder with white-blossoming herbs in its beak, and she sighs with relief as she adds them to the magic brew. Striding through the great mead hall, a wizened crone strikes terror into the hearts of once-brave warriors. She points a bony finger at the old king, and as shadow and fire leap to the fury of her cackling command, the king dies knowing he has earned this fate.", + "Witches are powerful mages as well as devoted caretakers, combining patience, insight, and subtlety with extraordinary wilfulness. While other spellcasters might use magic in grand gestures that bend the world to their whims, a witch's power works in harmony with the people, plants, animals, and magical forces around them. The practice of witchcraft is often rooted in everyday rituals and chores, emphasizing the value in doing things with care and deliberation rather than taking shortcuts.", + { + "type": "entries", + "name": "Powerful Consequences", + "page": 1, + "entries": [ + "Witches are infamous for their curses, but they don't curse others on a whim. A witch's curse is most often a consequence for causing harm or engaging in disrespectful behaviour, to the witch themselves or the people and places under their care. Curses range from a minor, temporary rebuke\u2014causing a bully to startle at their own shadow\u2014to permanent ramifications meted out as justice for wicked acts\u2014transforming a greedy poacher into a helpless deer. If the recipient of the curse demonstrates increased understanding and remorse for their actions, the witch may be persuaded to lift the spell." + ] + }, + { + "type": "entries", + "name": "Connection and Community", + "page": 2, + "entries": [ + "A home\u2014both a location and the people who live there\u2014is a foundational part of witchcraft. A witch often serves as a protector, counsellor, and healer to the people (and animals, plants, and Wicked) who live near them, whether or not this role is sanctioned by the local authorities. Often, this spellwork is seamlessly incorporated into simple home goods and handcrafts, familiar gifts that comfort their recipients and lie dormant until needed. While a witch doesn't necessarily stay in one place, they understand the importance of community, and work to preserve balance between people, the natural world, and supernatural forces wherever they go." + ] + }, + { + "type": "entries", + "name": "Creating a Witch", + "page": 2, + "entries": [ + "When making a witch, consider your character's relationship to the world and the creatures around them. How closely do they live to the subjects of their care, and what would it take to make your witch break away from them? How did they meet their familiar, and what do they do for each other? What everyday rituals ground them in their work?", + "Perhaps your character is new to witchcraft, or perhaps they spent years as an apprentice learning traditions, rituals, and hexes from their mentor. If your character had a mentor, what was your relationship with that witch, and what lessons did they impart to you beyond the practices of spellcasting and magic?" + ] + }, + { + "type": "entries", + "name": "Quick Build", + "page": 2, + "entries": [ + "You can make a witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the {@spell cackle|WitchWBN}, {@spell guidance}, and {@spell mending} cantrips (the {@spell cackle|WitchWBN} cantrip is included at the end of this class)." + ] + } + ] + } + ], + "cantripProgression": [ + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5 + ] + } + ], + "classFeature": [ + { + "name": "Spellcasting", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 3, + "level": 1, + "entries": [ + "As a custodian of old folkways and the balance between worlds, you can cast witch spells. Your magic works through subtle but emphatic suggestion, channelling your will to influence the wellbeing, fate, or opinions of beings who need a little (or not-so-little) nudge to exist in harmony with others.", + { + "type": "entries", + "name": "Cantrips", + "page": 3, + "entries": [ + "At 1st level, you know three cantrips of your choice from the {@filter witch spell list|spells|class=Witch (WWBN)}. You gain additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "page": 3, + "entries": [ + "The Witch table shows how many spell slots you have to cast your witch spells of 1st Level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Wisdom modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd-level witch, you have four 1st-level and two 2nd-level Spell Slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent practicing your craft: at least 1 minute per spell Level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "page": 3, + "entries": [ + "Wisdom is your spellcasting ability for your witch spells, as your magic draws upon your profound attunement to the presence of magic in all things. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } + ] + }, + { + "type": "entries", + "name": "Ritual Casting", + "page": 3, + "entries": [ + "You can cast any witch spell you know as a ritual if that spell has the ritual tag and you have the spell prepared." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "page": 3, + "entries": [ + "You can use an {@item arcane focus|phb} as a spellcasting focus for your witch spells. Witches may also have unusual, homemade, or repurposed objects as their arcane focuses, such as brooms, kitchen knives, kettles, dolls, or similar household objects. To use such an item, you must spend an hour long meditation dedicating it to that purpose." + ] + } + ] + }, + { + "name": "Witchcraft", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 3, + "level": 1, + "entries": [ + "You bring a touch of magic to everyday materials and tasks, and as a result, the fruits of your labour bear a subtle\u2014but potent\u2014power. Savvy witches soon learn that common chores can be just as useful as flashier forms of spellcasting; they can channel magic just as easily by cooking up restorative meals, growing strange medicines in their gardens, weaving charm bracelets, and stitching protection into the seams of clothes. They also empower their familiars to aid them in spellcasting.", + { + "type": "entries", + "name": "Tokens", + "page": 3, + "entries": [ + "The minor results of a witch's craft\u2014potions, salves, one-use charms, and favours\u2014are commonly called tokens, and any given witch can expect to make countless numbers of them in their lifetime. Many witches make a living by trading tokens with those in need, although few ever become wealthy that way.", + "Any 1st-level witch spell that targets one or more creatures can be crafted into a token with 1 hour of labour. To craft it, you must have an unexpended spell slot of a high enough level to cast the spell (you need not have the spell prepared) and you must succeed on a Wisdom check using artisan's tools with a DC of 10 + the spell's level. On a failure, the item isn't created; if the check fails by 5 or more, you also expend a spell slot of the spell's level. You can attempt to make a single token during a short or long rest. Tokens take a form appropriate to the artisan's tools you use to create them. An herbalism kit might produce a potion or salve; chef's tools might produce a cupcake.", + "Once created, a creature holding the token can cast the spell from it using your spell save DC, spell attack bonus, and spellcasting ability. If the spell requires concentration, the creature must concentrate. The token then loses its magical properties, becoming a mundane item of its kind. At 9th level, you can create a token with any witch spell of 2nd level or lower. At 13th level, you can create a token with any witch spell of 3rd level or lower.", + "You can maintain a number of active tokens equal to your proficiency bonus. If you make an additional token while at your limit, the magic fades from your oldest token." + ] + }, + { + "type": "entries", + "name": "Talismans", + "page": 3, + "entries": [ + "When you put your back into your craft and devote a little part of yourself to what you're making, you can weave your magic into a talisman that will last forever. Many witches make talismans of their hats, boots, cloaks, or walking sticks. Brooms, athames, keys, and tools are also popular. Some witches guard their talismans jealously, but others craft them specifically for heroes, loved ones, or younger witches under their tutelage.", + "Any witch spell that doesn't require a costly material component can be crafted into a talisman if you have an unexpended spell slot of a high enough level to cast it (you need not have the spell prepared). To craft a talisman, you must spend 24 hours of labor (this time need not be continuous) and make a DC 20 Wisdom check using artisan's tools. On a success, you permanently sacrifice a spell slot of the spell's level to complete the talisman.", + "A creature holding the talisman can cast that spell from it, using your spell save DC, spell attack bonus, and spellcasting ability. Once the talisman is used to cast its spell, it can't be used that way again until the next dawn.", + "You can add more spells to a talisman, or more uses of the same spell, with an additional 24 hours of labour, another Wisdom check using artisan's tools, and another sacrificed spell slot of the appropriate level.", + "You can recover the sacrificed spell slot by holding the talisman for 1 minute. The talisman ceases to be a magic item, and you regain that spell slot the next time you finish a long rest. Similarly, if the talisman is destroyed, you regain the spell slot when you finish your next long rest.", + "Alternatively, you can sacrifice a 3rd-level spell slot to craft an item from the Common or Uncommon Items table, or a 6th-level spell slot to craft an item from the Rare Items table.", + { + "type": "table", + "caption": "Common and Uncommon Items", + "colLabels": [ + "Magic Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Amulet of Proof against Detection and Location}", + "Yes" + ], + [ + "{@item Bag of Tricks}", + "No" + ], + [ + "{@item Boots of the winterlands}", + "Yes" + ], + [ + "{@item Brooch of shielding}", + "Yes" + ], + [ + "{@item Broom of flying}", + "No" + ], + [ + "{@item Cloak of the manta ray}", + "No" + ], + [ + "{@item Eversmoking bottle}", + "No" + ], + [ + "{@item Gem of brightness}", + "No" + ], + [ + "{@item lantern of revealing}", + "No" + ], + [ + "{@item necklace of adaptation}", + "Yes" + ], + [ + "{@item periapt of health}", + "No" + ], + [ + "{@item periapt of wound closure}", + "Yes" + ], + [ + "{@item ring of mind shielding}", + "Yes" + ], + [ + "{@item slippers of spider climbing}", + "Yes" + ], + [ + "{@item stone of good luck}", + "Yes" + ] + ] + }, + { + "type": "table", + "caption": "Rare Items", + "colLabels": [ + "Magic Item", + "Attunement" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Cape of the mountebank}", + "No" + ], + [ + "{@item Cloak of the bat}", + "Yes" + ], + [ + "{@item Dagger of venom}", + "No" + ], + [ + "{@item Folding boat}", + "No" + ], + [ + "{@item Gem of seeing}", + "Yes" + ], + [ + "{@item Heward's Handy Haversack|DMG|Handy Haversack}", + "No" + ], + [ + "{@item Horseshoes of speed}", + "No" + ], + [ + "{@item Mantle of spell resistance}", + "Yes" + ], + [ + "{@item Periapt of proof against poison}", + "No" + ], + [ + "{@item Ring of feather falling}", + "Yes" + ], + [ + "{@item Rope of entanglement}", + "No" + ], + [ + "{@item Staff of withering}", + "Yes" + ] + ] + } + ] + } + ] + }, + { + "name": "Witch's Familiar", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 4, + "level": 1, + "entries": [ + "A witch's familiar is their lifelong companion and friend. You can choose to invest a willing bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel (or any other CR 0 creature approved by your GM) with magical power. Your familiar acts independently of you, but they generally heed your requests. In combat, they roll their own initiative and act on their own turn.", + "When your familiar is reduced to 0 hit points, you can use a reaction to expend a spell slot of 1st level or higher to make them drop to 1 hit point instead. If your familiar dies, you can perform a ritual to revive them during a short or long rest. The ritual requires 10 gp of herbs or incense, and your familiar returns to life with all their hit points.", + "You can communicate telepathically with your familiar, regardless of distance. Additionally, as an action, you can see through your familiar's eyes and hear what they hear until the start of your next turn, gaining the benefits of any special senses the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you choose another animal as your witch's familiar, you lose your connection to your previous familiar.", + { + "type": "entries", + "name": "Magical Assistant", + "page": 4, + "entries": [ + "When you cast a spell with a range of touch, your familiar can deliver the spell as if they had cast the spell. Your familiar must be within 100 feet of you, and they must use their reaction to deliver the spell when you cast it. If the spell requires an attack roll, they use your attack modifier for the roll.", + "While you are maintaining concentration on a spell and touching your familiar, you can transfer concentration to your familiar as a bonus action. Damage that you take can't break your concentration on the spell, though the spell your familiar is concentrating on ends if you cast another spell that requires concentration. You can transfer concentration on the spell back to yourself as a bonus action by touching your familiar.", + "Your familiar can use your Constitution saving throw bonus in place of their own if they must make a saving throw to maintain concentration. The spell ends if they lose concentration or if they are killed or incapacitated." + ] + } + ] + }, + { + "name": "Retributive Curses", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 4, + "level": 3, + "entries": [ + "Witches are quick to punish those who wrong them. A witch's curse carries a personal grudge, imbuing certain spells with additional potency, as shown in the Curse Spells table below.", + "Starting at 3rd level, when a creature within 60 feet of you deals damage to you or forces you to make a saving throw, you can cast a curse spell on the triggering creature as a reaction. You must have the spell prepared, have a spell slot of a high enough level to cast it with, and can only target the triggering creature. However, the spell's range becomes 60 feet and you can cast it even if you can't see the triggering creature.", + "You can also use this reaction when a creature within range deals damage to or forces a saving throw from a creature holding a token or talisman you've created.", + "At the GM's discretion, you may be able to use this reaction when you come within range of someone who has dealt serious harm to you, or to people or things under your care. Someone who burned down your house while you were away might be subject to a curse as soon as you track them down.", + { + "type": "table", + "caption": "Curse Spells", + "colLabels": [ + "Spell Level", + "Spell", + "Concentration" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "1st", + "{@spell bane}", + "Yes" + ], + [ + "1st", + "{@spell hideous laughter}", + "Yes" + ], + [ + "1st", + "{@spell witch's grasp|WitchWBN}", + "Yes" + ], + [ + "2nd", + "{@spell blindness/deafness}", + "No" + ], + [ + "2nd", + "{@spell ray of enfeeblement}", + "Yes" + ], + [ + "2nd", + "{@spell tongue-tie|WitchWBN}", + "Yes" + ], + [ + "3rd", + "{@spell bestow curse}", + "Yes" + ], + [ + "4th", + "{@spell phantasmal killer} (Coven of the Wicked only)", + "Yes" + ], + [ + "5th", + "{@spell othershoes|WitchWBN}", + "Yes" + ], + [ + "6th", + "{@spell irresistable dance}", + "Yes" + ], + [ + "6th", + "{@spell flesh to stone}", + "Yes" + ], + [ + "8th", + "{@spell miser's menace|WitchWBN}", + "No" + ], + [ + "9th", + "{@spell imprisonment}", + "No" + ] + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 4, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 5, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 5, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 5, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 5, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Wracking Curses", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 5, + "level": 5, + "entries": [ + "A witch's curse inflicts added harm on any who have wronged them. Starting at 5th level, once per turn when you deal damage to a creature that is under the effects of a curse you cast with your Retributive Curses feature, you can deal an extra 1d10 psychic damage to it.", + "When you reach 11th level in this class, the extra damage increases to 2d10." + ] + }, + { + "name": "Willful Walls", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 5, + "level": 18, + "entries": [ + "At 18th level, a witch's labour bears so much of their connection to magic that the very sticks, stones, walls, and hearth of their dwelling respond. You may take 8 hours to fashion a place where you've taken a long rest into a sanctum. If the place is already owned or inhabited, you must have permission from its owner to reside there. You determine the boundaries of your sanctum, but you must be able to traverse its perimeter in an hour or less.", + "If you have a sanctum that's at least 7 days old, it becomes highly resistant to intrusion; you can cast the {@spell hallow} spell on one 60-foot-radius area within your sanctum without material components. If you are in your sanctum when a creature tries to force its way into this area, you can impose disadvantage on the Charisma saving throw it makes to ignore the spell's effects.", + "You can only have one sanctum at a time. Whenever you fashion a new sanctum, your old sanctum goes dormant, and if you decide to restore it, it takes another 8 hours of labour and another 7 days to regain its full power. If you designate a new sanctum, any {@spell hallow} spell you cast on a previous sanctum with this feature immediately ends." + ] + }, + { + "name": "True Craft", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 5, + "level": 20, + "entries": [ + "True witchcraft knows no limits. At 20th level, you can create a token or talisman using a spell of 8th level or lower from another class's spell list by expending a spell slot one level higher than the spell you choose." + ] + }, + { + "name": "Witch's Coven", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 6, + "level": 2, + "entries": [ + "A witch's coven reflects their approach to practicing witchcraft, the intertwined discipline of high spellcasting with the rituals of daily life. A witch's coven is usually shared by a mentor or small group of more experienced witches, although some witches find their philosophy and coven drift from that of their fellows into another, and some have even been known to find their way to a coven's philosophies self-taught." + ] + }, + { + "name": "Coven Feature", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 4, + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Witch Coven." + ] + }, + { + "name": "Coven Feature", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 4, + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Witch Coven." + ] + }, + { + "name": "Coven Feature", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "page": 4, + "level": 14, + "entries": [ + "At 14th level, you gain a feature granted by your Witch Coven." + ] + } + ], + "subclassFeature": [ + { + "name": "Coven of the Claw", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Claw", + "page": 6, + "level": 2, + "entries": [ + "Living far from civilization in remote places of wilderness and isolation, the Coven of the Claw's wisdom is piercing, contemplative, and often ascetic. Claw witches tend to their fellow outsiders, trappers and hunters and hermits with no one else to watch over them, and to those compelled to travel the hard path, deep and far, to seek them out. Their care is harsh and truthful, but they fiercely protect their territory and those within it against harm and exploitation." + ] + }, + { + "name": "Claw Spells", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Claw", + "page": 6, + "level": 2, + "header": 1, + "entries": [ + "Your philosophical understanding of the laws of wild places grants you access to certain spells. At 2nd level, you learn the {@spell poison spray} and {@spell primal savagery} cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Claw Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.", + { + "type": "table", + "caption": "Coven of Claw Spells", + "colLabels": [ + "Witch Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "2nd", + "{@spell Hunter's Mark}, {@spell Speak with Animals}" + ], + [ + "3rd", + "{@spell alter self}, {@spell spider climb}" + ], + [ + "5th", + "{@spell conjure animals}, {@spell haste}" + ], + [ + "7th", + "{@spell dominate beast}, {@spell wyrding|WitchWBN}" + ], + [ + "9th", + "{@spell insect plague}, {@spell hold monster}" + ] + ] + } + ] + }, + { + "name": "Curse of the Claw", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Claw", + "page": 6, + "level": 2, + "header": 1, + "entries": [ + "When you cast {@spell hunter's mark} or a curse spell on one or more creatures, for the duration of the spell you can use a bonus action to make a melee weapon attack against an affected target within 5 feet of you using an unarmed strike or simple weapon." + ] + }, + { + "name": "Crimson Gift", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Claw", + "page": 6, + "level": 2, + "entries": [ + "Witches of the Coven of the Claw are trained for battle as few other witches are. When you choose this coven, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with light and medium armour, and with shields.", + "Your hit point maximum increases by 2, and each time you gain a level in the witch class your hit point maximum increases by an additional 1 hit point.", + "You can use Wisdom instead of Strength or Dexterity for your weapon attack and damage rolls, including unarmed strikes." + ] + } + ] + }, + { + "name": "Call to the Hunter", + "source": "WitchWBN", + "page": 6, + "className": "Witch", + "classSource": "WitchWBN", + "subclassShortName": "Claw", + "subclassSource": "WitchWBN", + "level": 6, + "header": 2, + "entries": [ + "You can call an allied Beast to your side in times of need, drawing on your reciprocal connection to the living things around you. When you summon this ally, choose its native environment: Air, Land, or Water. The creature has the form of an animal native to the chosen environment, which determines certain traits in its stat block. The creature disappears after 1 minute or when it is reduced to 0 hit points.", + "In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it defends itself from hostile creatures or takes the Dodge action, using its movement to avoid danger.", + "Once you use this feature, you can't use it again until you finish a short or long rest, or until you expend a spell slot of 2nd level or higher as an action to regain the use of this feature.", + { + "type": "statblock", + "name": "Allied Hunter", + "source": "WitchWBN", + "page": 7, + "tag": "creature", + "collapsed": true + } + ] + }, + { + "name": "Red Frenzy", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Claw", + "page": 7, + "level": 10, + "header": 2, + "entries": [ + "You can attack twice, instead of once, whenever you take the Attack action on your turn or make an attack as part of casting the {@spell primal savagery} cantrip. Alternatively, when you take the Attack action on your turn, you can cast one of your witch cantrips in place of one of those attacks." + ] + }, + { + "name": "Steady Will", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Claw", + "page": 7, + "level": 14, + "header": 2, + "entries": [ + "You can't lose concentration on {@spell hunter's mark} or curse spells that you cast as a result of taking damage. Additionally, you have advantage on saving throws against the {@condition frightened} and {@condition stunned} conditions." + ] + }, + { + "name": "Coven of the Green", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Green", + "page": 7, + "level": 2, + "entries": [ + "The Coven of the Green are custodians of ancient medicinal wisdom, showing their care by attentively cultivating things that grow and transforming them into nourishment, charms, salves and poultices. They understand best the symmetry between people and the natural world, the dancing of bees and the games that hares and foxes play, and how the roots of trees and fungi lace together and support a stump that's been cut. But being so aware of the big picture places them beyond and apart from it; green witches tend to settle well outside of towns and villages, if only a short trip away. A gardener tends the flower beds, but she isn't herself a flower." + ] + }, + { + "name": "Green Spells", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Green", + "page": 6, + "level": 2, + "header": 1, + "entries": [ + "Your connection with root and leaf grants you access to certain spells. At 2nd level, you learn the {@spell druidcraft} and {@spell thorn whip} cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Green Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.", + { + "type": "table", + "caption": "Coven of Green Spells", + "colLabels": [ + "Witch Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "2nd", + "{@spell Entangle}, {@spell Goodberry}" + ], + [ + "3rd", + "{@spell Barkskin}, {@spell Spike Growth}" + ], + [ + "5th", + "{@spell Plant Growth}, {@spell Speak with Plants}" + ], + [ + "7th", + "{@spell Grasping Vine}, {@spell Hallucinatory Terrain}" + ], + [ + "9th", + "{@spell Commune with Nature}, {@spell Tree Stride}" + ] + ] + } + ] + }, + { + "name": "Curse of the Grasping Green", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Green", + "page": 6, + "level": 2, + "header": 1, + "entries": [ + "A creature under the effects of a curse spell you cast also treats soil and nonmagical vegetation as difficult terrain for the duration of the spell. A flying creature treats air within 15 feet of soil or nonmagical plants as difficult terrain. While in difficult terrain, the creature also has disadvantage on saving throws against spells and abilities that would grant the {@condition prone} and {@condition restrained} conditions.", + "However, when you cast a spell that creates magical plant growth or transforms the ground in an area, creatures of your choice automatically succeed on saving throws against the spell's effects, and they can move normally through the area even if your spell turns it into difficult terrain." + ] + }, + { + "name": "Green Gifts", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Green", + "page": 6, + "level": 2, + "entries": [ + "You gain proficiency with a herbalism kit and a poisoner's kit. You gain resistance to poison damage, and you have advantage on saving throws to avoid or end the poisoned condition. Additionally, you can keep plant cuttings alive and well for as long as they're on your person, and can coax them into taking root again with 1 hour of labor. While you're carrying a plant cutting, you may use it as an arcane focus.", + "As part of a short or long rest, you can prepare an herbal tea for up to eight creatures. A creature that drinks this tea during this rest gains advantage on the next Constitution saving throw it makes before the end of its next long rest." + ] + }, + { + "name": "Wild Growth", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Green", + "page": 4, + "level": 6, + "entries": [ + "Plants around you grow faster while your dreaming mind works on them. When you plant seeds or clippings in fertile soil at the start of a long rest, they grow as if a month has passed when you finish that long rest. They must be exposed to sunlight or moonlight, and they must be within 30 feet of you for the duration of your rest.", + "If you grow herbs with this feature, the next time you prepare spells, you can create a number of potions equal to your proficiency bonus from herbs that you grow, chosen from the following options:", + { + "type": "list", + "items": [ + "{@item Elixir of health}", + "{@item Potion of animal friendship}", + "{@item Potion of fire breath}", + "{@item Potion of growth}", + "{@item Potion of healing}", + "{@item Potion of mind reading}", + "{@item Potion of resistance} (you decide the type of resistance it grants)", + "{@item Potion of water breathing}" + ] + }, + "Potions that you create with this feature lose their potency in 24 hours if unused. You can gather seeds or clippings for this feature with 10 minutes of labor in a garden or other fertile area, or purchase seeds worth at least 1 gp." + ] + }, + { + "name": "Bloodthorn", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Green", + "page": 7, + "level": 10, + "header": 2, + "entries": [ + "You can sprout deadly thorns from vines you create. As a bonus action when a creature is {@condition grappled}, {@condition restrained}, or {@condition paralyzed} by a witch spell you cast, you can impale that creature with thorns, dealing 2d8 + your Wisdom modifier piercing damage." + ] + }, + { + "name": "Verdant Slumber", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Green", + "page": 7, + "level": 14, + "header": 2, + "entries": [ + "You can preserve defeated foes or fallen allies in a lasting slumber. When a creature you can see within 60 feet of you would die as a result of damage or failed death saving throws, you can stabilize it and put it to sleep at 0 hit points as a reaction. The creature remains asleep for 24 hours, or until you choose for it to awaken as an action. It is immune to all damage in this form.", + "If you move the creature to an area of fertile soil and natural growth, the duration of its slumber extends to a year and a day, as moss and vines grow over it. When you sleep within 60 feet of the sleeping creature, you can communicate with it in dreams. Many creatures preserved in this way are willing to share knowledge in exchange for eventual release, and you have advantage on Charisma checks that you make to interact with them.", + "You can extend the duration of a creature's slumber by another year and a day by expending a 7th-level spell slot as an action on the day that the duration would end. Otherwise, it wakes as if it had finished a long rest.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Coven of the Heart", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Heart", + "page": 7, + "level": 2, + "entries": [ + "Of all witches, witches of the heart take the most interest in the lives and troubles of ordinary people, and they excel as matchmakers, advice-givers, and gossips. Whether they dwell in the charmingly odd house at the edge of town or in the attic apartments above a busy store, heart witches tend to live among the people that their magic serves and become fixtures of community life, attending town halls and festivals and helping out around town until others hardly think there's anything remarkable about a witch living among them." + ] + }, + { + "name": "Heart Spells", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Heart", + "page": 6, + "level": 2, + "header": 1, + "entries": [ + "Your connection to the magic of emotions and bonds grants you access to certain spells. At 2nd level, you learn the {@spell prestidigitation} and {@spell spare the dying} cantrips. You gain access to additional spells when you reach certain levels in this class, as shown in the Coven of the Heart Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.", + { + "type": "table", + "caption": "Coven of Heart Spells", + "colLabels": [ + "Witch Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "2nd", + "{@spell Healing word}, {@spell Sanctuary}" + ], + [ + "3rd", + "{@spell calm emotions}, {@spell warding bond}" + ], + [ + "5th", + "{@spell mass healing word}, {@spell revivify}" + ], + [ + "7th", + "{@spell death ward}, {@spell Otiluke's resilient sphere|PHB}" + ], + [ + "9th", + "{@spell rary's telepathic bond|PHB}, {@spell raise dead}" + ] + ] + } + ] + }, + { + "name": "Curse upon the Heartless", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Heart", + "page": 6, + "level": 2, + "header": 1, + "entries": [ + "When you cast a curse spell on one or more creatures, you also reduce the targets' ability to inflict harm on others. For the duration of your curse, once per round when a target of your spell deals damage, you can roll a d8 and reduce the damage it deals to one target by that amount. If the target of your curse is a Fiend or Undead, roll the die twice and use the higher roll." + ] + }, + { + "name": "Heart's Gifts", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Heart", + "page": 6, + "level": 2, + "entries": [ + "When you cast {@spell spare the dying} or a spell that restores hit points to a creature, you can expend a number of Hit Dice up to your proficiency bonus to roll an equal number of d6s and add the total to the number of hit points one target of your spell regains." + ] + }, + { + "name": "Overflowing Heart", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Heart", + "page": 4, + "level": 6, + "entries": [ + "You begin to channel your true feelings into your magic. When you finish a long rest, you can select a number of willing creatures up to your proficiency bonus + your Wisdom modifier. When you cast a spell that targets one or more of these creatures, you can replace one verbal or somatic component, or one material component worth up to 500 gp. You replace that component with the target's laughter or tears, or a shared kiss or embrace" + ] + }, + { + "name": "Sympathetic Bond", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Heart", + "page": 7, + "level": 10, + "header": 2, + "entries": [ + "The bonds of the heart care nothing for distance. When a creature gives you an object that symbolizes their friendship or love, such as a lock of hair or a rose in bloom, you can target them with spells you cast as if you can see and touch them while you hold the object. If the creature's friendship or love toward you ends, the object loses this feature and you are aware of it." + ] + }, + { + "name": "Witch's Grace", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Heart", + "page": 7, + "level": 14, + "header": 2, + "entries": [ + "The power of your sympathy and empathy can overwhelm the hardest of hearts, making you a powerful force for reconciliation. When a creature that you and your allies haven't harmed or insulted deals damage to you or an ally of yours that you can see, you can use an action on your turn to implore the creature to cease hostility. At the start of your next turn, if the creature has not been attacked, threatened, or forced to make a saving throw by you and your allies since you used this feature, it feels the presence of a curse waiting to inflict consequences should it harm you or your allies. For the next 24 hours, or until you or your allies attack, threaten, or force the creature to make a saving throw, the act of harming you or your allies causes the curse to immediately take effect. While cursed in this way, the creature has disadvantage on all ability checks, attack rolls, and saving throws for the following 24 hours, including the action that triggered the curse.", + "Creatures that can't understand a language can't be affected by this feature. If you or your allies have harmed or insulted a creature but made sufficient amends (as determined by the GM), you can use this feature as if you have not done harm or given insult.", + "Once you use this feature, you can't do so again until you expend a 7th-level spell slot as an action to regain the use of it." + ] + }, + { + "name": "Coven of the Wicked", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Wicked", + "page": 7, + "level": 2, + "entries": [ + "No witch sets out to be wicked, and no witch chooses the wicked coven. Players may not pick the Coven of the Wicked at 2nd level; this coven is a doom that befalls witches whose care turns to selfishness and whose magic sours with misuse. Members of this coven like to paint themselves as misunderstood victims, but it's not tragedy that turns a witch's heart to darkness\u2014it's the inability to let go of their suffering.", + "A wicked witch might claim to be an enemy to all the world, but they always have one kind of person in particular\u2014usually related to their past self, and what soured their magic\u2014that they despise above all else. When you become wicked, choose a virtue that is anathema to you: courage, fairness, generosity, innocence, loyalty, kindness, optimism, prudence, selflessness, or being in love. Beings that display this virtue are especially tempting targets for your ire." + ] + }, + { + "name": "Turning Wicked", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Wicked", + "page": 6, + "level": 2, + "header": 1, + "entries": [ + "When a witch begins to go wicked, their magic warps, and they lose access to some of their coven spells. This should be a conversation between the player and the GM. The line between righteous retribution and vindictive cruelty can be very thin, but witchcraft permits the former and condemns the latter.", + "When the first signs of your wickedness peek through, pick one of the coven spells you've been granted and replace it with one of the Coven of the Wicked spells of the same level below. Each time you finish a long rest, replace another of your coven spells if you've continued down the path of wickedness.", + { + "type": "table", + "caption": "Coven of Wicked Spells", + "colLabels": [ + "Witch Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "2nd", + "{@spell Inflict wounds}, {@spell command}" + ], + [ + "3rd", + "{@spell melf's acid arrow|PHB|Acid Arrow}, {@spell detect thoughts}" + ], + [ + "5th", + "{@spell animate dead}, {@spell vampiric touch}" + ], + [ + "7th", + "{@spell blight}, {@spell phantasmal killer}" + ], + [ + "9th", + "{@spell antilife shell}, {@spell contagion}" + ] + ] + }, + "When half of your original coven spells are gone, change your coven to the Coven of the Wicked, replacing your old coven features with those below. Hereafter, if you gain your 3rd, 5th, 7th or 9th level in the witch class, you learn one spell of your choice you would have learned from your previous coven and one spell of your choice from the Coven of the Wicked Spells table. These are witch spells for you." + ] + }, + { + "type": "inset", + "page": 10, + "name": "Rest for the Wicked", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassShortName": "Wicked", + "subclassSource": "WitchWBN", + "level": 2, + "entries": [ + "A witch that has turned to wickedness can never turn away from it\u2014alone. If someone shows they care for a wicked witch, shows them how far they've fallen, and dedicates themselves to the witch's rehabilitation, the two of them can begin the process of repairing the damage done. During the process of rehabilitation, the witch loses access to their Coven of the Wicked features. These features return if they renege on their desire to mend their ways.", + "Magic, like milk, can't unspoil, but the spilling of it can be forgiven. Whenever the witch makes amends for a cruel or destructive act they committed in the past, and earns the forgiveness of those worst hurt by it, they can regain one of their original coven spells that they lost. When all of their original coven spells are restored, they may change covens and regain their original coven's features, losing those associated with the Coven of the Wicked.", + "The wicked spells that the witch learned remain on their coven list after rehabilitation\u2014as does the temptation to use them." + ] + }, + { + "name": "Curse of Cruelty", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Wicked", + "page": 6, + "level": 2, + "header": 1, + "entries": [ + "When you cast a curse spell on one or more creatures, spells that you cast upon it can cause it wracking pain. Once per turn, when an affected target fails a saving throw against a spell you cast by 5 or more, you can choose to make it {@condition incapacitated} until the start of your next turn." + ] + }, + { + "name": "Loathsome Gifts", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Wicked", + "page": 6, + "level": 2, + "entries": [ + "In your wickedness, you feed on death and misery. When a creature dies while affected by a curse spell you cast, you can extract spell energy from its corpse. If you touch the corpse's head or heart for the duration of a short rest, you can regain expended spell slots. The spell slots can have a combined level that is equal to or less than your proficiency bonus.", + "You can't use this feature more than once during the same short rest, and you can't extract spell energy from the same creature more than once (even if it is restored to life)." + ] + }, + { + "name": "Curse-Token", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Wicked", + "page": 4, + "level": 6, + "entries": [ + "You instantly know if a curse you cast is lifted by a remove curse or greater restoration spell or similar magic. Additionally, your curses are persistent in their power. When you cast a curse and it successfully affects a creature, you can transfer the concentration requirement of that curse into a nonmagical Tiny or Small object that isn't being worn or carried by another creature as a bonus action. You can't lose concentration on the spell unless the object is destroyed or you transfer another curse's concentration into the same object. The object has 35 hit points and a damage threshold of 20.", + "Once you transfer concentration in this way, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Malicious Bond", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Wicked", + "page": 7, + "level": 10, + "header": 2, + "entries": [ + "Your wicked magic cares nothing for distance. Using a lock of hair, nail clippings, or other body part from a creature, you can target it with spells as if you can see and touch it. An item with an active curse from your Curse-Token feature also satisfies this requirement." + ] + }, + { + "name": "Twisted by Cruelty", + "source": "WitchWBN", + "className": "Witch", + "classSource": "WitchWBN", + "subclassSource": "WitchWBN", + "subclassShortName": "Wicked", + "page": 4, + "level": 14, + "entries": [ + "Your wicked disposition brings on changes to your physical form, as you embody the most vengeful aspects of nature. You gain the following benefits:", + { + "type": "list", + "items": [ + "Any critical hit against you that doesn't include radiant damage is a normal hit instead.", + "You gain resistance to necrotic and poison damage. You have advantage on saving throws to avoid or end the {@condition poisoned} and {@condition stunned} conditions.", + "You can see normally in darkness, both magical and nonmagical, out to a distance of 60 feet.", + "Nonmagical plants within 30 feet of you wither after 1 hour in your presence. If you live in one location for at least a year, nonmagical plants within 5 miles of that place wither and the soil becomes barren." + ] + } + ] + } + ], + "subclass": [ + { + "name": "Coven of the Claw", + "source": "WitchWBN", + "page": 5, + "shortName": "Claw", + "subclassSpells": [ + "Poison Spray", + "Primal Savagery", + "Hunter's Mark", + "Speak with Animals", + "Alter Self", + "Spider Climb", + "Conjure Animals", + "Haste", + "Dominate Beast", + "Wyrding|WitchWBN" + ], + "subclassFeatures": [ + "Coven of the Claw|Witch|WitchWBN|Claw|WitchWBN|2", + "Claw Spells|Witch|WitchWBN|Claw|WitchWBN|2", + "Curse of the Claw|Witch|WitchWBN|Claw|WitchWBN|2", + "Crimson Gift|Witch|WitchWBN|Claw|WitchWBN|2", + "Call to the Hunter|Witch|WitchWBN|Claw|WitchWBN|6", + "Red Frenzy|Witch|WitchWBN|Claw|WitchWBN|10", + "Steady Will|Witch|WitchWBN|Claw|WitchWBN|14" + ], + "className": "Witch", + "classSource": "WitchWBN" + }, + { + "name": "Coven of the Green", + "source": "WitchWBN", + "page": 6, + "shortName": "Green", + "subclassSpells": [ + "Druidcraft", + "Thorn Whip", + "Entangle", + "Goodberry", + "Barkskin", + "Spike Growth", + "Plant Growth", + "Speak with Plants", + "Grasping Vine", + "Hallucinatory Terrain", + "Commune with Nature", + "Tree Stride" + ], + "subclassFeatures": [ + "Coven of the Green|Witch|WitchWBN|Green|WitchWBN|2", + "Green Spells|Witch|WitchWBN|Green|WitchWBN|2", + "Curse of the Grasping Green|Witch|WitchWBN|Green|WitchWBN|2", + "Green Gifts|Witch|WitchWBN|Green|WitchWBN|2", + "Wild Growth|Witch|WitchWBN|Green|WitchWBN|6", + "Bloodthorn|Witch|WitchWBN|Green|WitchWBN|10", + "Verdant Slumber|Witch|WitchWBN|Green|WitchWBN|14" + ], + "className": "Witch", + "classSource": "WitchWBN" + }, + { + "name": "Coven of the Heart", + "source": "WitchWBN", + "page": 7, + "shortName": "Heart", + "subclassSpells": [ + "Prestidigitation", + "Spare the Dying", + "Healing Word", + "Sanctuary", + "Calm Emotions", + "Warding Bond", + "Mass Healing Word", + "Revivify", + "Death Ward", + "Resilient Sphere", + "Telepathic Bond", + "Raise Dead" + ], + "subclassFeatures": [ + "Coven of the Heart|Witch|WitchWBN|Heart|WitchWBN|2", + "Heart Spells|Witch|WitchWBN|Heart|WitchWBN|2", + "Curse upon the Heartless|Witch|WitchWBN|Heart|WitchWBN|2", + "Heart's Gifts|Witch|WitchWBN|Heart|WitchWBN|2", + "Overflowing Heart|Witch|WitchWBN|Heart|WitchWBN|6", + "Sympathetic Bond|Witch|WitchWBN|Heart|WitchWBN|10", + "Witch's Grace|Witch|WitchWBN|Heart|WitchWBN|14" + ], + "className": "Witch", + "classSource": "WitchWBN" + }, + { + "name": "Coven of the Wicked", + "source": "WitchWBN", + "page": 9, + "shortName": "Wicked", + "subclassSpells": [ + "Inflict Wounds", + "Command", + "Acid Arrow", + "Detect Thoughts", + "Animate Dead", + "Vampiric Touch", + "Blight", + "Phantasmal Killer", + "Antilife Shell", + "Contagion" + ], + "subclassFeatures": [ + "Coven of the Wicked|Witch|WitchWBN|Wicked|WitchWBN|2", + "Turning Wicked|Witch|WitchWBN|Wicked|WitchWBN|2", + "Curse of Cruelty|Witch|WitchWBN|Wicked|WitchWBN|2", + "Loathsome Gifts|Witch|WitchWBN|Wicked|WitchWBN|2", + "Curse-Token|Witch|WitchWBN|Wicked|WitchWBN|6", + "Malicious Bond|Witch|WitchWBN|Wicked|WitchWBN|10", + "Twisted by Cruelty|Witch|WitchWBN|Wicked|WitchWBN|14" + ], + "className": "Witch", + "classSource": "WitchWBN" + } + ], + "spell": [ + { + "name": "Animate Hut", + "source": "WitchWBN", + "page": 12, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "leg and foot bones from one creature" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, you touch one building of up to 30 feet long by 30 feet wide and up to two stories tall. Ten foot-long legs resembling the creature whose bones you used as a material component (or chicken legs, if you cast this spell without components) sprout under the building, and the building gains a walking speed of 40 feet. The building can stand up or sit down as an action, and it must sit down to lower its doorways to ground level.", + "For the duration of the spell, the building becomes a Construct that follows your verbal commands and acts immediately after your turn in initiative. The building can stomp its legs, making a melee weapon attack using your spell attack bonus; on a hit it deals {@damage 3d10} bludgeoning damage. The building has AC 15, 100 hit points, and immunity to poison and psychic damage. It uses your saving throw bonuses. If the building is reduced to 0 hit points, the spell ends and it settles to the ground.", + "When you cast the spell, any unwilling creatures in the building that aren't {@condition incapacitated} can make a Charisma saving throw; if any of them succeed, the spell fails and has no effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you use a spell slot of 8th level or higher to cast this spell, you can give the building wings in addition to legs, and it gains a flying speed equal to its walking speed." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + } + }, + { + "name": "Breath of Belladonna", + "source": "WitchWBN", + "page": 12, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "s": true, + "m": { + "text": "three belladonna berries worth 1 gp, which the spell consumes", + "consume": true, + "cost": 100 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You consume the belladonna berries used as a material component, taking {@damage 1d10} poison damage, and breathe out a poisonous cloud. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d10} poison damage and is {@condition poisoned} until the start of your next turn. On a success, the creature takes half as much damage and isn't {@condition poisoned}. A creature that doesn't need to breathe automatically succeeds on its saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you use a spell slot of 3rd level or higher to cast this spell, the damage you deal increases by {@dice 1d10} for each slot level above 2nd. The damage you take doesn't increase." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SCL" + ], + "areaTags": [ + "MT", + "N" + ] + }, + { + "name": "Cackle", + "source": "WitchWBN", + "page": 12, + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cackle wildly at one creature within range that can hear you, unleashing the power of your scorn and animosity. The target must make a Wisdom saving throw. On a failure, it takes {@damage 1d8} psychic damage and has disadvantage on the next Strength or Dexterity ability check or saving throw it makes before the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Cleansing Crystal", + "source": "WitchWBN", + "page": 12, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem worth at least 50gp", + "cost": 500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You imbue a crystal with magic to absorb harmful influences. While carrying the crystal, when you would take damage as a result of a spell or magical effect in the space you occupy when you start your turn, reduce the damage you take by {@dice 2d6}. When you would make a saving throw to avoid an effect based on the space you occupy when you start your turn, you have advantage on the saving throw.", + "During the spell's duration, when you would take necrotic, poison, or psychic damage, you can end the spell as a reaction to gain resistance to the triggering damage type until the end of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, creatures of your choice within 5 feet of you gain the benefits of the spell. They can't use the spell's reaction." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "miscTags": [ + "SCL", + "ADV" + ] + }, + { + "name": "Create Poppet", + "source": "WitchWBN", + "page": 12, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "clay and willow branches" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "When you cast this spell, you fashion the material components into a Tiny doll (or pull the doll from your shadow if you cast it without material components). While you hold this doll in one hand, you can use any of the following bonus actions or reactions.", + "• As a bonus action, choose one creature you can see within 15 feet of you. That creature regains {@dice 1d8} hit points.", + "• As a bonus action, choose one creature you can see within 15 feet of you. You can end either one disease or one condition afflicting it. The condition can be {@condition blinded}, {@condition deafened}, {@condition poisoned}, or {@condition stunned}.", + "• As a reaction when you are the target of a curse spell, you negate its effect on you", + "When you use the doll for the third time, it is destroyed, leaving a seed behind. Until the spell ends, any creature can eat the seed as an action. A creature that does so gains {@dice 2d8} temporary hit points." + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "miscTags": [ + "THP" + ] + }, + { + "name": "Miser's Menace", + "source": "WitchWBN", + "page": 13, + "level": 8, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "entries": [ + "When you cast this spell, choose a creature you can see within range. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. While the target is cursed, it is compelled to give away all of its wealth, possessions, and positions of power to those who lack them, gifting at least ten percent of its wealth to each sentient creature it encounters.", + "If the target has broken its end of a bargain with you, or has refused your polite request for food and shelter, you can cast this spell as an action and the effect is permanent, ending only when the curse is broken or the target has nothing but rags to its name." + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Othershoes", + "source": "WitchWBN", + "page": 13, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, choose two Humanoids within 30 feet of one another. Each target must succeed on a Wisdom saving throw or take {@damage 3d8} psychic damage.", + "If both targets fail their saving throw, they are cursed for the duration of the spell, and while they both remain cursed, they swap bodies, retaining their original personalities but exchanging all of their game statistics other than alignment and Intelligence, Wisdom, and Charisma ability scores. Additionally, they have disadvantage on Charisma checks related to convincing others of their new forms.", + "For the first hour of the curse's duration, both targets have disadvantage on attack rolls, and if they attempt to cast a spell of 1st level or higher, they must expend a spell slot of one level higher than the spell they're casting (and don't receive any benefit from using a higher-level slot).", + "If the targets have quarreled with one another within the past minute, they have disadvantage on the saving throw and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it." + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Spellwarping Curse", + "source": "WitchWBN", + "page": 13, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "You place a curse on a creature you can see within range. The target must succeed on a Wisdom saving throw or becomes cursed for the duration of the spell. While cursed in this way, the creature takes {@dice 1d8} + its spellcasting ability modifier (minimum of 1) psychic damage each time it casts a spell that deals damage or forces a creature to make a saving throw. Remove curse spells that the target casts on itself can't remove this curse.", + "While you have this spell prepared or choose it as one of your spells known, you become aware of any creature that is observing you from afar with magic, such as a clairvoyance, dream, or scrying spell. While a creature is observing you in this way, you can cast this spell on that creature as if you could see it and it were in range. If you cast this spell on a creature that can't cast at least one spell, the spell fails, and you are aware of why it failed.", + "If the target of this spell has ever targeted you with a harmful spell against your will, they have disadvantage on the saving throw and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it." + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Swineskin", + "source": "WitchWBN", + "page": 13, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "Choose a creature within range that you can see or hear. The targeted creature must succeed on a Wisdom saving throw or become cursed. While cursed, the target is transformed into a Beast of your choice with a challenge rating of 1 or lower. The target retains its Intelligence, Wisdom, and Charisma scores, alignment, personality, and current and maximum hit points, but all of its other game statistics are replaced by those of its new form.", + "The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", + "If the target has eaten your food or slept in your home within the past 24 hours, or if it has shown unkindness to another creature of the chosen form in the past 24 hours, it has disadvantage on its saving throw and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it.", + "A Humanoid cursed permanently by this spell regains the ability to speak and use their special traits and class features after a long rest, although they may be limited in the kinds of actions they can take by their new form." + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Tongue-Tie", + "source": "WitchWBN", + "page": 14, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "Choose one creature within range that you can see or hear. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose a topic of conversation. While the target remains cursed, whenever it attempts to speak about the chosen topic, you, or this spell, a phenomenon of your choice spills forth from its lips instead of words:", + "• Tiny toads, snakes, moths, or other vermin", + "• Short-lived wildflowers in full bloom", + "• Black filth or bile", + "• Fairy tales and nursery rhymes", + "• Unflattering, unrelated truths about the target or those they are addressing.", + "Attempts to circumvent the curse by writing about the subject result in crude drawings of the chosen phenomenon. If the target can communicate telepathically or another creature reads its mind, it can communicate about the curse that way.", + "If you have caught the target in a lie, or if you have done it a kindness and receive no thanks within 1 minute, the target has disadvantage on its saving throw, the spell doesn't require {@status concentration}, and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Witch's Grasp", + "source": "WitchWBN", + "page": 14, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You clench your hand in a grasping motion toward a creature within range, wrapping the target with twisting ribbons of shadow. The target must succeed on a Strength saving throw or be {@condition grappled} for the duration, and you may choose to levitate the creature up to 3 feet off the ground. A creature {@condition grappled} by this spell can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", + "If the target of this spell has attacked you or forced you to make a saving throw within the last minute and has never been damaged by you, it has disadvantage on its Strength saving throw. On a failure, you can choose for the target to take {@damage 1d8} necrotic damage as part of the casting of this spell, and an additional {@damage 1d8} necrotic damage at the beginning of each of its turns while {@condition grappled} by this spell.", + "The spell ends if the target is ever outside the spell's range." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrow": [ + "strength" + ], + "abilityCheck": [ + "strength", + "dexterity" + ] + }, + { + "name": "Wyrding", + "source": "WitchWBN", + "page": 14, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "In a fit of shakes and spasms, you take on a monstrous semi-humanoid shape unique to you and your magic. When you cast this spell, describe your new form and choose one of the following benefits:", + "• Huge, molting feathers and a flying speed of 30 feet", + "• Squamous skin, the ability to breathe water, and a swimming speed of 60 feet", + "• Shaggy fur hide and an AC of 13 + your Wisdom modifier.", + "For the duration of the spell, you gain the chosen qualities and you have advantage on Strength and Constitution saving throws and ability checks. Whenever you cast a spell or cantrip as an action, you can also make a melee spell attack against a creature within reach as a bonus action. On a hit, you deal {@damage 2d10} acid damage.", + "You can end the Wyrding early as an action. If the spell doesn't end early, you become cursed until the curse is lifted by a remove curse or greater restoration spell, or similar magic. While cursed in this way, you remain trapped in your Wyrding form, and you lose the ability to speak, read, write, understand language, or cast spells with verbal components." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage you deal with your melee spell attack increases to {@dice 3d10}." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witch", + "source": "WWBN" + } + ] + }, + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "strength", + "constitution" + ], + "abilityCheck": [ + "strength", + "constitution" + ], + "miscTags": [ + "ADV" + ] + } + ], + "monster": [ + { + "name": "Allied Hunter", + "source": "WitchWBN", + "page": 7, + "summonedByClass": "Witch|WitchWBN", + "size": [ + "S", + "M" + ], + "type": "beast", + "ac": [ + { + "special": "10 + PB (natural armor)" + } + ], + "hp": { + "special": "10 (Air only) or 20 (Land and Water only)" + }, + "speed": { + "walk": 30, + "climb": { + "number": 30, + "condition": "(Land Only)" + }, + "fly": { + "number": 40, + "condition": "(Air Only)" + }, + "swim": { + "number": 30, + "condition": "(Water only)" + } + }, + "str": 18, + "dex": 13, + "con": 16, + "int": 6, + "wis": 14, + "cha": 5, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "tokenUrl": "https://cdn.discordapp.com/attachments/514910075450687491/1165310253936680980/token_1.png?ex=654662be&is=6533edbe&hm=328a4f126478cbfd0f23babffba0a819b474b939bc3be2378c49a2e0edb5c559&", + "skill": { + "stealth": "+1", + "survival": "+2" + }, + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "trait": [ + { + "name": "Claw-Called", + "entries": [ + "The hunter has advantage on attack rolls against a creature that is {@condition frightened}, {@condition grappled}, {@condition incapacitated}, or under the effects of a curse spell you cast." + ] + }, + { + "name": "Curse Eater", + "entries": [ + "Once per turn, when the hunter deals damage to a creature that is under the effects of a curse spell that you cast, the hunter regains PB hit points." + ] + }, + { + "name": "Aquatic Adaption (Water only)", + "entries": [ + "The hunter can breathe only underwater. It has advantage on Dexterity checks and saving throws in aquatic environments." + ] + }, + { + "name": "Tenacious (Land only)", + "entries": [ + "The hunter has advantage on Strength checks made to grapple a target or escape from a grapple." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hunter makes a number of attacks equal to half your proficiency bonus (rounded down)." + ] + }, + { + "name": "Hunter's Strike", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h} {@damage 1d8 + 4 + PB} piercing damage." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "hasToken": true + } + ] +} diff --git a/subclass/Stuart Broz; Wizards of Eberron - Five Arcane Traditions.json b/subclass/Stuart Broz; Wizards of Eberron - Five Arcane Traditions.json new file mode 100644 index 0000000000..53399883fc --- /dev/null +++ b/subclass/Stuart Broz; Wizards of Eberron - Five Arcane Traditions.json @@ -0,0 +1,1012 @@ +{ + "_meta": { + "sources": [ + { + "json": "eb5arcanetraditions", + "abbreviation": "WoEAT", + "full": "Wizards of Eberron: Five Arcane Traditions", + "authors": [ + "Stuart Broz" + ], + "version": "1.0", + "convertedBy": [ + "811065834285039621" + ], + "url": "https://www.dmsguild.com/product/310572/", + "targetSchema": "1.0.0" + } + ], + "status": "wip", + "dateAdded": 1698155122, + "dateLastModified": 1698618873, + "_dateLastModifiedHash": "cee0e4372e" + }, + "book": [ + { + "name": "Wizards of Eberron: Five Arcane Traditions", + "id": "WoEAT", + "source": "eb5arcanetraditions", + "published": "2020-04-27", + "group": "homebrew", + "contents": [ + { + "name": "Wizards of Eberron: Five Arcane Traditions", + "headers": [ + "Overview" + ] + } + ] + } + ], + "bookData": [ + { + "id": "WoEAT", + "source": "eb5arcanetraditions", + "data": [ + { + "type": "section", + "name": "Overview", + "entries": [ + "Eberron has always had a unique relationship with arcane magic. As the setting that introduced the artifcer and the magewright, it looked at a world in which magic was treated seriously as a science. It stands to reason that the wizards of such a world would also push the boundaries of arcane research and develop unique magical traditions. This book deals with &ve such traditions, each of which is strongly tied to the world of Eberron.", + "While the {@b Elemental Binders} of Zilargo are best known for their creation of elementally-powered vehicles, they can also focus the strength of the elements to enhance their spellcasting and even their own bodies.", + "The {@b Dust Savants} search out arcane secrets hoarded by the servants of the Overlords or lost since the Age of Demons. Few trust those who delve into such dark powers, even if they use such knowledge to stand against the Lords of Dust.", + "The {@b Knights Arcane} are the elite &ghting force of Aundair, who train with sword and spell. The Knight Phantoms among their number are feared across the Five Nations.", + "The city of Sharn is famous across Eberron, and for good reason. The unique properties of the manifest zone to the plane of Syrania that Sharn is built upon allow for impossibly-tall towers, floating buildings, and easy magical air travel. The {@b Sharn Skymages} have tapped into this connection to enhance their own powers of magical flight.", + "While most religion in Eberron is a pure matter of faith, there is no denying the reality of the Silver Flame. While most who harness the power of the Flame do so through purely divine magics, there are a small number of {@b Silver Pyromancers} who have managed to blend just enough divine magic into their own practices to tap into this power. These wizards enhance the fire that their spells produce with the holy power of the Silver Flame." + ] + } + ] + } + ], + "subclass": [ + { + "name": "Elemental Binder", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 2, + "shortName": "ElemntalBind", + "subclassFeatures": [ + "Elemental Speech|Wizard||ElemntalBind|eb5arcanetraditions|2", + "Elemental Companion|Wizard||ElemntalBind|eb5arcanetraditions|2", + "Elemental-Bound Focus|Wizard||ElemntalBind|eb5arcanetraditions|6", + "Elemental Graft|Wizard||ElemntalBind|eb5arcanetraditions|10", + "Control Bound Elemental|Wizard||ElemntalBind|eb5arcanetraditions|10", + "Elemental Soul|Wizard||ElemntalBind|eb5arcanetraditions|14" + ], + "foundryImg": "icons/commodities/materials/feather-blue-grey.webp" + }, + { + "name": "Dust Svant", + "shortName": "DustSavant", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 5, + "subclassFeatures": [ + "Tongue of the Demon|Wizard||DustSavant|eb5arcanetraditions|2", + "Eye of the Demon|Wizard||DustSavant|eb5arcanetraditions|2", + "Servant of Dust|Wizard||DustSavant|eb5arcanetraditions|6", + "Dust Secret|Wizard||DustSavant|eb5arcanetraditions|6", + "Fiendish Bargins|Wizard||DustSavant|eb5arcanetraditions|10", + "Dominate Fiend|Wizard||DustSavant|eb5arcanetraditions|14", + "Whispers of the Overlords|Wizard||DustSavant|eb5arcanetraditions|14" + ] + }, + { + "name": "Knight Arcane", + "shortName": "KnightArcane", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 7, + "subclassFeatures": [ + "Knight's Training|Wizard||KnightArcane|eb5arcanetraditions|2", + "Arcane Shield|Wizard||KnightArcane|eb5arcanetraditions|2", + "Knight Phantom|Wizard||KnightArcane|eb5arcanetraditions|6", + "Fighting Style|Wizard||KnightArcane|eb5arcanetraditions|6", + "Phantom Form|Wizard||KnightArcane|eb5arcanetraditions|10", + "Arcane Champion|Wizard||KnightArcane|eb5arcanetraditions|14" + ] + }, + { + "name": "Sharn Skymage", + "shortName": "Skymage", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 9, + "subclassFeatures": [ + "Manifest Flight|Wizard||Skymage|eb5arcanetraditions|2", + "Stay Aloft|Wizard||Skymage|eb5arcanetraditions|6", + "Superior Flight|Wizard||Skymage|eb5arcanetraditions|10", + "We All Float Up Here|Wizard||Skymage|eb5arcanetraditions|10", + "Aerial Perfection|Wizard||Skymage|eb5arcanetraditions|14" + ] + }, + { + "name": "Silver Pyromancer", + "shortName": "SilverPyromancer", + "source": "eb5arcanetraditions", + "className": "Wizard", + "classSource": "PHB", + "page": 11, + "subclassFeatures": [ + "Divine Wizardry|Wizard||SilverPyromancer|eb5arcanetraditions|2", + "Radiant Fire|Wizard||SilverPyromancer|eb5arcanetraditions|2", + "Burning Smite|Wizard||SilverPyromancer|eb5arcanetraditions|6", + "Pyromantics|Wizard||SilverPyromancer|eb5arcanetraditions|6", + "Silver Flame Aura|Wizard||SilverPyromancer|eb5arcanetraditions|10", + "Flame Incarnate|Wizard||SilverPyromancer|eb5arcanetraditions|14" + ] + } + ], + "subclassFeature": [ + { + "name": "Elemental Speech", + "source": "eb5arcanetraditions", + "page": 2, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Elemental Binder Feature}", + "At 2nd level, you learn the {@language Primordial} language and can converse in all its dialects: Aquan, Auran, Ignan, and Terran." + ] + }, + { + "name": "Elemental Companion", + "source": "eb5arcanetraditions", + "page": 2, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Elemental Binder Feature}", + "Also at 2nd level, you gain the ability to summon a minor elemental companion. You can use an action to summon a minor elemental of the type of your choice (details below). The elemental is friendly to you and obeys your commands. It remains for 1 hour or until you dismiss it as a bonus action, at which point it returns to its plane of origin. Once you summon your elemental companion, you cannot do so again until you complete a short or long rest. You can choose to summon a different elemental each time you use this ability, though most Elemental Binders will come to rely upon a particular elemental creature." + ] + }, + { + "name": "Elemental-Bound Focus", + "source": "eb5arcanetraditions", + "page": 2, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Elemental Binder Feature}", + "At 6th level, you can temporarily bind an elemental to an arcane focus. The binding lasts for one minute. You can bind a willing elemental, typically your companion, as an action. Alternately, you can bind an unwilling elemental within 5 feet of you as a reaction when it is reduced to 0 hit points. When the binding ends, the elemental returns to its plane of origin. Your arcane focus must have a Khyber dragonshard worth at least 100 gp as part of it. When you bind an elemental to your focus, you can choose one of the following effects, the effect depends upon the elemental type:", + { + "type": "list", + "items": [ + "{@b Air}. While holding the focus, you can cast the {@spell gust} cantrip and saving throws against your spells that deal lightning damage are made at disadvantage.", + "{@b Earth}. While holding the focus, you can cast the {@spell mold earth} cantrip. In addition, you have advantage on spell attacks provided that both you and your target are standing on earth or stone.", + "{@b Fire}. While holding the focus, you can cast the {@spell control flames} cantrip. In addition, you can add your Intelligence modi&er (minimum +1) to the damage of one die of your spells that deal &re damage.", + "{@b Water}. While holding the focus, you can cast the {@spell shape water} cantrip. In addition, you can cause your spells to 2ow like water\u2014when you cast a spell with an area of effect, you can choose a number of 5-foot squares equal to your Intelligence modi&er (minimum 1) and exclude them from the area of effect." + ] + } + ] + }, + { + "name": "Elemental Graft", + "source": "eb5arcanetraditions", + "page": 2, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Elemental Binder Feature}", + "At 10th level, you permanently fuse elemental essence into your own body. Choose an element to infuse yourself with. You can summon an elemental companion of that type at will, and it will remain inde&nitely unless dismissed or destroyed. In addition, you gain a bene&t based upon the element you have selected:", + { + "type": "list", + "items": [ + "{@ Air}. When hit by a ranged weapon attack, you can use your reaction to impose disadvantage on ranged weapon attacks\u2014including the triggering attack\u2014until the beginning of your next turn. In addition, you take half damage from falling.", + "{@ Earth}. You gain a +1 bonus to AC and have advantage on saving throws to avoid being knocked prone or moved against your will.", + "{@ Fire}. You gain resistance to &re damage, and your movement increases by 5 feet.", + "{@ Water}. You gain the ability to breathe water and a swim speed equal to your movement. When you use your Elemental-Bound Focus feature with an elemental of the same type as your graft, the binding lasts for 10 minutes instead of 1 minute." + ] + } + ] + }, + { + "name": "Control Bound Elemental", + "source": "eb5arcanetraditions", + "page": 3, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Elemental Binder Feature}", + "Also at 10th level, you can control bound elementals such as those used in elemental galleons, airships, earthsleds, and the lightning rail without having the appropriate dragonmark. To control such an elemental, you must remain in contact with the dragonshard that it is bound to and concentrate as if on a spell." + ] + }, + { + "name": "Elemental Soul", + "source": "eb5arcanetraditions", + "page": 3, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "ElemntalBind", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Elemental Binder Feature}", + "At 14th level, you can bind an elemental to yourself instead of into an arcane focus. The binding lasts for one minute, or ten minutes if the elemental is of the same type as your Elemental Graft. You can bind a willing elemental, including your companion, as an action. Alternately, you can bind an unwilling elemental within 5 feet of you as a reaction when it is reduced to 0 hit points. When the binding ends, the elemental returns to its plane of origin.", + "The effect of binding an elemental to yourself depends upon the elemental type:", + { + "type": "list", + "items": [ + "{@b Air}. You gain a fly speed equal to your movement speed and you can hover.", + "{@b Earth}. You gain tremorsense in a 30-foot-radius.", + "{@b Fire}. You are immune to fire. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d6 fire damage.", + "{@b Water}. Melee attacks against you are made with disadvantage." + ] + } + ] + }, + { + "name": "Tongue of the Demon", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Dust Savant Feature}", + "At 2nd level you gain pro&ciency in the {@skill Deception} skill and learn the {@language Infernal} and {@language Abyssal} languages" + ] + }, + { + "name": "Eye of the Demon", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Dust Savant Feature}", + "Also at 2nd level, you can use a bonus action to learn if a &end or a magical effect created by a fiend is within 30 feet of you and, if so, where it is located. This ability can penetrate barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Once you use this feature you cannot do so again until you finish a short or long rest." + ] + }, + { + "name": "Servant of Dust", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Dust Savant Feature}", + "At 6th level, you gain the service of a minor fiend to aid you in your pursuit of power. You learn the {@spell find familiar} spell and add it to your spell book. When you cast the spell, your familiar is always a fiend and you can choose for it to be either an imp or a quasit." + ] + }, + { + "name": "Dust Secret", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Dust Savant Feature}", + "Also at 6th level, you learn long-lost arcane secrets. Choose a number of 1st and 2nd level spells that are in your spell book such that the sum of their spell levels does not exceed your Intelligence modi&er (minimum 1). For example, if you have a 16 (+3) Intelligence you can choose either three 1st level spells or one 1st level spell and one 2nd level spell. You can cast these spells as rituals even if they do not have the ritual tag. You can change the spells you have selected, following the rules above, when you increase your level in this class." + ] + }, + { + "name": "Fiendish Bargins", + "source": "eb5arcanetraditions", + "page": 5, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Dust Savant Feature}", + "At 10th level, you learn how to use the souls of willing mortals in your magic. As an action, you can invoke a &endish bargain with a humanoid you can see within 30 feet of you. That creature can use its reaction to expend any number of hit dice. If it does, you regain an expended spell slot of a level up to the number of hit dice spent. If this reduces the creature to 0 hit dice, it gains a level of exhaustion. Once you use this feature, you cannot do so again until you complete a short or long rest." + ] + }, + { + "name": "Dominate Fiend", + "source": "eb5arcanetraditions", + "page": 6, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Dust Savant Feature}", + "At 14th level, when you cast an enchantment spell that normally targets only humanoids, such as {@spell charm person}, {@spell calm emotions}, or {@spell hold person}, you can choose for the spell to target fiends instead. You can use this feature a number of times equal to your Intelligence modi&er (minimum 1) and regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Whispers of the Overlords", + "source": "eb5arcanetraditions", + "page": 6, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "DustSavant", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Dust Savant Feature}", + "Also at 14th level, you add the spell {@spell commune} to your spell book. You can not prepare it, but you can cast it as a ritual. Once you do so, you cannot cast it again until you finish a long rest. It is otherwise considered a wizard spell for you.", + "When you cast commune, you reach out to the Lords of Dust and their masters. These beings have their own goals and may attempt to manipulate you into serving them with selective truths." + ] + }, + { + "name": "Knight's Training", + "source": "eb5arcanetraditions", + "page": 7, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Knight Arcane Feature}", + "Beginning at 2nd level, you gain proficiency with light armor and two martial weapons of your choice. You also learn your choice of either {@Spell booming blade} or {@Spell green-flame|TCE} blade as a bonus cantrip." + ] + }, + { + "name": "Arcane Shield", + "source": "eb5arcanetraditions", + "page": 7, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Knight Arcane Feature}", + "Also at 2nd level, when you cast a spell, you can use a bonus action to give yourself a bonus to your AC equal to your Intelligence modi&er (minimum of +1) until the beginning of your next turn." + ] + }, + { + "name": "Knight Phantom", + "source": "eb5arcanetraditions", + "page": 7, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Knight Arcane Feature}", + "At 6th level, you add phantom steed to your spellbook if you do not already know it. When you cast phantom steed using a spell slot, the summoned creature uses the statistics of a war horse instead of a riding horse, and it adds your Intelligence modi&er (minimum of +1) to its armor class. In addition, the phantom steed can cross liquids and similar substances as if it were under the effects of a water walk spell." + ] + }, + { + "name": "Fighting Style", + "source": "eb5arcanetraditions", + "page": 7, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Knight Arcane Feature}", + "Also at 6th level, you choose a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", + "{@b Defense}. While you are wearing armor, you gain a +1 bonus to AC.", + "{@b Dueling}. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.", + "{@b Great Weapon Fighting}. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this beneit." + ] + }, + { + "name": "Phantom Form", + "source": "eb5arcanetraditions", + "page": 8, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Knight Arcane Feature}", + "At 10th level, you can use a bonus action to take on a ghostly appearance, with tendrils of mist that cling to your form and glowing red eyes. In this form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and your melee weapon attacks deal force damage. Your movements are dif&cult to track and opportunity attacks are made against you at disadvantage. In addition, each creature that can see you within 30 feet while you are in this form must succeed on a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. A creature can repeat this saving throw at the end of each turn with a success ending the effect. A creature that succeeds on this saving throw is immune to this effect from your Phantom Form for 24 hours.", + "This form lasts for 10 minutes, or until you end it as a bonus action or die. Once you use this feature, you cannot do so again until you complete a short or long rest." + ] + }, + { + "name": "Arcane Champion", + "source": "eb5arcanetraditions", + "page": 8, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "KnightArcane", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Knight Arcane Feature}", + "At 14th level, you can expend a spell slot when you make a melee attack with a weapon. If you do, you add your Intelligence modi&er to the attack roll (minimum of +1) and you immediately gain a number of temporary hit points equal to 10 + the level of the spell slot expended. If the attack hits, it deals additional damage equal to 1d8 per level of the spell slot expended." + ] + }, + { + "name": "Manifest Flight", + "source": "eb5arcanetraditions", + "page": 9, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Skymage Feature}", + "Beginning at 2nd level, you learn how to redirect magic into brief 2ight. As a bonus action, you can expend a spell slot and gain a fly speed equal to 10 feet + 10 feet per level of the spell slot expended. This fly speed lasts until the end of your next turn." + ] + }, + { + "name": "Peace of Syrania", + "source": "eb5arcanetraditions", + "page": 9, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Skymage Feature}", + "Also at 2nd level, you add sanctuary to your spellbook as learn more about Syrania, the plane of peace. This spell is considered a wizard spell for you. If you have it prepared, you may cast it on yourself using a spell slot as part of the bonus action to activate Manifest Flight." + ] + }, + { + "name": "Propelling Launch", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Skymage Feature}", + "At 6th-level, when you activate your {@subclassFeature Manifest Flight|Wizard|Skymage|eb5arcanetraditions|6} feature, you can choose for a wave of force to expand outward from your position in a 10 foot radius sphere. Each creature other than yourself in the sphere must succeed on a Constitution saving throw against your spell save DC or take 1d6 force damage per level of the spell slot used for Manifest Flight and be pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed" + ] + }, + { + "name": "Stay Aloft", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 2nd-level Skymage Feature}", + "At 2nd level you gain pro&ciency in the {@skill Deception} skill and learn the Infernal and Abyssal languages" + ] + }, + { + "name": "Superior Flight", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Skymage Feature}", + "At 10th-level, when flying, you gain the ability to use the {@action Dash} and {@action Disengage} actions as bonus actions." + ] + }, + { + "name": "We All Float Up Here", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Skymage Feature}", + "Also at 10th level, you have strengthened your connection to the sky enough that the ground has lost its hold over you. You are immune to bludgeoning damage from falls and you can substitute your Intelligence for your Strength when determining your jumping distance or making {@skill Athletics} checks related to jumping." + ] + }, + { + "name": "Aerial Perfection", + "source": "eb5arcanetraditions", + "page": 10, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Skymage", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Skymage Feature}", + "At 14th level, when you use your Manifest Flight feature, you can choose to wrap yourself in the essence of Syrania itself. This effect lasts for one minute. During that time, you retain your flight speed from your Manifest Flight feature and, while flying, you can hover and you never provoke opportunity attacks. In addition, while you are airborne, the area in a 5 foot radius around you is always clear, calm, and pleasant\u2014unaffected by wind, weather, and temperature extremes including magical effects that cause these. While flying, you are resistant to cold, fire, lightning, and thunder damage. You can use this feature once. You must then &nish a short or long rest to use this feature again." + ] + }, + { + "name": "Divine Wizardry", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Silver Pyromancer Feature}", + "Beginning at 2nd level, when you add two spells to your spellbook upon gaining a level, one of those spells can be from the paladin spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you. You also learn sacred flame as a cantrip. It is a wizard spell for you, but it does not count against your number of cantrips known." + ] + }, + { + "name": "Radiant Fire", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Silver Pyromancer Feature}", + "Also at 2nd level, when you cast a spell that normally deals fire damage, you can choose for half of the damage you deal to be radiant damage instead of &re damage. When you reach 10th level, you can choose to have all the damage dealt by such a spell be radiant damage instead." + ] + }, + { + "name": "Burning Smite", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Silver Pyromancer Feature}", + "At 6th-level your cantrips become more potent against fiends and undead. When any fiend or undead would take fire damage or radiant damage from one of your cantrips, it takes an additional amount of radiant damage equal to your Intelligence modi&er (minimum of +1)." + ] + }, + { + "name": "Pyromantics", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 6, + "header": 1, + "entries": [ + "{@i 6th-level Silver Pyromancer Feature}", + "Also at 6th level, you learn how to imbue your burning spells with additional power. When you cast a spell that deals fire damage or radiant damage, you can impose disadvantage on saving throws against that spell. Once you use this feature, you cannot do so again until you complete a short rest or a long rest." + ] + }, + { + "name": "Silver Flame Aura", + "source": "eb5arcanetraditions", + "page": 11, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 10, + "header": 1, + "entries": [ + "{@i 10th-level Silver Pyromancer Feature}", + "At 10th level, you can spend a bonus action to surround yourself with an aura of silver flame with a 10-foot radius. The aura sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When another creature enters the aura for the first time or begins its turn there, it must succeed on a Constitution saving throw against your spell save DC or take 2d6 fire damage and be blinded until the beginning of its next turn. A creature that succeeds on this saving throw takes half damage and is not blinded. This aura lasts for one minute and it remains active even if you are incapacitated or die. You can use this feature a number of times equal to your Intelligence bonus (minimum 1). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Flame Incarnate", + "source": "eb5arcanetraditions", + "page": 12, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "SilverPyromancer", + "subclassSource": "eb5arcanetraditions", + "level": 14, + "header": 1, + "entries": [ + "{@i 14th-level Silver Pyromancer Feature}", + "At 14th level, when your Silver Flame Aura is active, you can use a bonus action to end its effect and become filled with the power of living silver flame. Your eyes become pits of silver fire and waves of heat radiate from your body. When you use this feature, you gain the following bene&ts:", + { + "type": "list", + "items": [ + "You shed bright light in a 20-foot radius and dim light for an additional 20 feet.", + "You are immune to fire damage and radiant damage.", + "If you are hit with an attack, you can use your reaction to cast sacred flame targeting your attacker, provided that the target is within range.", + "Fiends and undead have disadvantage on attack rolls against you and you have advantage on any saving throws made against their abilities.", + "You do not require verbal, somatic, or material components that lack a gold cost when you cast a spell that deals fire or radiant damage." + ] + }, + "This feature lasts 10 minutes or until you use a bonus action to end it, are incapacitated, or die. Once you use this feature, you cannot do so again until you &nish a long rest." + ] + } + ], + "monster": [ + { + "name": "Minor Air Elemental", + "size": [ + "T" + ], + "type": "elemental", + "source": "eb5arcanetraditions", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "5d4", + "average": 12 + }, + "speed": { + "fly": 40 + }, + "str": 4, + "dex": 15, + "con": 10, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "1/4", + "shortName": "elemental", + "page": 3, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Auran" + ], + "languageTags": [ + "AU" + ], + "immune": [ + "poison" + ], + "resist": [ + "lightning" + ], + "trait": [ + { + "name": "Air Form", + "entries": [ + "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage." + ] + } + ] + }, + { + "name": "Minor Earth Elemental", + "size": [ + "T" + ], + "type": "elemental", + "source": "eb5arcanetraditions", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "5d4 + 10", + "average": 22 + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 8, + "con": 14, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "1/4", + "shortName": "elemental", + "page": 3, + "senses": [ + "darkvision 60 ft.", + "tremorsense 10 ft." + ], + "senseTags": [ + "D", + "T" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Terran" + ], + "languageTags": [ + "T" + ], + "immune": [ + "poison" + ], + "resist": [ + "lightning" + ], + "trait": [ + { + "name": "Earth Glide", + "entries": [ + "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage." + ] + } + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Minor Fire Elemental", + "size": [ + "T" + ], + "type": "elemental", + "source": "eb5arcanetraditions", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "5d4", + "average": 12 + }, + "speed": { + "walk": 40 + }, + "str": 4, + "dex": 15, + "con": 10, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "1/4", + "shortName": "elemental", + "page": 4, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "unconscious" + ], + "immune": [ + "fire", + "poison" + ], + "trait": [ + { + "name": "Fire Form", + "entries": [ + "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 2 ({@dice 1d4}) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The &rst time it enters a creature's space on a turn, that creature takes 2 ({@dice 1d4}) &re damage." + ] + }, + { + "name": "Illumination", + "entries": [ + "The elemental sheds bright light in a 10-foot radius and dim light in an additional 10 feet." + ] + }, + { + "name": "Water Susceptibility", + "entries": [ + "For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." + ] + } + ], + "languages": [ + "Ignan" + ], + "languageTags": [ + "IG" + ], + "traitTags": [ + "Illumination" + ], + "action": [ + { + "name": "Touch", + "entries": [ + "{@atk mw} {@hit +2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 +2}) fire damage.", + "If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the &re, the target takes 2 ({@dice 1d4}) fire damage at the start of each of its turns." + ] + } + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "C", + "F" + ] + }, + { + "name": "Minor Water Elemental", + "size": [ + "T" + ], + "type": "elemental", + "source": "eb5arcanetraditions", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "formula": "5d4 + 5", + "average": 17 + }, + "speed": { + "walk": 20, + "swim": 40 + }, + "str": 10, + "dex": 14, + "con": 12, + "int": 6, + "wis": 10, + "cha": 6, + "passive": 10, + "cr": "1/4", + "shortName": "elemental", + "page": 4, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "unconscious" + ], + "immune": [ + "poison" + ], + "resist": [ + "acid" + ], + "trait": [ + { + "name": "WaterForm", + "entries": [ + "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Freeze", + "entries": [ + " If the elemental takes cold damage, it freezes; its speed is reduced to 0 until the end of its next turn." + ] + } + ], + "languages": [ + "Aquan" + ], + "traitTags": [ + "Illumination" + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit +4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 2}) bludgeoning damage." + ] + } + ], + "miscTags": [ + "MW" + ], + "languageTags": [ + "AQ" + ], + "damageTags": [ + "B" + ] + } + ] +}