From ba2e38fad8a44d01d505c78e73e8a8bd1575f5a6 Mon Sep 17 00:00:00 2001 From: James Walls Date: Sun, 7 May 2023 15:30:36 -0400 Subject: [PATCH 01/11] 20230507a Fighter Archetypes & Fighting Styles 2.2.0 Alternate Bard and Fighter Archetypes & Fighting Styles Foundry support --- class/LaserLlama; Alternate Bard.json | 633 +++++- ... Fighter Archetypes & Fighting Styles.json | 1885 ++++++++++++++--- 2 files changed, 2058 insertions(+), 460 deletions(-) diff --git a/class/LaserLlama; Alternate Bard.json b/class/LaserLlama; Alternate Bard.json index deb2b311f7..acdc89a293 100644 --- a/class/LaserLlama; Alternate Bard.json +++ b/class/LaserLlama; Alternate Bard.json @@ -9,12 +9,13 @@ "LaserLlama" ], "convertedBy": [ - "ProfForp#0242" + "ProfForp#0242", + "hakr14" ], "color": "ba0bba", - "version": "1.0", + "version": "1.0.0", "url": "https://www.gmbinder.com/share/-NN-4ej_kwDJyO0_98BM", - "targetSchema": "1.0" + "targetSchema": "1.10.8" } ], "dependencies": { @@ -25,8 +26,7 @@ ] }, "dateAdded": 1681740408, - "dateLastModified": 1681740408, - "_dateLastModifiedHash": "7f2f39c08e" + "dateLastModified": 0 }, "class": [ { @@ -175,46 +175,56 @@ { "name": "Magical Secrets", "known": { - "3": [ - { - "choose": "level=1" - }, - { - "choose": "level=1" + "3": { + "daily": { + "1e": [ + { + "choose": "level=1", + "count": 2 + } + ] } - ], - "6": [ - { - "choose": "level=1;2" - }, - { - "choose": "level=1;2" + }, + "6": { + "daily": { + "1e": [ + { + "choose": "level=1;2", + "count": 2 + } + ] } - ], - "10": [ - { - "choose": "level=1;2;3" - }, - { - "choose": "level=1;2;3" + }, + "10": { + "daily": { + "1e": [ + { + "choose": "level=1;2;3", + "count": 2 + } + ] } - ], - "14": [ - { - "choose": "level=1;2;3;4" - }, - { - "choose": "level=1;2;3;4" + }, + "14": { + "daily": { + "1e": [ + { + "choose": "level=1;2;3;4", + "count": 2 + } + ] } - ], - "18": [ - { - "choose": "level=1;2;3;4;5" - }, - { - "choose": "level=1;2;3;4;5" + }, + "18": { + "daily": { + "1e": [ + { + "choose": "level=1;2;3;4;5", + "count": 2 + } + ] } - ] + } } } ], @@ -683,7 +693,36 @@ "Synaptic Static|XGE", "Rary's Telepathic Bond", "Teleportation Circle" - ] + ], + "foundryAdvancement": [ + { + "type": "ScaleValue", + "title": "Bardic Inspiration Die", + "configuration": { + "identifier": "bardic-inspiration", + "type": "dice", + "scale": { + "1": { + "n": 1, + "die": 6 + }, + "5": { + "n": 1, + "die": 8 + }, + "11": { + "n": 1, + "die": 10 + }, + "17": { + "n": 1, + "die": 12 + } + } + } + } + ], + "foundryImg": "icons/skills/toxins/cup-goblet-poisoned-spilled.webp" } ], "classFeature": [ @@ -697,7 +736,24 @@ "Starting at 1st level, you can inspire heroism with your words and music. When you, or a creature within 60 feet that can hear you makes an ability check, attack roll, or saving throw, you can use a reaction to expend a use of Bardic Inspiration, roll your Bardic Inspiration die, and add it to the result of its roll. You can use this reaction after the creature rolls, but before you know if the roll results in a success or a failure.", "Your Bardic Inspiration die begins as a {@dice d6}, and increases in size when you reach certain levels in this class, as shown in the Bardic Inspiration column of the Bard table above.", "You have a number of uses of Bardic Inspiration equal to 1 + your Charisma modifier (minimum of 1), and you regain all of your expended uses when you finish a short or long rest." - ] + ], + "foundrySystem": { + "actionType": "util", + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When you, or a creature within 60 feet that can hear you makes an ability check, attack roll, or saving throw" + }, + "formula": "@scale.bard-alternate.bardic-inspiration", + "range": { + "value": 60, + "units": "ft" + }, + "uses": { + "max": "max(0, @abilities.cha.mod) + 1", + "per": "sr" + } + } }, { "name": "Folklore", @@ -710,7 +766,13 @@ "If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", "At certain Bard levels, you pick up additional talents and skills. Another Bard skill, instrument, or language of your choice gains this benefit at 7th, 10th, 14th, and 20th level.", "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." - ] + ], + "foundrySystem": { + "actionType": "util", + "activation.type": "special", + "formula": "@scale.bard-alternate.bardic-inspiration" + }, + "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, { "name": "Song of Rest", @@ -720,7 +782,20 @@ "level": 2, "entries": [ "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains additional hit points equal to one roll of your Bardic Inspiration Die." - ] + ], + "foundrySystem": { + "actionType": "heal", + "activation": { + "type": "special", + "condition": "At the end of a short rest" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration", + "healing" + ] + ] + } }, { "name": "Spellcasting", @@ -789,7 +864,17 @@ "You use your varied knowledge to cast the ritual version of any Bard spell you know so long as it has the ritual tag." ] } - ] + ], + "foundrySystem": { + "actionType": "", + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/symbols/runes-carved-stone-yellow.webp" }, { "name": "Bardic Tradition", @@ -800,7 +885,8 @@ "entries": [ "At 3rd level, you choose the Bardic Tradition to represent the various skills and knowledge you have gained in your travels: Fool, Loremaster, or Skald.", "Your Bardic Tradition grants you features at 3rd level, and again when you reach 5th, 11th, and 15th level in this class." - ] + ], + "foundryImg": "icons/tools/instruments/lute-gold-brown.webp" }, { "name": "Magical Secrets", @@ -813,7 +899,16 @@ "You can cast each of your Magical Secret spells once, at its lowest level, without expending a spell slot, and you regain all expended uses when you finish a long rest. You can also cast Magical Secrets spells with any spell slots you have.", "You learn two additional Magical Secrets spells of your choice when you reach 6th level, and again at 10th level, 14th level, and 18th level in this class. Any Magical Secret spells you learn must be of a level for which you have spell slots as shown on the Bard table.", "You can't change these spells when you gain a level." - ] + ], + "foundrySystem": { + "actionType": "", + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + } }, { "name": "Ability Score Improvement", @@ -844,7 +939,11 @@ "entries": [ "Starting at 6th level, you can use the magical power of your bardic performances to disrupt enemy spellcasting. When a creature you can hear within 60 feet casts a spell with a verbal component, you can use your reaction to perform a discordant tone, expending one or more uses of Bardic Inspiration, and attempt to disrupt the creature's spell.", "Roll a number of Bardic Inspiration Dice equal to the uses you expended, and add your Charisma modifier to the result. If the total is equal to, or higher than, 8 + the level of the spell, it fails and has no effect." - ] + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundryImg": "icons/tools/instruments/harp-gold-glowing.webp" }, { "name": "Magical Secrets", @@ -865,7 +964,8 @@ "entries": [ "At 7th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." - ] + ], + "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, { "name": "Font of Inspiration", @@ -897,7 +997,13 @@ "entries": [ "The song of creation propels your performative abilities to supernatural heights. Starting at 9th level, you add double your proficiency bonus to any ability check you make that uses a musical instrument you are proficient with.", "Also, when you roll initiative and have no uses of your Bardic Inspiration left, you instantly regain one use." - ] + ], + "expertise": [ + { + "musical instrument": true + } + ], + "foundryImg": "icons/sundries/documents/document-symbol-rune-tan.webp" }, { "name": "Folklore", @@ -908,7 +1014,8 @@ "entries": [ "At 10th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." - ] + ], + "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, { "name": "Magical Secrets", @@ -949,7 +1056,8 @@ "entries": [ "At 14th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." - ] + ], + "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, { "name": "Magical Secrets", @@ -1010,7 +1118,8 @@ "entries": [ "At 20th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." - ] + ], + "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, { "name": "Mythic Performance", @@ -1020,7 +1129,8 @@ "level": 20, "entries": [ "At 20th level, your words and song inspire legendary feats of heroism. If you begin your turn with no uses of your Bardic Inspiration left, you instantly regain one expended use." - ] + ], + "foundryImg": "icons/tools/instruments/harp-yellow-teal.webp" } ], "subclass": [ @@ -1035,7 +1145,8 @@ "Sharp Wit|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", "Wondrous Tumbler|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|11|LaserLlamaAlternateBard", "Fool's Luck|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|15|LaserLlamaAlternateBard" - ] + ], + "foundryImg": "icons/svg/card-joker.svg" }, { "name": "Loremaster", @@ -1053,34 +1164,55 @@ { "name": "Magical Secrets", "known": { - "3": [ - { - "choose": "level=1" + "3": { + "daily": { + "1e": [ + { + "choose": "level=1" + } + ] } - ], - "6": [ - { - "choose": "level=1;2" + }, + "6": { + "daily": { + "1e": [ + { + "choose": "level=1;2" + } + ] } - ], - "10": [ - { - "choose": "level=1;2;3" + }, + "10": { + "daily": { + "1e": [ + { + "choose": "level=1;2;3" + } + ] } - ], - "14": [ - { - "choose": "level=1;2;3;4" + }, + "14": { + "daily": { + "1e": [ + { + "choose": "level=1;2;3;4" + } + ] } - ], - "18": [ - { - "choose": "level=1;2;3;4;5" + }, + "18": { + "daily": { + "1e": [ + { + "choose": "level=1;2;3;4;5" + } + ] } - ] + } } } - ] + ], + "foundryImg": "icons/sundries/scrolls/scroll-rolled-worn.webp" }, { "name": "Skald", @@ -1094,7 +1226,8 @@ "Gallant Charge|Bard (Alternate)|LaserLlamaAlternateBard|Skald|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", "Ringing Strikes|Bard (Alternate)|LaserLlamaAlternateBard|Skald|LaserLlamaAlternateBard|11|LaserLlamaAlternateBard", "Heroic Ballad|Bard (Alternate)|LaserLlamaAlternateBard|Skald|LaserLlamaAlternateBard|15|LaserLlamaAlternateBard" - ] + ], + "foundryImg": "icons/tools/instruments/horn-white-gray.webp" } ], "subclassFeature": [ @@ -1135,7 +1268,33 @@ "entries": [ "{@i 3rd-level Fool Tradition feature}", "You gain the skills to pass as a bumbling nincompoop. You gain proficiency in {@skill Acrobatics} and {@skill Sleight of Hand}. If you are already proficient in either of these skills you instead gain proficiency in another skill from the Bard skill list." - ] + ], + "skillProficiencies": [ + { + "acrobatics": true, + "sleight of hand": true + }, + { + "choose": { + "from": [ + "acrobatics", + "arcana", + "deception", + "history", + "insight", + "investigation", + "perception", + "performance", + "persuasion", + "religion", + "sleight of hand", + "stealth" + ], + "count": 2 + } + } + ], + "foundryImg": "icons/equipment/head/mask-carved-scream-tan.webp" }, { "name": "Cutting Words", @@ -1149,7 +1308,23 @@ "entries": [ "{@i 3rd-level Fool Tradition feature}", "You know just the right thing to say to distract, confuse, and sap the confidence of others. When a creature that can hear you within 60 feet makes an ability check, attack roll, or rolls for damage, you can use a reaction to expend a use of Bardic Inspiration, roll your Bardic Inspiration Die, and subtract it from the creature's roll. You can use this reaction after the creature rolls, but before it is determined if its roll succeeds or fails, or the creature deals its damage." - ] + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundrySystem": { + "actionType": "util", + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When a creature that can hear you within 60 feet makes an ability check, attack roll, or rolls for damage" + }, + "formula": "@scale.bard-alternate.bardic-inspiration", + "range": { + "value": 60, + "units": "ft" + } + } }, { "name": "Tumbling Fool", @@ -1172,7 +1347,11 @@ "You reduce falling damage you take by an amount equal to your level + your Charisma modifier (minimum of 1)." ] } - ] + ], + "foundrySystem": { + "formula": "max(1, @details.level + @mod)" + }, + "foundryImg": "icons/skills/movement/arrow-upward-white.webp" }, { "name": "Sharp Wit", @@ -1187,7 +1366,21 @@ "{@i 5th-level Fool Tradition feature}", "You can use sarcasm and wit to distract those who would do you harm. When a creature you can see within 60 feet targets you with an attack, you can use your Cutting Words reaction without expending a use of your Bardic Inspiration.", "Also, whenever you use your Cutting Words reaction, and it causes the creature to miss with an attack that would have hit, or fail an ability check that would have succeeded, it takes psychic damage equal to a roll of your Bardic Inspiration die." - ] + ], + "foundrySystem": { + "actionType": "other", + "activation": { + "type": "special", + "condition": "Whenever you use your Cutting Words reaction, and it causes the creature to miss with an attack that would have hit, or fail an ability check that would have succeeded" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration", + "psychic" + ] + ] + }, + "foundryImg": "icons/weapons/swords/sword-simple-white.webp" }, { "name": "Wondrous Tumbler", @@ -1200,12 +1393,12 @@ "header": 2, "entries": [ "{@i 11th-level Fool Tradition feature}", - "You can embellish your natural acrobatic talents with bardic magic. When you take the Dash action, you can expend a use of Bardic Inspiration to gain one of the following benefits:", + "You can embellish your natural acrobatic talents with bardic magic. When you take the {@action Dash} action, you can expend a use of Bardic Inspiration to gain one of the following benefits:", { "type": "entries", "name": "Disappearing Act", "entries": [ - "You turn invisible and can move about without making a sound for 10 minutes. This invisibility ends early if you attack or force a creature to make a saving throw." + "You turn {@condition invisible} and can move about without making a sound for 10 minutes. This invisibility ends early if you attack or force a creature to make a saving throw." ] }, { @@ -1215,7 +1408,15 @@ "You disappear, only to instantly reappear in an unoccupied space that you can see within 30 feet." ] } - ] + ], + "consumes": { + "name": "Bardic Inspiration", + "amount": 1 + }, + "foundrySystem": { + "activation.condition": "When you take the Dash action" + }, + "foundryImg": "icons/skills/movement/ball-spinning-blue.webp" }, { "name": "Fool's Luck", @@ -1230,7 +1431,18 @@ "{@i 15th-level Fool Tradition feature}", "You can capitalize on comical failures to regain some of your bardic magic. Whenever you fail an ability check, attack roll, or saving throw, you can choose to fail in comical fashion and regain one expended use of your Bardic Inspiration.", "When you choose to fail in this way, the consequences of your failure should be mildly worse, at the discretion of the DM." - ] + ], + "consumes": { + "name": "Bardic Inspiration", + "amount": -1 + }, + "foundrySystem": { + "activation": { + "type": "special", + "condition": "Whenever you fail an ability check, attack roll, or saving throw" + } + }, + "foundryImg": "icons/magic/symbols/clover-luck-white-green.webp" }, { "name": "Loremaster", @@ -1281,6 +1493,19 @@ "{@i 3rd-level Loremaster Tradition feature}", "In your many wanderings you have learned much about many things. You can add half your proficiency bonus to any ability check you make that doesn't include your proficiency bonus.", "In addition, you gain proficiency in two of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}." + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "arcana", + "history", + "nature", + "religion" + ], + "count": 2 + } + } ] }, { @@ -1296,7 +1521,8 @@ "{@i 5th-level Loremaster Tradition feature}", "Whenever you cast a Bard spell that deals thunder or psychic damage, or restores hit points to a creature, you can add your Charisma modifier (minimum of +1) to the damage roll or the number of hit points restored by the spell.", "Moreover, whenever you roll a Bardic Inspiration die, you can roll it twice and use the higher result." - ] + ], + "foundryImg": "icons/magic/light/explosion-beam-impact-silhouette.webp" }, { "name": "Wondrous Success", @@ -1319,7 +1545,11 @@ "Remember, characters should only make ability checks when the DM calls for an ability check, and ability checks should not be called for unless there is a chance, however small, of a successful result." ] } - ] + ], + "foundrySystem": { + "activation.condition": "When you use your Bardic Inspiration reaction to add to an ability check" + }, + "foundryImg": "icons/magic/light/explosion-star-glow-silhouette.webp" }, { "name": "Burst of Inspiration", @@ -1333,7 +1563,18 @@ "entries": [ "{@i 15th-level Loremaster Tradition feature}", "Your speech and song are laced with powerful bardic magic, inspiring all who hear you. When you use your Bardic Inspiration reaction on a creature other than yourself, creatures of your choice within 10 feet of your target can add one roll of your Bardic Inspiration die to the first ability check, attack roll, or saving throw they make before the beginning of your next turn." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you use your Bardic Inspiration reaction on a creature other than yourself" + }, + "range": { + "value": 10, + "units": "ft" + } + }, + "foundryImg": "icons/magic/light/beams-explosion-blue.webp" }, { "name": "Skald", @@ -1369,7 +1610,19 @@ "{@i 3rd-level Skald Tradition feature}", "In your desire to stand among the heroes of legend you have learned to hold your own in battle. You gain proficiency with {@filter martial weapons|items|type=martial weapon}, {@item shield|PHB|shields}, and {@filter heavy armor|items|type=heavy armor}.", "Also, when you are wielding a weapon or shield in both of your hands, your voice counts as a musical instrument for the purposes of casting Bard spells or using other Bard features." - ] + ], + "armorProficiencies": [ + { + "heavy": true, + "shield|phb": true + } + ], + "weaponProficiencies": [ + { + "martial": true + } + ], + "foundryImg": "icons/tools/instruments/rattle-gourd-glowing-teal.webp" }, { "name": "Combat Inspiration", @@ -1383,7 +1636,24 @@ "entries": [ "{@i 3rd-level Skald Tradition feature}", "You use your bardic magic to inspire feats of valor in battle. When you or a creature that can hear you within 60 feet hits a creature with a weapon attack, you can use your reaction to expend one use of your Bardic Inspiration, roll your Bardic Inspiration die, and add the result to the damage roll." - ] + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When you or a creature that can hear you within 60 feet hits a creature with a weapon attack" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration", + "" + ] + ] + }, + "foundryImg": "icons/skills/melee/swords-parry-block-blue.webp" }, { "name": "Extra Attack", @@ -1412,7 +1682,22 @@ "{@i 5th-level Skald Tradition feature}", "When you roll initiative, you can expend a use of your Bardic Inspiration to rally a heroic charge. You, and any creatures of your choice within 15 feet that can hear you gain a bonus to their initiative rolls equal to a roll of your Bardic Inspiration.", "You can't use this feature when {@condition incapacitated} or {@quickref surprise|PHB|3|0|surprised}." - ] + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you roll initiative" + }, + "formula": "@scale.bard-alternate.bardic-inspiration", + "range": { + "value": 15, + "units": "ft" + } + }, + "foundryImg": "icons/weapons/axes/axe-battle-orange.webp" }, { "name": "Ringing Strikes", @@ -1427,7 +1712,20 @@ "{@i 11th-level Skald Tradition feature}", "You empower your strikes with bardic magic. Whenever you hit a creature with a weapon attack, you deal bonus thunder damage equal to one roll of your Bardic Inspiration die.", "Also, you can choose for your Combat Inspiration bonus damage to be thunder in place of the weapon's damage type." - ] + ], + "foundrySystem": { + "activation": { + "type": "speical", + "condition": "Whenever you hit a creature with a weapon attack" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration", + "thunder" + ] + ] + }, + "foundryImg": "icons/skills/melee/shield-block-gray-yellow.webp" }, { "name": "Heroic Ballad", @@ -1441,7 +1739,22 @@ "entries": [ "{@i 15th-level Skald Tradition feature}", "Your words motivate others to ever greater feats of gallantry. When you use Combat Inspiration you can also grant the target temporary hit points equal to one roll of your Bardic Inspiration die + your Charisma modifier (minimum of 1)." - ] + ], + "foundrySystem": { + "ability": "cha", + "actionType": "heal", + "activation": { + "type": "special", + "condition": "When you use Combat Inspiration" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration + max(1, @mod)", + "temphp" + ] + ] + }, + "foundryImg": "icons/tools/instruments/drum-hand-tan.webp" } ], "spell": [ @@ -1493,7 +1806,8 @@ ], "savingThrow": [ "wisdom" - ] + ], + "foundryImg": "icons/consumables/drinks/alcohol-beer-mug-yellow.webp" }, { "name": "Glitterbeam", @@ -1563,7 +1877,8 @@ ], "areaTags": [ "ST" - ] + ], + "foundryImg": "icons/magic/light/beam-rays-yellow-blue.webp" }, { "name": "Vicious Mockery", @@ -1628,7 +1943,8 @@ ], "savingThrow": [ "wisdom" - ] + ], + "foundryImg": "icons/creatures/magical/spirit-poison-smoke-green.webp" }, { "name": "Inspiring Melody", @@ -1672,7 +1988,11 @@ "source": "LaserLlamaAlternateBard", "components": { "v": true, - "m": "a {@item musical instrument|PHB} worth at least 1 gp" + "m": { + "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "cost": 100, + "consume": false + } }, "entriesHigherLevel": [ { @@ -1690,7 +2010,14 @@ "miscTags": [ "THP", "UBA" - ] + ], + "foundrySystem": { + "materials": { + "cost": 1, + "value": "a musical instrument worth at least 1 gp" + } + }, + "foundryImg": "icons/tools/instruments/harp-red.webp" }, { "name": "Song of Confidence", @@ -1734,7 +2061,11 @@ "source": "LaserLlamaAlternateBard", "components": { "v": true, - "m": "a {@item musical instrument|PHB} worth at least 1 gp" + "m": { + "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "cost": 100, + "consume": false + } }, "entriesHigherLevel": [ { @@ -1750,7 +2081,14 @@ ], "miscTags": [ "UBA" - ] + ], + "foundrySystem": { + "materials": { + "cost": 1, + "value": "a musical instrument worth at least 1 gp" + } + }, + "foundryImg": "icons/tools/instruments/drum-snare-red.webp" }, { "name": "Heroic Anthem", @@ -1794,7 +2132,11 @@ "source": "LaserLlamaAlternateBard", "components": { "v": true, - "m": "a {@item musical instrument|PHB} worth at least 1 gp" + "m": { + "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "cost": 100, + "consume": false + } }, "entriesHigherLevel": [ { @@ -1811,7 +2153,14 @@ "miscTags": [ "UBA", "AAD" - ] + ], + "foundrySystem": { + "materials": { + "cost": 1, + "value": "a musical instrument worth at least 1 gp" + } + }, + "foundryImg": "icons/tools/instruments/harp-gold-glowing.webp" }, { "name": "Sonic Wave", @@ -1869,7 +2218,8 @@ ], "areaTags": [ "N" - ] + ], + "foundryImg": "icons/magic/sonic/explosion-shock-sound-wave.webp" }, { "name": "Revitalizing Hymn", @@ -1913,7 +2263,11 @@ "source": "LaserLlamaAlternateBard", "components": { "v": true, - "m": "a {@item musical instrument|PHB} worth at least 1 gp" + "m": { + "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "cost": 100, + "consume": false + } }, "entriesHigherLevel": [ { @@ -1929,7 +2283,14 @@ ], "miscTags": [ "UBA" - ] + ], + "foundrySystem": { + "materials": { + "cost": 1, + "value": "a musical instrument worth at least 1 gp" + } + }, + "foundryImg": "icons/tools/instruments/harp-lap-brown.webp" }, { "name": "Legendary Ballad", @@ -1973,14 +2334,72 @@ "source": "LaserLlamaAlternateBard", "components": { "v": true, - "m": "a {@item musical instrument|PHB} worth at least 1 gp" + "m": { + "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "cost": 100, + "consume": false + } }, "miscTags": [ "UBA" ], "areaTags": [ "S" + ], + "foundrySystem": { + "materials": { + "cost": 1, + "value": "a musical instrument worth at least 1 gp" + } + }, + "foundryImg": "icons/tools/instruments/harp-yellow-teal.webp" + } + ], + "foundrySubclassFeature": [ + { + "name": "Tumbling Fool", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Fool", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "effects": [ + { + "name": "Climbing Speed", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ] + }, + { + "name": "Jack of All Trades", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Loremaster", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "effects": [ + { + "name": "Jack of All Trades", + "transfer": true, + "changes": [ + { + "key": "flags.dnd5e.jackOfAllTrades", + "mode": "OVERRIDE", + "value": true + } + ] + } ] } ] -} +} \ No newline at end of file diff --git a/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json b/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json index a8d45aed5b..72c859d053 100644 --- a/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json +++ b/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json @@ -1,32 +1,30 @@ { - "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", "_meta": { "sources": [ { "json": "llfafs", "abbreviation": "LLFAFS", - "full": "LaserLLama's Fighter Archetypes & Fighting Styles", + "full": "LaserLlama's Fighter Archetypes & Fighting Styles", "authors": [ "laserllama" ], "convertedBy": [ - "JoeyJoestar" + "JoeyJoestar", + "hakr14" ], - "version": "2.1.0", + "version": "2.2.0", "color": "4287f5", "url": "https://www.gmbinder.com/share/-M0i_wbRAX8qAz1OIjbF", - "targetSchema": "1.2" + "targetSchema": "1.10.7" } ], "dateAdded": 1652153430, - "dateLastModified": 1678748267, + "dateLastModified": 0, "optionalFeatureTypes": { - "FS:M": "Fighting Style; Magus", - "FS:W": "Fighting Style; Warlord", + "GC": "Guerrilla Combatancy", "QR": "Quartermaster Rations", "TS": "Tinker Knight Schematics" - }, - "_dateLastModifiedHash": "43eb5e4c72" + } }, "subclass": [ { @@ -37,7 +35,7 @@ "shortName": "Commander", "subclassFeatures": [ "Commander|Fighter|phb|Commander|llfafs|3", - "Strategic Insights|Fighter|phb|Commander|llfafs|7", + "Strategic Command|Fighter|phb|Commander|llfafs|7", "Heroic Surge|Fighter|phb|Commander|llfafs|10", "Invigorating Orders|Fighter|phb|Commander|llfafs|15", "Legendary Commander|Fighter|phb|Commander|llfafs|18" @@ -51,11 +49,42 @@ "shortName": "Crusader", "subclassFeatures": [ "Crusader|Fighter|phb|Crusader|llfafs|3", - "Mantle of Faith|Fighter|phb|Crusader|llfafs|7", "Renewed Fervor|Fighter|phb|Crusader|llfafs|7", "Zealous Fury|Fighter|phb|Crusader|llfafs|10", "Righteous Judgement|Fighter|phb|Crusader|llfafs|15", - "Divine Rebuke|Fighter|phb|Crusader|llfafs|18" + "Legendary Crusader|Fighter|phb|Crusader|llfafs|18" + ] + }, + { + "name": "Drifter", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "shortName": "Drifter", + "subclassFeatures": [ + "Drifter|Fighter|phb|Drifter|llfafs|3", + "Hair-Trigger|Fighter|phb|Drifter|llfafs|7", + "Tenacious Pursuit|Fighter|phb|Drifter|llfafs|10", + "Deadly Hunter|Fighter|phb|Drifter|llfafs|15", + "Legendary Drifter|Fighter|phb|Drifter|llfafs|18" + ], + "foundryAdvancement": [ + { + "type": "ScaleValue", + "title": "Wrangler", + "configuration": { + "identifier": "wrangler", + "type": "number", + "scale": { + "3": { + "value": 1 + }, + "15": { + "value": 3 + } + } + } + } ] }, { @@ -68,8 +97,8 @@ "Guardian|Fighter|phb|Guardian|llfafs|3", "Rallying Wind|Fighter|phb|Guardian|llfafs|7", "Stalwart Defender|Fighter|phb|Guardian|llfafs|10", - "Improved Guardian Stance|Fighter|phb|Guardian|llfafs|15", - "Unshakable Bastion|Fighter|phb|Guardian|llfafs|18" + "Improved Stance|Fighter|phb|Guardian|llfafs|15", + "Legendary Guardian|Fighter|phb|Guardian|llfafs|18" ] }, { @@ -83,7 +112,31 @@ "By Land or Sea|Fighter|phb|Guerrilla|llfafs|7", "Adaptable Fighting Style|Fighter|phb|Guerrilla|llfafs|10", "Unwavering|Fighter|phb|Guerrilla|llfafs|15", - "Elite Guerrilla|Fighter|phb|Guerrilla|llfafs|18" + "Legendary Guerrilla|Fighter|phb|Guerrilla|llfafs|18" + ], + "optionalfeatureProgression": [ + { + "name": "Adaptable Superiority", + "featureType": [ + "MV:B" + ], + "progression": { + "3": 3, + "7": 4, + "10": 5, + "15": 6 + } + }, + { + "name": "By Land or Sea", + "featureType": [ + "GC" + ], + "progression": { + "7": 1, + "15": 2 + } + } ] }, { @@ -97,7 +150,21 @@ "Cunning Shot|Fighter|phb|Marksman|llfafs|7", "Reposition|Fighter|phb|Marksman|llfafs|10", "Reliable Shot|Fighter|phb|Marksman|llfafs|15", - "Deadeye|Fighter|phb|Marksman|llfafs|18" + "Legendary Marksman|Fighter|phb|Marksman|llfafs|18" + ] + }, + { + "name": "Martial Artist", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "shortName": "Martial Artist", + "subclassFeatures": [ + "Martial Artist|Fighter|phb|Martial Artist|llfafs|3", + "Counter|Fighter|phb|Martial Artist|llfafs|7", + "Evasive Footwork|Fighter|phb|Martial Artist|llfafs|10", + "Unbreakable|Fighter|phb|Martial Artist|llfafs|15", + "Legendary Martial Artist|Fighter|phb|Martial Artist|llfafs|18" ] }, { @@ -115,17 +182,17 @@ ] }, { - "name": "Pact Warrior", + "name": "Witch Knight", "source": "llfafs", "className": "Fighter", "classSource": "phb", - "shortName": "Pact Warrior", + "shortName": "Witch Knight", "subclassFeatures": [ - "Pact Warrior|Fighter|phb|Pact Warrior|llfafs|3", - "Otherworldly Step|Fighter|phb|Pact Warrior|llfafs|7", - "Enchanted Strikes|Fighter|phb|Pact Warrior|llfafs|10", - "Improved Sanguine Offering|Fighter|phb|Pact Warrior|llfafs|15", - "Profane Sacrifice|Fighter|phb|Pact Warrior|llfafs|18" + "Witch Knight|Fighter|phb|Witch Knight|llfafs|3", + "Otherworldly Step|Fighter|phb|Witch Knight|llfafs|7", + "Enchanted Strikes|Fighter|phb|Witch Knight|llfafs|10", + "Greater Offering|Fighter|phb|Witch Knight|llfafs|15", + "Profane Sacrifice|Fighter|phb|Witch Knight|llfafs|18" ], "casterProgression": "pact", "spellcastingAbility": "cha", @@ -135,6 +202,19 @@ "classSource": "phb" } ], + "additionalSpells": [ + { + "ability": "cha", + "known": { + "3": [ + { + "choose": "level=0", + "count": 1 + } + ] + } + } + ], "cantripProgression": [ 0, 0, @@ -327,7 +407,7 @@ "subclassFeatures": [ "Quartermaster|Fighter|phb|Quartermaster|llfafs|3", "Dependable|Fighter|phb|Quartermaster|llfafs|7", - "Improved Rations|Fighter|phb|Quartermaster|llfafs|10", + "Quick Ration|Fighter|phb|Quartermaster|llfafs|10", "Ever Ready|Fighter|phb|Quartermaster|llfafs|15", "Iron Stomach|Fighter|phb|Quartermaster|llfafs|18" ] @@ -341,9 +421,41 @@ "subclassFeatures": [ "Swordsage|Fighter|phb|Swordsage|llfafs|3", "Heightened Reflexes|Fighter|phb|Swordsage|llfafs|7", - "Improved Battle Trance|Fighter|phb|Swordsage|llfafs|10", - "Technical Mastery|Fighter|phb|Swordsage|llfafs|15", - "Legendary Swordsage|Fighter|phb|Swordsage|llfafs|18" + "Masterful Trance|Fighter|phb|Swordsage|llfafs|10", + "Legendary Swordsage|Fighter|phb|Swordsage|llfafs|15", + "Legendary Swordsage (d8)|Fighter|phb|Swordsage|llfafs|18" + ], + "optionalfeatureProgression": [ + { + "name": "Student of the Blade", + "featureType": [ + "MV:B" + ], + "progression": { + "3": 3, + "7": 4, + "10": 5, + "15": 6 + } + } + ], + "foundryAdvancement": [ + { + "type": "ScaleValue", + "title": "Battle Trance", + "configuration": { + "identifier": "battle-trance-ac", + "type": "number", + "scale": { + "3": { + "value": 1 + }, + "10": { + "value": 2 + } + } + } + } ] }, { @@ -358,6 +470,20 @@ "Mechanical Synergy|Fighter|phb|Tinker Knight|llfafs|10", "Flexible Innovation|Fighter|phb|Tinker Knight|llfafs|15", "Masterwork Inventions|Fighter|phb|Tinker Knight|llfafs|18" + ], + "optionalfeatureProgression": [ + { + "name": "Inventive Arsenal", + "featureType": [ + "TS" + ], + "progression": { + "3": 2, + "7": 3, + "10": 4, + "15": 5 + } + } ] } ], @@ -371,27 +497,26 @@ "subclassSource": "llfafs", "level": 3, "entries": [ - "Not all fighters rely solely on themselves in battle, some use their knowledge of battlefield tactics to command their allies. Commanders are warriors who lead their soldiers from the front, issuing Commands and inspiring greatness in others by their own brave deeds. By their presence, a Commander can transform an unorganized militia into a deadly fighting force.", + "Not all Fighters rely solely on themselves in battle, some use their knowledge of battlefield tactics to command their allies. Commanders are warriors who lead their soldiers from the front, issuing Commands and inspiring greatness in others by their own brave deeds. By their presence, a Commander can transform an unorganized militia into a deadly force.", { "type": "refSubclassFeature", - "subclassFeature": "Orders|Fighter|phb|Commander|llfafs|3" + "subclassFeature": "Art of War|Fighter|phb|Commander|llfafs|3" }, { "type": "refSubclassFeature", - "subclassFeature": "The Art of War|Fighter|phb|Commander|llfafs|3" + "subclassFeature": "Tactical Orders|Fighter|phb|Commander|llfafs|3" }, { "type": "insetReadaloud", "name": "Captains, Tacticians, & Warlords", "entries": [ - "The niche of the battlefield commander is one that is conspicuously unfulfilled in 5e. The Commander subclass presented here is an attempt to fill that void with a non-magical character option.", - "The Commander is a fighter that leads from the front. If you are looking for a more strategic leader who wields other heroes as their weapons check out the Tactician Discipline for the Savant Class." + "The battlefield commander is an archetype that is conspicuously absent in 5e. This Archetype, along with the Warlord Class attempts to fill that niche." ] } ] }, { - "name": "Orders", + "name": "Tactical Orders", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -400,10 +525,10 @@ "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, when you take the {@action Attack} action on your turn, you can replace one of your attacks with an Order from the list below. You can issue an Order to any willing creature within 30 feet that can hear you. You can issue a number of Orders equal to 1 + your proficiency bonus, and you regain all expended uses when you finish a short or long rest.", + "When you take the {@action Attack} action on your turn, you can issue one of the Orders from the list below in place of one attack. You can issue an Order to a willing creature within 30 feet, other than yourself, that can hear and understand you:", { "type": "list", - "style": "list-no-bullets", + "style": "list-hang", "items": [ { "type": "entries", @@ -414,24 +539,46 @@ }, { "type": "entries", - "name": "Inspiring Order", + "name": "Defensive Order", "entries": [ - "The target gains temporary hit points equal to your fighter level + your proficiency bonus." + "The target of this Order can use its reaction to immediately take the {@action Dodge} action." ] }, { "type": "entries", "name": "Maneuvering Order", "entries": [ - "The target can use its reaction to move up to its speed without provoking opportunity attacks." + "The target of this Order can use its reaction to move up to its speed without provoking opportunity attacks." + ] + }, + { + "type": "entries", + "name": "Support Order", + "entries": [ + "The target of this Order can use its reaction to immediately take the {@action Help}, {@action Hide}, {@action Search}, or {@action Use an Object} action." ] } ] } - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you take the Attack action on your turn" + }, + "range": { + "value": 30, + "units": "ft" + }, + "target": { + "value": 1, + "type": "creature" + } + }, + "foundryImg": "icons/environment/people/infantry-armored.webp" }, { - "name": "The Art of War", + "name": "Art of War", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -440,11 +587,25 @@ "level": 3, "header": 2, "entries": [ - "You have spent time studying not only the strategy of war but also that of politics. At 3rd level, you gain proficiency in your choice of either {@skill History}, {@skill Insight}, {@skill Investigation}, or {@skill Persuasion}." - ] + "You have spent time studying not only the strategy and tactics of war but also the theory of politics. You gain proficiency in one of the following skills: {@skill History}, {@skill Insight}, {@skill Investigation}, or {@skill Persuasion}. Moreover, whenever you make an ability check with that skill, you treat a d20 roll of 7 or lower as an 8." + ], + "skillProficiencies": [ + { + "choose": { + "count": 1, + "from": [ + "history", + "insight", + "investigation", + "persuasion" + ] + } + } + ], + "foundryImg": "icons/sundries/books/symbol-axe-gold-grey.webp" }, { - "name": "Strategic Insights", + "name": "Strategic Command", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -453,8 +614,30 @@ "level": 7, "header": 2, "entries": [ - "Starting at 7th level, you can gain bursts of battlefield insight in the midst of combat. Whenever you use your Second Wind feature you regain all expended uses of your Orders." - ] + "You rally your allies even as you fight. When you use {@classFeature Second Wind|Fighter||1}, you can choose three creatures within 30 feet that can hear you to regain hit points equal to your Fighter level." + ], + "foundrySystem": { + "actionType": "heal", + "activation": { + "type": "special", + "condition": "When you use Second Wind" + }, + "damage.parts": [ + [ + "@classes.fighter.levels", + "healing" + ] + ], + "range": { + "value": 30, + "units": "ft" + }, + "target": { + "value": 3, + "type": "creature" + } + }, + "foundryImg": "icons/weapons/swords/sword-gold-holy.webp" }, { "name": "Heroic Surge", @@ -466,8 +649,23 @@ "level": 10, "header": 2, "entries": [ - "Your action inspires your allies. Beginning at 10th level, when you use Action Surge, you can choose one creature within 30 feet that can hear you. As a reaction, that creature can move up to its full movement speed without provoking opportunity attacks. At the end of its movement, the creature can make a single weapon attack as part of the same reaction." - ] + "Your action inspires your allies. When you use {@classFeature Action Surge|Fighter||2}, you can choose one creature within 30 feet that can hear you. As a reaction, it can move up to its speed without provoking opportunity attacks. At the end of this movement, it can make a single weapon attack as part of the same reaction." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you use Action Surge" + }, + "range": { + "value": 30, + "units": "ft" + }, + "target": { + "value": 1, + "type": "creature" + } + }, + "foundryImg": "icons/skills/movement/arrow-upward-blue.webp" }, { "name": "Invigorating Orders", @@ -479,8 +677,9 @@ "level": 15, "header": 2, "entries": [ - "Starting at 15th level, your orders inspire greatness in those who fight alongside you. When you issue an Order to a creature, it has advantage on the first attack roll, ability check, or saving throw it makes within the next minute." - ] + "Your orders inspire greatness in those who fight alongside you. Whenever you issue an {@subclassFeature Tactical Orders|Fighter||Commander|llfafs|3||Order} to a creature, it has advantage on the first weapon or spell attack roll that it makes within the next minute." + ], + "foundryImg": "icons/skills/melee/weapons-crossed-swords-black-gray.webp" }, { "name": "Legendary Commander", @@ -492,8 +691,9 @@ "level": 18, "header": 2, "entries": [ - "Your ability to inspire others and lead allies into battle rivals the great conquerers and commanders of legend. Starting at 18th level, your Heroic Surge can affect two creatures of your choice within 30 feet that can see or hear you." - ] + "Your ability to inspire others and lead allies into battle rivals the great conquerors and commanders of legend. When you use {@classFeature Action Surge|Fighter||2}, your {@subclassFeature Heroic Surge|Fighter||Commander|llfafs|10} can affect up to two creatures of your choice within 30 feet that can hear you." + ], + "foundryImg": "icons/equipment/hand/gauntlet-plate-gold.webp" }, { "name": "Crusader", @@ -504,21 +704,21 @@ "subclassSource": "llfafs", "level": 3, "entries": [ - "Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine power of paladins or clerics. Those who fight for the gods without their explicit blessing are known as Crusaders. These zealots stand as champions of divine causes, their fervent belief fueling their battle fury.", - "Crusaders serve many gods and causes, but they all have one thing in common; their fanatical devotion to what they believe is right. Their belief is forged in the fires of devotion, and a dedicated Crusader will often snap rather than bend.", + "Many warriors swear Oaths to gods of battle and war, but not all are blessed with the divine abilities of Paladins or Clerics. Those who fight for the gods without their explicit blessing are known as Crusaders. These zealots stand as champions of divine causes, their fervent belief fueling their battle fury.", + "Crusaders serve many gods and causes, but they all have one thing in common; fanatical devotion to what they believe is right. Their belief is forged in the fires of devotion, and a Crusader will snap rather than bend.", { "type": "refSubclassFeature", "subclassFeature": "Crusader's Ire|Fighter|phb|Crusader|llfafs|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Faithful Disciple|Fighter|phb|Crusader|llfafs|3" + "subclassFeature": "Fanatical Disciple|Fighter|phb|Crusader|llfafs|3" }, { "type": "insetReadaloud", - "name": "Anti-Magic Zealots", + "name": "Optional Rule: Oathbreaker Paladins", "entries": [ - "While all faiths have those that can be considered Crusaders, these fanatical warriors most often arise in the service of gods or causes that view magic as unnatural. These zealots despise spellcasters and make for ruthless mage hunters and inquisitors." + "Should a Paladin break or forsake their Oath in your game, the Crusader Archetype here can be used to represent a Paladin who has lost their divine power." ] } ] @@ -533,19 +733,32 @@ "level": 3, "header": 2, "entries": [ - "You can mark your enemies as the target of divine judgment. Beginning at 3rd level, you can use a bonus action to mark a creature within 30 feet as the target of your Crusader's Ire, granting you the following benefits against that creature:", + "You mark your foes for divine judgment. As a bonus action, you can Mark a creature within 60 feet as the target of your Crusader's Ire, granting you the following benefits:", { "type": "list", "items": [ "Once per turn when you miss the creature with a weapon attack, you can immediately make another weapon attack against that creature using the same weapon.", - "You can use a bonus action on your turn to move up to your full movement speed toward the marked creature." + "When the creature is within your reach and casts a spell or makes an attack against a creature other than you, you can use your reaction to make an opportunity attack.", + "When the creature forces you to make a saving throw, you can roll a {@dice d6}, and add the result to your saving throw." ] }, - "Your mark lasts for 1 minute, or until the creature is slain. Once you mark a creature you must finish a short or long rest before you can mark another creature with this feature." - ] + "Your Mark lasts for 1 minute, or until the Marked creature is slain. Once you Mark a creature in this way you must finish a short or long rest before you can Mark another creature as the target of your Crusader's Ire." + ], + "foundrySystem": { + "activation.condition": "", + "range": { + "value": 60, + "units": "ft" + }, + "target": { + "value": 1, + "type": "creature" + } + }, + "foundryImg": "icons/skills/targeting/target-glowing-yellow.webp" }, { - "name": "Faithful Disciple", + "name": "Fanatical Disciple", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -554,11 +767,17 @@ "level": 3, "header": 2, "entries": [ - "You have dedicated your life to your cause, learning all you can about it. At 3rd level, you gain proficiency in the {@skill Religion skill}. Whenever you make an Intelligence ({@skill Religion}) check related to the god, divinity, or divine cause you serve, you can add double your proficiency bonus to your roll." - ] + "You gain proficiency in {@skill Religion}, and whenever you make an Intelligence ({@skill Religion}) check related to the god or cause you serve you add double your proficiency bonus to your roll." + ], + "skillProficiencies": [ + { + "religion": true + } + ], + "foundryImg": "icons/sundries/books/book-symbol-cross-blue.webp" }, { - "name": "Mantle of Faith", + "name": "Renewed Fervor", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -567,61 +786,255 @@ "level": 7, "header": 2, "entries": [ - "The fury that you bear towards your divinely appointed foes allows you to shrug off harmful effects. Starting at 7th level, when a creature marked as the target of your Ire forces you to make a saving throw, you roll a {@dice d6} and add it to your roll." - ] + "Your fanaticism grants you bursts of fervor in battle. When you use {@classFeature Second Wind|Fighter||1} you regain the use of {@subclassFeature Crusader's Ire|Fighter||Crusader|llfafs|3}.", + "In addition, when you Mark a creature as the target of your Crusader's Ire, you can move up to 30 feet toward it as part of the same bonus action without expending your movement." + ], + "consumes": { + "name": "Crusader's Ire", + "amount": -1 + }, + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you use Second Wind" + } + }, + "foundryImg": "icons/magic/control/buff-strength-muscle-damage-orange.webp" }, { - "name": "Renewed Fervor", + "name": "Zealous Fury", "source": "llfafs", "className": "Fighter", "classSource": "phb", "subclassShortName": "Crusader", "subclassSource": "llfafs", - "level": 7, + "level": 10, "header": 2, "entries": [ - "Also at 7th level, your faith grants you bursts of divine fervor in the midst of battle. Whenever you use Second Wind you also regain the use of your Crusader's Ire feature." - ] + "Your conviction allows you to survive blows that would slay those of lesser faith. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead, instantly making one weapon attack against your attacker.", + "Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can use it again, but you instantly gain a level of exhaustion." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you are reduced to 0 Hit Points but not killed outright" + } + }, + "foundryImg": "icons/magic/life/heart-cross-strong-flame-purple-orange.webp" }, { - "name": "Zealous Fury", + "name": "Righteous Judgement", "source": "llfafs", "className": "Fighter", "classSource": "phb", "subclassShortName": "Crusader", "subclassSource": "llfafs", - "level": 10, + "level": 15, "header": 2, "entries": [ - "Beginning at 10th level, your conviction allows you to fight through wounds that would slay those of lesser faith. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. Once you use this feature you must finish a short or long rest before you can do so again." - ] + "You are the arbiter of divine wrath. When you hit the target of {@subclassFeature Crusader's Ire|Fighter||Crusader|llfafs|3} with a weapon attack, you can end the Mark to have your attack to deal maximum damage instead of rolling.", + "If the attack reduces the target to 0 hit points you instantly regain the use of {@subclassFeature Crusader's Ire|Fighter||Crusader|llfafs|3}." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you hit the target of Crusader's Ire with a weapon attack" + } + }, + "foundryImg": "icons/skills/targeting/target-strike-gray.webp" }, { - "name": "Righteous Judgement", + "name": "Legendary Crusader", "source": "llfafs", "className": "Fighter", "classSource": "phb", "subclassShortName": "Crusader", "subclassSource": "llfafs", - "level": 15, + "level": 18, "header": 2, "entries": [ - "You can call down divine wrath upon those who stand against your cause. Beginning at 15th level, when you hit the target of your Crusader's Ire with a weapon attack, you can end the mark on that target to turn your attack into a critical hit.", - "If the resultant critical hit reduces the creature to 0 hit points you regain the use of your Crusader's Ire feature." + "When the target of {@subclassFeature Crusader's Ire|Fighter||Crusader|llfafs|3} target's you with an attack, you can use your reaction to make a single weapon attack against that creature. If you use this reaction after the attack hits you, your weapon attack is made with advantage." + ], + "foundrySystem": { + "cost": 1, + "type": "reaction", + "condition": "When the target of Crusader's Ire targets you with an attack" + }, + "foundryImg": "icons/skills/melee/weapons-crossed-swords-white-blue.webp" + }, + { + "name": "Drifter", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Drifter", + "subclassSource": "llfafs", + "level": 3, + "entries": [ + "While most warriors hone their craft in organized schools of war or combat units, some mastered their combat skill in the wild. Known colloquially as Drifters, these solitary warriors can be found wandering from town to town, making a living hunting bounties - whether they be man, beast, or monster.", + { + "type": "refSubclassFeature", + "subclassFeature": "Wayward Soul|Fighter|phb|Drifter|llfafs|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wrangler|Fighter|phb|Drifter|llfafs|3" + } ] }, { - "name": "Divine Rebuke", + "name": "Wayward Soul", "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Crusader", + "subclassShortName": "Drifter", + "subclassSource": "llfafs", + "level": 3, + "header": 2, + "entries": [ + "You have spent many days and nights scratching a living out in the wild. You gain proficiency in {@skill Perception} or {@skill Survival}, and when you make a check with either of these skills, you can treat a d20 roll of 7 or lower as an 8.", + "You have also learned the language of the criminal world. You can identify, read, and speak in {@language Thieves' Cant}." + ], + "skillProficiencies": [ + { + "choose": { + "count": 1, + "from": [ + "perception", + "survival" + ] + } + } + ], + "languageProficiencies": [ + { + "thieves' cant": true + } + ], + "foundryImg": "icons/environment/wilderness/cave-entrance-mountain-blue.webp" + }, + { + "name": "Wrangler", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Drifter", + "subclassSource": "llfafs", + "level": 3, + "header": 2, + "entries": [ + "You are especially adept at bringing your quarries in alive, though you have no qualms if they force you to take more extreme measures. As a bonus action on your turn, you can Mark a creature that you can see within 30 feet as your Quarry, granting you the following benefits:", + { + "type": "list", + "items": [ + "When you make a Strength ({@skill Athletics}) check to {@action shove} or {@action grapple} your Quarry, you have advantage on your roll.", + "As a reaction when your Quarry misses you with a melee attack, you can force it to make a Dexterity saving throw (Save DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, you can choose to knock it {@condition prone} or to {@action grapple} the creature (if you have a free hand).", + "You have advantage on any Wisdom ({@skill Survival}) or Wisdom ({@skill Perception}) checks you make to track your Quarry." + ] + }, + "The creature remains your Quarry indefinitely, but this Mark ends early if your Quarry is {@quickref Hiding|PHB|2|0|Hidden} from you, you are {@condition incapacitated}, or you Mark another creature as your Quarry.", + "Once you Mark a creature as your Quarry you must finish a short or long rest before you can Mark another creature." + ], + "foundrySystem": { + "range": { + "value": 30, + "units": "ft" + }, + "target": { + "value": 1, + "type": "creautre" + }, + "uses.max": "@scale.drifter.wrangler" + }, + "foundryImg": "icons/skills/targeting/crosshair-mark-rough-pink.webp" + }, + { + "name": "Hair-Trigger", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Drifter", + "subclassSource": "llfafs", + "level": 7, + "header": 2, + "entries": [ + "You can add your proficiency bonus to initiative rolls, and when you roll initiative and are not surprised, you can use your reaction to mark a creature as your Quarry." + ], + "foundrySystem": { + "activation.condition": "When you roll initiative and are not surprised" + }, + "foundryImg": "icons/magic/perception/eye-ringed-glow-angry-red.webp" + }, + { + "name": "Tenacious Pursuit", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Drifter", + "subclassSource": "llfafs", + "level": 10, + "header": 2, + "entries": [ + "Once you have a foe in your sights it is rare that they escape your grasp. Once per turn when you make a weapon attack against your Quarry, you roll your damage dice twice and use the higher result.", + "Also, if you start your turn more then 30 feet away from your Quarry, you can take the {@action Dash} action as a bonus action on that turn. However, you must use the extra movement to end your turn closer to your Quarry then when you began." + ], + "foundryImg": "icons/skills/movement/figure-running-gray.webp" + }, + { + "name": "Deadly Hunter", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Drifter", + "subclassSource": "llfafs", + "level": 15, + "header": 2, + "entries": [ + "You are ruthless in combat against your chosen foes. Your weapon attacks against your Quarry score a critical hit on a roll of 19 or 20 on the {@dice d20}.", + "Also, you can use {@subclassFeature Wrangler|Fighter||Drifter|llfafs|3} to Mark a creature as your Quarry up to three times, and you regain all expended uses of this feature when you finish a short or long rest." + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryFlags": { + "babonus.bonuses.Z2bJnwUnjC20vL7u": { + "id": "Z2bJnwUnjC20vL7u", + "name": "Deadly Hunter", + "type": "attack", + "bonuses.criticalRange": 1, + "filters.targetEffects": [ + "target" + ] + } + }, + "foundryImg": "icons/skills/melee/strike-blade-knife-blue-red.webp" + }, + { + "name": "Legendary Drifter", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Drifter", "subclassSource": "llfafs", "level": 18, "header": 2, "entries": [ - "Starting at 18th level, when the target of your Crusader's Ire target's you with an attack, you can use your reaction to make a weapon attack against them. If you use this action after its attack hits you, your weapon attack is made with advantage." - ] + "You are an unquestioned masterful hunter of creatures, both mortal and immortal. You gain the benefits listed below:", + { + "type": "list", + "items": [ + "When you mark a creature as your Quarry, the Mark only ends if you mark another creature, or your Quarry is slain.", + "When you force your Quarry to make a saving throw, you can end the Mark to cause it to automatically fail.", + "You always know the direction of your Quarry so long as you are both on the same plane of existence." + ] + } + ], + "foundryImg": "icons/magic/control/debuff-energy-hold-blue-yellow.webp" }, { "name": "Guardian", @@ -653,18 +1066,18 @@ "level": 3, "header": 2, "entries": [ - "Beginning at 3rd level, so long as you are wielding a {@item shield|phb}, you can use a bonus action on your turn to enter a Guardian Stance. This Stance lasts indefinitely and ends early if you are incapacitated, you doff your shield, or you end it as a free action. While in this Stance, you gain the following features:", + "So long as you are wielding a {@item shield|phb}, you can use a bonus action to enter a Guardian Stance that lasts indefinitely. It ends if you are {@condition incapacitated}, you doff your shield, or you end it as a free action. It grants you the benefits below:", { "type": "list", "items": [ - "Your base movement speed is reduced by 10 feet.", - "Creatures of your choice within 5 feet that are wielding a shield gain a +1 bonus to their Armor Class.", - "As a reaction, when a creature within 5 feet of you is hit by an attack, you can become the target of the attack, taking the damage of the attack if it would hit you.", - "As a bonus action, you can make a melee weapon attack with your shield. You are considered proficient with this attack, and on hit, your shield attack deals bludgeoning damage equal to {@dice 1d4} + your Strength modifier." + "Your speed is reduced by 10 feet.", + "Creatures of your choice within 5 feet of you gain a +1 bonus to their Armor Class.", + "As a reaction, when a creature within 5 feet of you is hit by an attack, you can become the target of that attack, taking the damage if the attack would hit you.", + "You can make a {@action Shove} attack as a bonus action." ] - }, - "You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a short or long rest." - ] + } + ], + "foundryImg": "icons/skills/melee/shield-block-gray-orange.webp" }, { "name": "Warrior Smith", @@ -676,10 +1089,16 @@ "level": 3, "header": 2, "entries": [ - "You gain the skills to maintain your arms and armor so that you may better defend your allies. Also at 3rd level, you gain proficiency with {@item leatherworker's tools|phb} and {@item smith's tools|phb}.", - "At the end of a long rest, you can use either set of tools to reinforce a shield or a set of armor you touch. The object grants its wearer an additional +1 bonus to Armor Class.", - "This Armor Class bonus lasts until the end of your next long rest, at which point it's Armor Class returns to normal." - ] + "You gain the skills to maintain your arms and armor so that you may defend your allies to the best of your ability. You gain proficiency in {@item leatherworker's tools|phb|leatherworker's} and {@item smith's tools|phb}.", + "During a long rest, you can spend 1 hour using either set of tools to reinforce one shield or a set of armor you touch. This object grants its wearer a special +1 bonus to its Armor Class until the end of your next long rest." + ], + "toolProficiencies": [ + { + "leatherworker's tools": true, + "smith's tools": true + } + ], + "foundryImg": "icons/tools/smithing/hammer-maul-steel-grey.webp" }, { "name": "Rallying Wind", @@ -691,8 +1110,26 @@ "level": 7, "header": 2, "entries": [ - "Beginning at 7th level, your presence in battle inspires your allies to hold their position against all odds. When you use Second Wind while in your Guardian Stance, creatures of your choice within the range of your Stance's features gain temporary hit points equal to your fighter level." - ] + "You inspire your allies to hold their position against all odds. When you use {@classFeature Second Wind|Fighter||1} while in your {@subclassFeature Guardian Stance|Fighter||Guardian|llfafs|3}, creatures of your choice within 5 feet of you that can see or hear you gain temporary hit points equal to your Fighter level." + ], + "foundrySystem": { + "actionType": "heal", + "activation": { + "type": "special", + "condition": "When you use Second Wind while in your Guardian Stance" + }, + "damage.parts": [ + [ + "@classes.fighter.levels", + "temphp" + ] + ], + "range": { + "value": 5, + "units": "ft" + } + }, + "foundryImg": "icons/magic/life/cross-explosion-burst-green.webp" }, { "name": "Stalwart Defender", @@ -704,20 +1141,21 @@ "level": 10, "header": 2, "entries": [ - "You are strongest when amongst your allies. Upon reaching 10th level in this class, you gain the following benefits:", + "You are strongest when standing side by side, and shield by shield, with your allies. You gain the following benefits:", { "type": "list", "items": [ - "You gain a +1 bonus to your Armor Class for each friendly creature within 5 feet of you that is wielding a shield.", - "You cannot be moved against your will while conscious.", - "Both you, and friendly creatures within 5 feet of you, have advantage on Strength and Constitution saving throws.", - "When you roll initiative you can immediately enter your Guardian Stance without expending a use of the feature, so long as you are not incapacitated or surprised." + "You gain a +1 bonus to your Armor Class for each friendly creature within 5 feet of you that is not {@condition incapacitated}.", + "You cannot be moved against your will or knocked prone while you are in your {@subclassFeature Guardian Stance|Fighter||Guardian|llfafs|3}.", + "Both you, and friendly creatures within 5 feet of you, have advantage on Strength and Constitution saving throws while you are in your {@subclassFeature Guardian Stance|Fighter||Guardian|llfafs|3}.", + "When you roll initiative you can immediately enter your {@subclassFeature Guardian Stance|Fighter||Guardian|llfafs|3} as long as you are not surprised." ] } - ] + ], + "foundryImg": "icons/equipment/shield/buckler-iron-cross-gray.webp" }, { - "name": "Improved Guardian Stance", + "name": "Improved Stance", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -726,11 +1164,12 @@ "level": 15, "header": 2, "entries": [ - "At 15th level, you improve your defensive technique to better defend those who stand beside you. While in your Guardian Stance, you grant friendly creatures within 5 feet of you the benefits of half cover, in place of the +1 Armor Class bonus." - ] + "You improve your defensive technique to better defend those who stand beside you. When you are in Guardian Stance, you grant creatures of your choice within 5 feet the benefits of {@quickref Cover|PHB|3|0|half cover}, in place of the +1 Armor Class bonus." + ], + "foundryImg": "icons/skills/melee/shield-block-gray-yellow.webp" }, { - "name": "Unshakable Bastion", + "name": "Legendary Guardian", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -739,8 +1178,9 @@ "level": 18, "header": 2, "entries": [ - "You are a master amongst Guardians. Starting at 18th level, your Guardian Stance and Stalwart Defender features can affect creatures of your choice within 10 feet of you." - ] + "You are a master Guardian and a near-supernatural shield to defend the weak. The range of all your Guardian features increase to include any creature of your choice within 15 feet." + ], + "foundryImg": "icons/equipment/shield/heater-crystal-blue.webp" }, { "name": "Guerrilla", @@ -754,11 +1194,11 @@ "No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. Whether harsh terrain, vicious monsters, enemy soldiers, or powerful spellcasters, nothing short of death will cause the willpower of a Guerrilla warrior to waver in the pursuit of their goals.", { "type": "refSubclassFeature", - "subclassFeature": "Adaptable Superiority|Fighter|phb|Guerrilla|llfafs|3" + "subclassFeature": "Survivalist|Fighter|phb|Guerrilla|llfafs|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Survivalist|Fighter|phb|Guerrilla|llfafs|3" + "subclassFeature": "Adaptable Superiority|Fighter|phb|Guerrilla|llfafs|3" } ] }, @@ -772,15 +1212,16 @@ "level": 3, "header": 2, "entries": [ - "You have trained to utilize a special selection of Maneuvers in combat. Starting at 3rd level, you gain the following features:", + "You have trained to utilize a special selection of Maneuvers, similar to a Battle Master. You gain the following features", { "type": "list", + "style": "list-hang", "items": [ { "type": "entries", "name": "Maneuvers", "entries": [ - "You learn three Maneuvers of your choice from those available to the Battle Master. You can use only one Maneuver per attack. You learn another Maneuver of your choice at 7th, 10th, and 15th level in this class." + "You learn three {@filter Maneuvers|optionalfeatures|feature type=mv:b} of your choice from those available to the Battle Master. You can use only one Maneuver per attack. You learn another Maneuver of your choice at 7th, 10th, and 15th level in this class." ] }, { @@ -814,7 +1255,26 @@ } ] } - ] + ], + "resources": [ + { + "name": "Superiority Dice", + "type": "dicePool", + "count": "floor((<$level$> + 30) / 8)", + "number": 1, + "faces": 6, + "recharge": "restShort" + } + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/movement/pinwheel-turning-blue.webp" }, { "name": "Survivalist", @@ -826,12 +1286,52 @@ "level": 3, "header": 2, "entries": [ - "At 3rd level, you gain proficiency in two of the following skills of your choice: {@skill Athletics}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}.", - "At 7th level, choose one of the skill proficiencies you gained from this feature. You can add double your proficiency bonus to any ability check that uses the chosen skill proficiency." - ] - }, - { - "name": "By Land or Sea", + "You are an expert at overcoming natural obstacles. You gain proficiency in two skills of your choice from the following list: {@skill Athletics}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}.", + "When you reach 7th level, you choose two skills from the list above. If you are not proficient in a chosen skill you gain proficiency. If you are already proficient in a chosen skill you can add double your proficiency bonus to any ability check that you make with that skill." + ], + "skillProficiencies": [ + { + "choose": { + "count": 2, + "from": [ + "athletics", + "perception", + "stealth", + "survival" + ] + } + } + ], + "foundryImg": "icons/environment/wilderness/terrain-rocky-ground.webp" + }, + { + "name": "Survivalist", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Guerrilla", + "subclassSource": "llfafs", + "level": 7, + "entries": [ + "Choose two skills from the following list: {@skill Athletics}, {@skill Perception}, {@skill Stealth}, or {@skill Survival}. If you are not proficient in a chosen skill you gain proficiency. If you are already proficient in a chosen skill you can add double your proficiency bonus to any ability check that you make with that skill." + ], + "skillProficiencies": [ + { + "choose": { + "count": 2, + "from": [ + "athletics", + "perception", + "stealth", + "survival" + ] + } + } + ], + "foundryImg": "icons/environment/wilderness/terrain-rocky-ground.webp" + }, + { + "name": "By Land or Sea", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -840,27 +1340,29 @@ "level": 7, "header": 2, "entries": [ - "You are trained to succeed in any environment. At 7th level, and again at 15th level you gain one of the features below:", + "You have trained to succeed in any environment. At 7th level, and again at 15th level you gain one of the following features:", { "type": "list", + "style": "list-hang", "items": [ { "type": "entries", "name": "Alpine Combatant", "entries": [ - "You steel yourself for battle at great heights. You gain a climbing speed equal to your movement speed, and as a reaction, you can reduce any falling damage you take by an amount equal to your fighter level." + "You have trained for battle at great heights. You gain a climbing speed equal to your walking speed, and when you fall, you can use your reaction to reduce any falling damage by an amount equal to your fighter level." ] }, { "type": "entries", "name": "Marine Combatant", "entries": [ - "You prepare for amphibious combat. You gain a swimming speed equal to your movement speed, and you can hold your breath for up to 1 hour underwater." + "You prepare for amphibious combat. You gain a swimming speed equal to your walking speed, and you can hold your breath for up to 1 hour underwater." ] } ] } - ] + ], + "foundryImg": "icons/environment/wilderness/island.webp" }, { "name": "Adaptable Fighting Style", @@ -872,8 +1374,17 @@ "level": 10, "header": 2, "entries": [ - "You can change your style of fighting to better counter your foes. Starting at 10th level, when you finish a long rest, you can replace your Fighting Style with another Fighting Style of your choice from the list in the fighter class description." - ] + "You can adapt your style of fighting to better counter your enemies. When you finish a long rest, you can replace one {@filter Fighting Style|optionalfeatures|feature type=fs:f} you know with another Style of your choice." + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/control/silhouette-grow-shrink-tan.webp" }, { "name": "Unwavering", @@ -885,19 +1396,24 @@ "level": 15, "header": 2, "entries": [ - "You can persevere through any hardship to complete the task at hand. Beginning at 15th level, when you use your Second Wind feature you gain the following additional benefits:", + "You are remarkably hardy, even compared to other Fighters. When you use {@classFeature Second Wind|Fighter||1} you gain the following benefits:", { "type": "list", "items": [ "You regain one of your expended Superiority Dice.", "Your level of exhaustion, if any, is reduced by 1.", - "You can add double your proficiency bonus to the next Strength, Dexterity, or Constitution-based ability check or saving throw you make within the next minute." + "You gain a bonus to the next Strength, Dexterity, or Constitution ability check or saving throw you make within the next minute equal to your Superiority Die." ] } - ] + ], + "consumes": { + "name": "Superiority Dice", + "amount": -1 + }, + "foundryImg": "icons/magic/movement/trail-streak-zigzag-yellow.webp" }, { - "name": "Elite Guerrilla", + "name": "Legendary Guerrilla", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -906,8 +1422,30 @@ "level": 18, "header": 2, "entries": [ - "Starting at 18th level, there is nothing that can stand between you and your goals should you have time to prepare. When you finish a short or long rest, you can replace one Maneuver you know with another of your choice, and a Fighting Style you know with another Fighting Style of your choice." - ] + "There is nothing that can stand between you and your goals should you have time to prepare. You can use your {@subclassFeature Adaptable Fighting Style|Fighter||Guerrilla|llfafs|10} feature at the end of each short or long rest.", + "Moreover, when you roll initiative and are not surprised, you gain one of the following benefits of your choice:", + { + "type": "list", + "items": [ + "You gain temporary hit points equal to your level.", + "You can instantly move up to your walking speed." + ] + } + ], + "foundrySystem": { + "actionType": "util", + "activation": { + "type": "special", + "condition": "When you roll initiative and are not surprised" + }, + "damage.parts": [ + [ + "@details.level", + "temphp" + ] + ] + }, + "foundryImg": "icons/environment/traps/spike-skull-white-brown.webp" }, { "name": "Marksman", @@ -918,7 +1456,7 @@ "subclassSource": "llfafs", "level": 3, "entries": [ - "While all fighters learn to draw a bow and hurl javelins, those who train as Marksmen dedicate themselves to are masters of ranged weapons of all types, and they are always looking to improve their accuracy and precision. Often, their deadly skill is backed up with an unmistakable swagger and unshakable confidence. Relying on their innate talents and signature grit, there are few challenges a true Marksman cannot overcome.", + "While all Fighters learn to draw a bow or hurl a javelin, those trained as Marksmen dedicate their lives to mastering ranged weapons of all types. Often, their deadly skills are backed up with an unmistakable swagger and unshakable confidence. Relying on their innate talents and signature grit, there are few challenges a true Marksman cannot overcome.", { "type": "refSubclassFeature", "subclassFeature": "Elite Training|Fighter|phb|Marksman|llfafs|3" @@ -931,9 +1469,15 @@ "type": "insetReadaloud", "name": "Gunpowder & Firearms", "entries": [ - "If your game uses the optional rules for firearms from Chapter 9 of the Dungeon Master's Guide, and your Marksman has been exposed to the inner workings and operation of such weapons, you are proficient with all simple and martial firearms." + "If your game uses the optional rules for {@book firearms|DMG|9|firearms} from Chapter 9 of the Dungeon Master's Guide, and your Marksman has been exposed to the inner workings and operation of such weapons, you are proficient with all simple and martial firearms." ] } + ], + "weaponProficiencies": [ + {}, + { + "firearms": true + } ] }, { @@ -946,9 +1490,15 @@ "level": 3, "header": 2, "entries": [ - "When you adopt this Archetype at 3rd level, your specialized training enhances your reaction times. Whenever you make a Dexterity ability check or saving throw, you can roll a {@dice d6} and add it to the result of your roll. You can use this feature after you roll, but before you know whether you succeed or fail.", + "Your specialized Marksman training has enhanced your reaction times. When you make a Dexterity ability check or saving throw, you can roll a {@dice d6} and add it to your roll. You can use this feature after you roll, but before you know if your roll is a success or failure.", "You can grant yourself this bonus a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a short or long rest." - ] + ], + "foundrySystem": { + "uses": { + "max": "max(1, @abilities.dex.mod)", + "per": "sr" + } + } }, { "name": "Steady Aim", @@ -960,12 +1510,12 @@ "level": 3, "header": 2, "entries": [ - "You can quiet your body so as to fire with deadly accuracy. Starting at 3rd level, if you haven't moved during your turn, you can use your bonus action to Steady Aim, granting you the following benefits until the end of your current turn:", + "You can quiet your body so as to fire with deadly accuracy. If you start your turn and are not {@quickref surprise|phb|3|0|surprised} or {@condition incapacitated}, you can choose to Focus, which applies the features listed below until the end of your current turn:", { "type": "list", "items": [ - "Your movement speed is reduced to 0 feet.", - "Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.", + "Your speed is reduced to 0 feet.", + "You have advantage on attack rolls with ranged weapons until you hit a target with a ranged weapon attack.", "When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2." ] } @@ -981,7 +1531,7 @@ "level": 7, "header": 2, "entries": [ - "Your experience as a Marksman has trained you to react to danger at a moment's notice. Beginning at 7th level, you can add your proficiency bonus to your Initiative rolls.", + "Your reflexes are almost supernaturally fast. You add your proficiency bonus to your Initiative rolls while conscious.", "You have also learned to identify and exploit even the smallest weak points in your enemy's defenses. Your attacks with ranged weapons ignore resistance to piercing damage." ] }, @@ -995,7 +1545,7 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, when you use Second Wind, your speed increases by 10 feet, and opportunity attacks against you are made at disadvantage until the end of your current turn." + "When you use {@classFeature Second Wind|Fighter||1}, your walking speed increases by 10 feet, and any opportunity attacks against you are made at disadvantage until the end of your current turn." ] }, { @@ -1008,12 +1558,12 @@ "level": 15, "header": 2, "entries": [ - "You make even impossible shots with ease. Beginning at 15th level, you ignore disadvantage from your weapon's long range.", - "In addition, once per turn, when you have advantage on a ranged weapon attack, you can forgo advantage and make one additional ranged weapon attack against the same target." + "You make even impossible shots with ease. Your normal and long range for your ranged weapon attacks increases by a number of feet equal to 10 times your Fighter level.", + "In addition, once per turn, when you have advantage on a ranged weapon attack, you can forgo advantage and make one additional ranged weapon attack against that creature." ] }, { - "name": "Deadeye", + "name": "Legendary Marksman", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -1022,8 +1572,115 @@ "level": 18, "header": 2, "entries": [ - "Your marksmanship is supernatural in its precision. Starting at 18th level, when you use Steady Aim the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. This effect only ends early if you move more than 10 feet in one turn, or you are incapacitated.", - "Also, when you use your Elite Training feature, you gain a bonus to that ability check or saving throw equal to {@dice 2d6}." + "Your marksmanship is supernatural in its precision. When you use {@subclassFeature Steady Aim|Fighter||Marksman|llfafs|3||Focus}, the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. This effect only ends early if you move more than 10 feet in one turn, or you are {@condition incapacitated}.", + "Also, when you use your {@subclassFeature Elite Training|Fighter||Marksman|llfafs|3} feature, you gain a bonus to that ability check or saving throw equal to {@dice 2d6}." + ] + }, + { + "name": "Martial Artist", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Martial Artist", + "subclassSource": "llfafs", + "level": 3, + "entries": [ + "While some Fighters train in military academies or schools of war, others learn to fight in remote dojos. Generally known as Martial Artists, these elite Fighters hone their bodies into deadly weapons. Whether masters of hand-to-hand combat or street fighters, these warriors are peak physical specimens.", + { + "type": "refSubclassFeature", + "subclassFeature": "Iron Physique|Fighter|phb|Martial Artist|llfafs|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Martial Arts|Fighter|phb|Martial Artist|llfafs|3" + } + ] + }, + { + "name": "Iron Physique", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Martial Artist", + "subclassSource": "llfafs", + "level": 3, + "header": 2, + "entries": [ + "You have learned to take a hit better than most and prefer to absorb blows rather than dodge. You can use your Constitution modifier, in place of your Dexterity, when calculating your Armor Class in light and medium armor.", + "Moreover, if you are not wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier." + ] + }, + { + "name": "Martial Arts", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Martial Artist", + "subclassSource": "llfafs", + "level": 3, + "header": 2, + "entries": [ + "Your body itself is a deadly weapon. You gain proficiency with improvised weapons, and whenever you make an improvised weapon attack or an unarmed strike you gain these benefits:", + { + "type": "list", + "items": [ + "You can roll a {@dice d6} in place of the damage die for that attack if the normal damage die was not already higher.", + "You can use your Dexterity, in place of your Strength, for your attack and damage rolls.", + "When you take the {@action Attack} action on your turn and make only improvised weapon attacks or unarmed strikes, you can make a {@action Shove} or {@action Grapple} attack as a bonus action." + ] + } + ] + }, + { + "name": "Counter", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Martial Artist", + "subclassSource": "llfafs", + "level": 7, + "header": 2, + "entries": [ + "You have learned to exploit every opening your foe gives you. When a creature that you can see within your reach misses you with an attack, you can use your reaction to make one unarmed strike, improvised weapon, {@action Shove}, or {@action Grapple} attack against your attacker. When you do so, you have advantage on the attack roll or Strength ({@skill Athletics}) check." + ] + }, + { + "name": "Evasive Footwork", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Martial Artist", + "subclassSource": "llfafs", + "level": 10, + "header": 2, + "entries": [ + "You have trained to evade your foes' strikes in combat. When you take the {@action Attack} action on your turn and make at least one unarmed strike, you can take the {@action Disengage} or {@action Dash} action in place of one of your attacks on that turn." + ] + }, + { + "name": "Unbreakable", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Martial Artist", + "subclassSource": "llfafs", + "level": 15, + "header": 2, + "entries": [ + "You have learned to take hits that would be deadly to weaker heroes. When a creature you can see hits you with an attack that would drop you to 0 hit points, but not kill you outright, you can expend one of your Hit Dice to drop to 1 hit point." + ] + }, + { + "name": "Legendary Martial Artist", + "source": "llfafs", + "className": "Fighter", + "classSource": "phb", + "subclassShortName": "Martial Artist", + "subclassSource": "llfafs", + "level": 18, + "header": 2, + "entries": [ + "Your fists have become weapons of legend. When you score a critical hit against a target with an unarmed strike, and the target has 50 hit points or fewer, you can choose to instantly reduce it to 0 hit points. Once you use this feature you must finish a short or long rest before you can use it again." ] }, { @@ -1035,7 +1692,7 @@ "subclassSource": "llfafs", "level": 3, "entries": [ - "Since the dawn of civilization, beasts have worked alongside mortals. Most notable of these domesticated animals is the dog. The earliest hunters worked in tandem with these loyal beasts, sharing food and fire. Some fighters still take up this mantle and train Loyal Hounds to adventure by their side.", + "Since the dawn of civilization, beasts have worked alongside mortals. Most notable of these domesticated animals is the dog. The earliest hunters worked in tandem with these loyal beasts, sharing food and fire. Some Fighters still take up this mantle and train Loyal Hounds to adventure by their side.", { "type": "refSubclassFeature", "subclassFeature": "Loyal Hound|Fighter|phb|Master of Hounds|llfafs|3" @@ -1043,6 +1700,14 @@ { "type": "refSubclassFeature", "subclassFeature": "Packleader|Fighter|phb|Master of Hounds|llfafs|3" + }, + { + "type": "insetReadaloud", + "name": "Loyal Hounds & other Canines", + "entries": [ + "Depending on your table and game setting, there are many creatures that could be a Loyal Hound.", + "In most mundane settings, your Loyal Hound is most likely going to be a dog, wolf, or similar four-legged canine creature. In a fantastical game, any quadruped beast or monstrosity could be trained as a Loyal Hound. Talk to your DM about options!" + ] } ] }, @@ -1056,9 +1721,9 @@ "level": 3, "header": 2, "entries": [ - "When you adopt this Archetype at 3rd level, you complete the training of a Loyal {@creature Hound|llfafs} that will adventure by your side. Your {@creature Hound|llfafs} is friendly to you and your allies and obeys your commands. It uses the Loyal Hound stat block on this page, which uses your proficiency bonus (PB) in several places.", - "In combat, the Hound acts during your turn. It can move and use its reaction on its own, but it only takes the {@action Dodge} action unless you use a bonus action to command it to take an action from its stat block, or another action. When you take the {@action Attack} action, you can command your Hound to take the {@action Attack} action in place of one of your attacks. If you are incapacitated, your Hound can take any action it chooses.", - "If your Hound falls to 0 hit points it makes death saving throws like a player character would. If your Loyal Hound dies, your special skills allow you to find a canine and train it to be your Loyal Hound over the course of a long rest." + "You have completed the training of a Loyal Hound. Your Hound is friendly to you and obeys commands. It uses the {@creature Loyal Hound|llfafs} stat block, that uses your proficiency bonus (PB) in several places.", + "In combat, your Hound acts during your turn. It can move and use its reaction on its own, but it only takes the {@action Dodge} action unless you use your bonus action to command it to take an action from its stat block, or another action. When you take the {@action Attack} action, you can command your Hound to take the Attack action in place of one of your attacks. If you are {@condition incapacitated}, your Loyal Hound can act on its own to defend you.", + "If your Hound is reduced to 0 hit points, it makes death saving throws like a player character would. If your Hound dies, your skills allow you to find a canine-like creature and train it as a Loyal Hound over the course of a long rest, at which point, that creature uses the Loyal Hound stat block." ] }, { @@ -1071,7 +1736,12 @@ "level": 3, "header": 2, "entries": [ - "At 3rd level, you gain proficiency in {@skill Animal Handling}, and you add double your proficiency bonus to any {@skill Animal Handling} checks you make related to dogs or canine creatures." + "You gain proficiency in {@skill Animal Handling}, and add double your proficiency bonus to any Wisdom ({@skill Animal Handling}) checks related to dogs, canines, or other similar creatures." + ], + "skillProficiencies": [ + { + "animal handling": true + } ] }, { @@ -1084,7 +1754,8 @@ "level": 7, "header": 2, "entries": [ - "Beginning at 7th level, your Loyal Hound's Bite and Maul attacks ignore resistance to piercing and slashing damage. Also, Medium and smaller creatures have disadvantage on Strength saving throws to resist your Hound's grapples." + "Your Hound has been infused with a portion of your own fighting spirit. Your Hound's Bite and Maul attacks ignore resistance to nonmagical piercing and slashing damage.", + "In addition, any creature that is at least one size smaller than your Hound has disadvantage on its Strength saving throw to resist your Loyal Hound's grapple." ] }, { @@ -1097,8 +1768,8 @@ "level": 10, "header": 2, "entries": [ - "Your Hound will face any foe with you by their side. Starting at 10th level, your Hound has advantage on any saving throw they make so long as they are within 30 feet of you.", - "In addition, when you use your Second Wind, your Loyal Hound regains hit points equal to {@dice 1d10} + your Fighter level." + "You can face any foe so long as your Hound is by your side. Your Hound has advantage on any saving throw it is forced to make so long as it is within 30 feet and can see or hear you.", + "Also, whenever you use {@classFeature Second Wind|Fighter||1}, your Loyal Hound also regains hit points equal to {@dice #$prompt_number:min=1,title=Enter your Fighter level,default=10$#|1d10 + your Fighter level}." ] }, { @@ -1111,7 +1782,7 @@ "level": 15, "header": 2, "entries": [ - "Your presence inspires wild fury. Starting at 15th level, when you command your Loyal Hound to take the {@action Attack} action, it can make two natural weapon attacks as part of that action." + "Your commands inspire wild fury. Whenever you command your Loyal Hound to take the {@action Attack} action, it can make two Maul attacks, or one Maul attack and one Bite attack." ] }, { @@ -1124,30 +1795,31 @@ "level": 18, "header": 2, "entries": [ - "Your Hound is a beast of legend. Starting at 18th level, when you use Action Surge, your Hound also gains an extra action." + "Thanks to your training, your Hound has come to rival the great beasts of legend. When you use {@classFeature Action Surge|Fighter||2}, your Hound also gains one extra action on that turn.", + "Moreover, your Loyal Hound's Strength and Dexterity scores each become 18, thereby increasing the bonus to hit and damage of both its Bite and Maul attacks by +2 each." ] }, { - "name": "Pact Warrior", + "name": "Witch Knight", "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Pact Warrior", + "subclassShortName": "Witch Knight", "subclassSource": "llfafs", "level": 3, "entries": [ "Those who walk the dark path of the Pact Warrior are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings of otherworldly might. These benefactors offer power in return for a fraction of the warrior's soul or unquestioning fealty.", { "type": "refSubclassFeature", - "subclassFeature": "Pact Magic|Fighter|phb|Pact Warrior|llfafs|3" + "subclassFeature": "Sanguine Offering|Fighter|phb|Witch Knight|llfafs|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Sanguine Offering|Fighter|phb|Pact Warrior|llfafs|3" + "subclassFeature": "Pact Magic|Fighter|phb|Witch Knight|llfafs|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Eldritch Power|Fighter|phb|Pact Warrior|llfafs|3" + "subclassFeature": "Eldritch Power|Fighter|phb|Witch Knight|llfafs|3" }, { "type": "insetReadaloud", @@ -1163,43 +1835,43 @@ "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Pact Warrior", + "subclassShortName": "Witch Knight", "subclassSource": "llfafs", "level": 3, "header": 2, "entries": [ - "At 3rd level, the bargain you have struck with your Patron allows you to cast spells, much like a warlock does.", + "The bargain you have struck with your Patron has granted you the ability to cast spells, much like a Warlock does.", { "type": "list", + "style": "list-hang", "items": [ { "type": "entries", "name": "Cantrips", "entries": [ - "You learn one cantrip of your choice from the warlock spell list. Upon reaching 10th level in this class you learn one additional warlock cantrip of your choice." + "You learn one cantrip of your choice from the Warlock spell list. Upon reaching 10th level in this class you learn one additional Warlock cantrip of your choice." ] }, { "type": "entries", "name": "Spell Slots", "entries": [ - "The Pact Warrior Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your warlock spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest." + "The Witch Knight Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Warlock spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest." ] }, { "type": "entries", "name": "Spells Known of 1st-Level and Higher", "entries": [ - "You learn two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Pact Warrior Spellcasting table shows when you learn more warlock spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.", - "When you reach 7th level, for example, you learn a new warlock spell of your choice, which can be 1st or 2nd-level.", - "When you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell of your choice from the warlock spell list, which also must be of a level for which you have spell slots." + "You learn two 1st-level spells of your choice from the Warlock spell list. The Spells Known column of the Witch Knight Spellcasting table shows when you learn more Warlock spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.", + "When you gain a level, you can choose a Warlock spell you know and replace it with another spell from the Warlock spell list, which must be of a level for which you have spell slots." ] }, { "type": "entries", "name": "Spellcasting Ability", "entries": [ - "Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.", + "Charisma is your spellcasting ability for your Warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.", { "type": "abilityDc", "name": "Spell", @@ -1225,12 +1897,12 @@ "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Pact Warrior", + "subclassShortName": "Witch Knight", "subclassSource": "llfafs", "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, you can sacrifice your own vitality to your Eldritch Power for increased martial potency. Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your fighter Hit Dice as part of the attack to deal an additional {@dice 2d6} necrotic damage to the target, in addition to the normal damage of your weapon." + "Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your fighter Hit Dice as part of the attack to deal an additional {@damage 2d6} necrotic damage to the target, in addition to the normal damage of your weapon." ] }, { @@ -1238,15 +1910,21 @@ "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Pact Warrior", + "subclassShortName": "Witch Knight", "subclassSource": "llfafs", "level": 3, "header": 2, "entries": [ + "{@note Notice: In the 2.2.0 update for Fighter Archetypes & Fighting Styles, the Eldritch Power feature is not present, but is listed as a feature the subclass gains at 3rd level. The below is the description of Eldritch Power from version 2.1.0, when the subclass was called Pact Warrior.}", "When you adopt this Archetype at 3rd level, you gain minor eldritch abilities that reflect the source of your power. Work with your GM to determine the source of your power. Is it an Otherworldly Patron available to warlocks? Did you survive a cataclysmic arcane event that left you with strange powers?", "You gain one proficiency of your choice, and you learn one cantrip of your choice from any class spell list. This cantrip doesn't count against your total number of Cantrips Known.", "Often, and at the discretion of your GM, the proficiency and cantrip you gain through this ability should reflect the nature of the Eldritch Power that granted you your arcane abilities.", "For example, a Pact Warrior whose Eldritch Power is a powerful fiend would gain minor fiendish abilities. They may gain proficiency in {@skill Deception} and learn the {@spell vicious mockery} cantrip to match the duplicitous nature of their Patron." + ], + "skillProficiencies": [ + { + "any": 1 + } ] }, { @@ -1254,13 +1932,12 @@ "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Pact Warrior", + "subclassShortName": "Witch Knight", "subclassSource": "llfafs", "level": 7, "header": 2, "entries": [ - "Starting at 7th level, you can draw upon the power gifted to you to slip through cracks in reality. When you use Second Wind, you can teleport up to 60 feet to an unoccupied space you can see. If you appear within 5 feet of a creature, you can immediately make one weapon attack against that creature.", - "If you have no uses of this feature remaining, you expend one of your Pact Magic spell slots to use it again." + "You can use Eldritch power to slip through cracks in reality. When you use {@classFeature Second Wind|Fighter||1}, you can teleport up to 60 feet to an unoccupied space you can see. If you appear within 5 feet of a creature, you can make one weapon attack against it." ] }, { @@ -1268,26 +1945,26 @@ "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Pact Warrior", + "subclassShortName": "Witch Knight", "subclassSource": "llfafs", "level": 10, "header": 2, "entries": [ - "The eldritch magic within your blood seeps into your weapon strikes, undercutting resistance to spells. Starting at 10th level, when you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn." + "The Eldritch magic within your blood seeps into your weapon strikes. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn." ] }, { - "name": "Improved Sanguine Offering", + "name": "Greater Offering", "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Pact Warrior", + "subclassShortName": "Witch Knight", "subclassSource": "llfafs", "level": 15, "header": 2, "entries": [ - "You can restore your own vitality by inflicting pain on others. Beginning at 15th level, when you empower a weapon attack with your Sanguine Offering, you gain temporary hit points equal to the additional necrotic damage dealt to the creature.", - "Temporary hit points from this ability last for one minute, or until you gain temporary hit points from a different source." + "You can restore your own vitality by inflicting pain on others. When you use {@subclassFeature Sanguine Offering|Fighter||Witch Knight|llfafs|3}, you gain temporary hit points equal to the necrotic damage dealt to the creature.", + "Temporary hit points you gain from this feature last for 1 minute, or until you gain temporary hit points again." ] }, { @@ -1295,21 +1972,13 @@ "source": "llfafs", "className": "Fighter", "classSource": "phb", - "subclassShortName": "Pact Warrior", + "subclassShortName": "Witch Knight", "subclassSource": "llfafs", "level": 18, "header": 2, "entries": [ - "Upon reaching 18th level, you can offer the death of your foes to your Eldritch Power in return for enhanced abilities. As a reaction when a creature dies within 30 feet of you, you gain one of the following benefits of your choice:", - { - "type": "list", - "items": [ - "You have advantage on any weapon attack you make before the end of your next turn.", - "You regain {@dice 1d4} + 1 expended Hit Dice.", - "You regain one expended Pact Magic spell slot." - ] - }, - "You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + "You can offer the death of your foes to your Eldritch Power for enhanced abilities. As a reaction when a creature dies within 30 feet of you, you can regain one of your expended Pact Magic spell slots, or {@dice 1d4} of your expended Hit Dice.", + "Once you use this feature you must finish a short or long rest before you can use it again." ] }, { @@ -1321,10 +1990,10 @@ "subclassSource": "llfafs", "level": 3, "entries": [ - "Every successful adventurer knows the value of teamwork, but none value it more then those known as Quartermasters. These supportive warriors strive to help their allies reach their full potential. Constantly putting the needs of their companions before their own, Quartermasters keep their team in top condition with a fresh Ration and a helping hand.", + "Every successful adventurer comes to know the importance of teamwork, but none value it more than the Fighters known as Quartermasters. Rather than improve their own individual abilities, these supportive warriors work to help companions reach their potential. Always putting the needs of their allies first, they keep their team in top condition with fresh Rations.", { "type": "refSubclassFeature", - "subclassFeature": "Quartermaster Training|Fighter|phb|Quartermaster|llfafs|3" + "subclassFeature": "Down to Earth|Fighter|phb|Quartermaster|llfafs|3" }, { "type": "refSubclassFeature", @@ -1341,7 +2010,7 @@ ] }, { - "name": "Quartermaster Training", + "name": "Down to Earth", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -1350,7 +2019,18 @@ "level": 3, "header": 2, "entries": [ - "At 3rd level you gain proficiency with {@item cook's utensils|phb}, land vehicles, and in the {@skill Animal Handling} skill. If you are already proficient with any of these skills, you can add double your proficiency bonus to any check that uses that tool or skill." + "You have mastered the skills to provide. You gain proficiency with {@item cook's utensils|phb}, land vehicles, and in {@skill Animal Handling}. Moreover, when you make an ability check that uses one of these proficiencies, you treat a d20 roll of 7 or lower as an 8." + ], + "toolProficiencies": [ + { + "cook's utensils": true, + "vehicles (land)": true + } + ], + "skillProficiencies": [ + { + "animal handling": true + } ] }, { @@ -1363,8 +2043,8 @@ "level": 3, "header": 2, "entries": [ - "You have learned to prepare a slew of Rations that keep your allies in top condition. Beginning at 3rd level, at the end of each long rest, you prepare a number of Rations equal to your Constitution modifier (minimum of 1 Ration) from the Quartermaster Rations Optional Features. You can prepare any Ration as long as you meet its prerequisites. Any uneaten Rations spoil and become inert at the end of your next long rest.", - "A creature can eat a Ration, or feed a Ration to a willing or unconscious creature within 5 feet as a bonus action. Eating a Ration ends any current Ration effects on that creature." + "You are able to prepare potent morsels of food that keep your allies in peak condition. At the end of each long rest, you can prepare a number of these Rations equal to your Constitution modifier (minimum of 1) from {@filter the list at end of this subclass|optionalfeatures|feature type=qr}.", + "As a bonus action, you can eat a prepared Ration, or feed a Ration to a creature within 5 feet. Consuming a Ration ends any current Ration effects on that creature. Any Rations you have prepared become inert at the end of your next long rest." ] }, { @@ -1380,6 +2060,7 @@ "You make sure your allies have the supplies and support that they need to thrive. Starting at 7th level, you can take any of the special actions below as bonus action on your turn:", { "type": "list", + "style": "list-hang", "items": [ { "type": "entries", @@ -1392,7 +2073,7 @@ "type": "entries", "name": "Arm", "entries": [ - "You give a weapon, item, or any ammunition you are carrying to a creature within 5 feet. The creature can then equip the given item, and stow one item as a free action." + " You give a weapon, item, or any ammunition you are carrying to a creature within 5 feet. The creature can then equip the given item, and stow one item as a free action." ] }, { @@ -1406,7 +2087,7 @@ "type": "entries", "name": "Wrangle", "entries": [ - "You make a Wisdom ({@skill Animal Handling}) or a {@item land vehicles|phb} check to control a mount or cart you are riding." + "You make a Wisdom ({@skill Animal Handling}) or a land vehicles check to control a mount or cart you are riding." ] } ] @@ -1414,7 +2095,7 @@ ] }, { - "name": "Improved Rations", + "name": "Quick Ration", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -1423,8 +2104,8 @@ "level": 10, "header": 2, "entries": [ - "You have improved both the potency and the creation process of your Rations. Starting at 10th level, you prepare a number of Rations equal to your Constitution modifier (minimum of 1 Ration) at the end of each short or long rest. However, these Rations spoil at the end of your next short or long rest.", - "In addition, any Ration effects that last for 1 minute have their duration increased to 1 hour." + "You have greatly improved the speed at which you prepare Rations. You can use a bonus action on your turn to create a Ration of your choice, eating it or feeding it to a creature within 5 feet of you as part of that same bonus action. Any Rations created in this way expire after 1 minute.", + "You can create a Quick Ration a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest." ] }, { @@ -1437,7 +2118,7 @@ "level": 15, "header": 2, "entries": [ - "You are always ready to support your companions. Starting at 15th level, when you roll initiative and have no Rations remaining, you can prepare a single Ration of your choice." + "You are always ready to support your companions with a Ration. If you have no Rations remaining when you roll for initiative, you can prepare one Quick Ration of your choice." ] }, { @@ -1450,8 +2131,11 @@ "level": 18, "header": 2, "entries": [ - "Your work testing and experimenting with new wondrous Ration formulas has toughened your body and hardened your stomach. Upon reaching 18th level your Constitution score and maximum Constitution score, both increase by 2, and you are immune to the {@condition poisoned} condition.", - "In addition, you are always under the effects of one Ration of your choice with a duration of at least 1 minute. It does not need to be a Ration that you prepared, and you can change the Ration effect at the end of each short or long rest." + "Your experiments with Rations have toughened your body. Your Constitution score, and maximum Constitution score, increase by 2, and you are immune to the {@condition poisoned} condition.", + "In addition, you are always under the effects of one Ration of your choice with a duration of at least 1 minute. You can change the Ration effect at the end of each short or long rest." + ], + "conditionImmune": [ + "poisoned" ] }, { @@ -1463,7 +2147,7 @@ "subclassSource": "llfafs", "level": 3, "entries": [ - "Swordsage, blade master, sword saint; expert warriors who dedicate their lives to the art of war have had many names throughout history. Only drawing their weapon when they are prepared to kill, a Swordsage will only strike down their foe when necessary. They are always looking to improve their technique, mastering ever more impressive martial skills.", + "Swordsage, blade master, sword saints; expert warriors who dedicate their lives to the art of battle have had many names throughout history. Only drawing their weapon when they are prepared to kill, a Swordsage will only slay another creature when necessary. A master Swordsage will only ever take one apprentice, teaching everything they know to a single warrior.", { "type": "refSubclassFeature", "subclassFeature": "Student of the Blade|Fighter|phb|Swordsage|llfafs|3" @@ -1471,6 +2155,13 @@ { "type": "refSubclassFeature", "subclassFeature": "Battle Trance|Fighter|phb|Swordsage|llfafs|3" + }, + { + "type": "insetReadaloud", + "name": "Superiority, Maneuvers, & Exploits", + "entries": [ + "The Swordsage Archetype presented here grants a Fighter some Maneuvers from the Battle Master. If you think the entire Fighter class should be able to use such martial combat techniques, check out the Alternate Fighter Class and its Martial Exploits!" + ] } ] }, @@ -1484,24 +2175,24 @@ "level": 3, "header": 2, "entries": [ - "In your study of the sword you have mastered other skills adjacent to swordplay. At 3rd level, you gain proficiency in either {@skill Acrobatics}, {@skill Insight}, {@skill Intimidation}, or {@skill Performance}.", + "In your study of the sword you have mastered other skills adjacent to swordplay. You gain proficiency in your choice of {@skill Acrobatics}, {@skill Insight}, {@skill Intimidation}, or {@skill Performance}.", "You also learn to utilize special Maneuvers to enhance your martial skill in battle. You gain the following features:", { "type": "list", - "style": "list-no-bullets", + "style": "list-hang", "items": [ { "type": "entries", "name": "Maneuvers", "entries": [ - "You learn three Maneuvers of your choice from those available to the Battle Master. You can use only one Maneuver per attack. You learn another Maneuver of your choice at 7th, 10th, and 15th level in this class." + "You learn three {@filter Maneuvers|optionalfeatures|feature type=mv:b} of your choice from those available to the Battle Master. You can use only one Maneuver per attack. You learn another Maneuver of your choice at 7th, 10th, and 15th level in this class." ] }, { "type": "entries", "name": "Superiority Dice", "entries": [ - "You have four Superiority Dice, which are {@dice d6}s for you. To use one of the Maneuvers you know, you must expend a Superiority Die as part of your attack. You regain all expended Superiority Dice when you finish a short or long rest. You gain one additional Superiority Die at 10th level and another Superiority Die 18th level (for a total of 6)." + "You have four Superiority Dice, which are {@dice d6}s for you. To use one of the Maneuvers you know, you must expend a Superiority Die as part of your attack. You regain all expended Superiority Dice when you finish a short or long rest. You gain a fifth Superiority Die at 10th level and a final sixth Superiority Die 18th level." ] }, { @@ -1521,6 +2212,29 @@ } ] } + ], + "skillProficiencies": [ + { + "choose": { + "count": 1, + "from": [ + "acrobatics", + "insight", + "intimidation", + "performance" + ] + } + } + ], + "resources": [ + { + "name": "Superiority Dice", + "type": "dicePool", + "count": "floor((<$level$> + 30) / 8)", + "number": 1, + "faces": 6, + "recharge": "restShort" + } ] }, { @@ -1533,19 +2247,17 @@ "level": 3, "header": 2, "entries": [ - "As a Swordsage, you can clear your mind of all distractions, focusing only on combat. When you adopt this Archetype at 3rd level, you learn to enter the Battle Trance of a Swordsage. It grants you improved abilities, provided you are not wearing heavy armor or wielding a shield or heavy weapon.", - "As a bonus action, you can expend a Superiority Die to enter a Battle Trance, granting you the following benefits:", + "So long as you are not wearing heavy armor or a shield, you can use a bonus action to enter a Battle Trance. Your Battle Trance grants you the benefits below for 1 minute:", { "type": "list", "items": [ - "Your movement speed increases by 10 feet.", - "You gain a bonus to your Armor Class equal to half your proficiency bonus (rounded down).", - "You have advantage on Strength ({@skill Athletics}) checks.", - "Once per turn, when you roll a Superiority Die for a Maneuver you can roll twice and take the higher roll.", - "As a reaction when you are forced to make a saving throw, you can expend a Superiority Die and add it to your roll." + "You can take the {@action Dash} action as a bonus action", + "You gain a +1 bonus to your Armor Class.", + "You have advantage on Dexterity ({@skill Acrobatics}) checks.", + "Once per turn when you use a Maneuver, you can roll your Superiority Die twice and use the result of your choice." ] }, - "Your Battle Trance lasts for 1 minute. It ends early if you are incapacitated, if you don a shield, heavy armor, or a heavy weapon, or you choose to end it as a bonus action." + "Your Battle Trance ends early if you are {@condition incapacitated}, or you don a shield or heavy armor. Once you enter a Battle Trance you must finish a short or long rest before you can do so again. If you have no uses left, you can expend one of your Superiority Die to enter a Battle Trance again." ] }, { @@ -1558,11 +2270,16 @@ "level": 7, "header": 2, "entries": [ - "You have honed your reflexes in pursuit of martial perfection. At 7th level, you gain proficiency in Dexterity saving throws, and you can add your proficiency bonus to initiative rolls." + "You have honed your reflexes to a point in pursuit of martial perfection. You gain proficiency in Dexterity saving throws, and you add your proficiency bonus to your initiative rolls." + ], + "savingThrowProficiencies": [ + { + "dex": true + } ] }, { - "name": "Improved Battle Trance", + "name": "Masterful Trance", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -1571,11 +2288,12 @@ "level": 10, "header": 2, "entries": [ - "You have mastered the Battle Trance of the Swordsage. Starting at 10th level, when you roll initiative, you can enter your Battle Trance without expending a Superiority Die." + "You have mastered the Battle Trance of the Swordsage. When you roll initiative, so long as you are not surprised, you can enter a {@subclassFeature Battle Trance|Fighter||Swordsage|llfafs|3} without expending any resources.", + "Moreover, while you are in your Battle Trance, the bonus to your Armor Class increases by 1, for a total bonus of +2." ] }, { - "name": "Technical Mastery", + "name": "Legendary Swordsage", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -1584,11 +2302,11 @@ "level": 15, "header": 2, "entries": [ - "Starting at 15th level, you become a whirlwind of deadly steel while in your Battle Trance. Once per turn, while you are in your Battle Trance, you can use a Maneuver you know, rolling a {@dice d6} in place of expending one of your Superiority Dice." + "You become a whirlwind of deadly steel while in your Battle Trance. Once per turn while you are in a Battle Trance, you can use any Maneuver that you know, rolling a {@dice d6} in place of expending one of your Superiority Dice." ] }, { - "name": "Legendary Swordsage", + "name": "Legendary Swordsage (d8)", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -1597,7 +2315,7 @@ "level": 18, "header": 2, "entries": [ - "Upon reaching 18th level, your Superiority Dice become {@dice d8}s, and you can roll a {@dice d8} for your Technical Mastery ability." + "When you reach 18th level in this class the once per turn {@dice d6} from the {@subclassFeature Legendary Swordsage|Fighter||Swordsage|llfafs|15} feature becomes a {@dice d8}." ] }, { @@ -1609,10 +2327,10 @@ "subclassSource": "llfafs", "level": 3, "entries": [ - "The fighters known as Tinker Knights seek an unorthodox form of martial skill. Rather than master martial techniques they look to augment their physical ability with mechanical inventions and innovative weaponry. Though they spend most of their time theorizing, tinkering, and experimenting with new Schematics, Tinker Knights and their inventive arsenals are a force to be reckoned with on the field of battle.", + "The Fighters known as Tinker Knights seek an unorthodox form of martial skill. Rather than master martial techniques they look to augment their physical ability with mechanical inventions and innovative weaponry. Though they spend most of their time theorizing, tinkering, and experimenting with new Schematics, Tinker Knights and their inventive arsenals are a force to be reckoned with when they take to the field.", { "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Fighter|phb|Tinker Knight|llfafs|3" + "subclassFeature": "Analytical Mind|Fighter|phb|Tinker Knight|llfafs|3" }, { "type": "refSubclassFeature", @@ -1622,13 +2340,13 @@ "type": "insetReadaloud", "name": "Tinker Knight's In Your Setting", "entries": [ - "Tinker Knights are a strange type of warrior who value brains over brawn. While the descriptive text here describes metal gears and springs, they can just as easily create their wondrous inventions with wood, rocks, crystals, bones, sticks, and scales." + "Tinker Knights are strange warriors who value brain over brawn. While the abilities here describe metal gears and springs, a Tinker Knight can just as easily modify gear with crystals, bones, sticks, and scales." ] } ] }, { - "name": "Bonus Proficiencies", + "name": "Analytical Mind", "source": "llfafs", "className": "Fighter", "classSource": "phb", @@ -1637,7 +2355,24 @@ "level": 3, "header": 2, "entries": [ - "When you adopt this Archetype at 3rd level, you gain the skill to maintain your inventions. You gain proficiency with {@item tinker's tools|phb} and {@item smith's tools|phb}. If you already proficient with these tools, you gain proficiency with another set of tools of your choice." + "You gain proficiency with {@item tinker's tools|phb} and {@item smith's tools|phb}. If you are already proficient with these tools, you instead gain proficiency with another set of tools of your choice." + ], + "toolProficiencies": [ + { + "tinker's tools": true, + "smith's tools": true + }, + { + "tinker's tools": true, + "any": 1 + }, + { + "any": 1, + "smith's tools": true + }, + { + "any": 2 + } ] }, { @@ -1652,11 +2387,11 @@ "entries": [ { "type": "list", - "style": "list-no-bullets", + "style": "list-hang", "items": [ - "You have come up with a cacophony of strange modifications for weapons and armor, known as Schematics. At 3rd level, you learn two Schematics of your choice from the Tinker Knight Schematics Optional Features. When you gain a level, you can replace one Schematic you know with another of your choice.", + "You have designed a cacophony of unique modifications for weapons and armor, known as {@filter Schematics|optionalfeatures|feature type=ts}. You know two Schematics of your choice from the list at the end of this subclass. When you gain a Fighter level, you can replace one Schematic you know with another of your choice.", "As you gain levels in this class, your number of Schematics known grows; at 7th level (3), 10th level (4), and 15th level (5).", - "At the end of each long rest, you can touch a number of objects equal to your number of Schematics Known and you modify each object with the features of one Schematic. These features last until the end of your next long rest. An object can only be modified by one Schematic at a time, and it must meet the requirements in the Schematic's description.", + "At the end of each long rest, you can touch a number of objects equal to your number of Schematics Known and you modify each object with the features of one Schematic. These features last until the end of your next long rest. Each object can only be modified by one Schematic at a time, and it must meet the requirements in the Schematic description.", { "type": "entries", "name": "Saving Throws", @@ -1685,8 +2420,14 @@ "level": 7, "header": 2, "entries": [ - "Your skills rival the best of innovators. Starting at 7th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with {@item tinker's tools|phb} or {@item smith's tools|phb}.", - "In addition, items modified by your Schematics count as magical for overcoming resistances and immunities, and you can apply your Schematics to magic weapons and armor." + "Your proficiency bonus is doubled for any ability check that uses your proficiency with {@item tinker's tools|phb} or {@item smith's tools|phb}.", + "In addition, items modified by your Schematics count as magical for overcoming resistances and immunities, and you can apply Schematics to magic weapons and armor." + ], + "expertise": [ + { + "tinker's tools": true, + "smith's tools": true + } ] }, { @@ -1699,7 +2440,7 @@ "level": 10, "header": 2, "entries": [ - "Your modifications work in tandem. Beginning at 10th level, you can apply two Schematics to one object, so long as the object meets the prerequisites for both Schematics." + "Your modifications can work in tandem with each other. You can apply two Schematics to one object, so long as the object meets the prerequisites for both Schematics." ] }, { @@ -1712,7 +2453,7 @@ "level": 15, "header": 2, "entries": [ - "Your inventive arsenal can adjust to meet the challenges at hand. Starting at 15th level, at the end of a short rest, you can transfer a Schematic from one object to another, so long as the new object meets the prerequisites. If a Schematic has a limited amount of charges, the number of expended charges remains the same when transferred.", + "Your inventive arsenal can adjust to meet the challenges at hand. At the end of a short rest, you can transfer a Schematic from one object to another, so long as the new object meets the prerequisites. If a Schematic has a limited amount of charges, the number of expended charges remains the same.", "In addition, you can apply up to three Schematics to one object, so long as it meets all the Schematic prerequisites." ] }, @@ -1726,14 +2467,14 @@ "level": 18, "header": 2, "entries": [ - "Your innovations are wondrous in their effects. Beginning at 18th level, a weapon modified by a Schematic gains a +1 bonus to attack and damage rolls for each Schematic applied to it, and a set of armor modified by a Schematic gains a +1 bonus to Armor Class for each Schematic applied to it.", + "Weapons modified by your Schematics gain a +1 bonus to its attack and damage rolls for each Schematic applied to it, and any set of armor modified by a Schematic gains a +1 bonus to its Armor Class for each of your Schematics applied to it.", "Weapons and armor modified by your Schematics cannot gain a bonus greater than +3, regardless of any bonuses the item may have had before applying your Schematics." ] } ], "monster": [ { - "name": "Hound", + "name": "Loyal Hound", "source": "llfafs", "size": [ "M" @@ -1765,9 +2506,9 @@ "languages": [ "understands the languages that you speak" ], - "pbNote": "equals the Fighter's bonus", + "pbNote": "equals your bonus", "damageTags": [ - "N", + "P", "S" ], "trait": [ @@ -1788,13 +2529,13 @@ { "name": "Bite", "entries": [ - "{@atk mw} {@hit +2+PB|+2+PB} to hit, reach 5ft., one target, {@h} {@damage 1d6+2+PB|1d6+2+PB} piercing damage. On hit, the target must succeed on a Strength Saving throw (DC equals 10 + PB) or be {@condition grappled}. The Hound can only grapple one creature at a time." + "{@atk mw} {@hit +2+#$prompt_number:min=1,title=Enter your Proficiency Bonus,default=2$#|+2+PB} to hit, reach 5ft., one target, {@h} {@damage 1d6+2+#$prompt_number:min=1,title=Enter your Proficiency Bonus,default=2$#|1d6+2+PB} piercing damage. On hit, the target must succeed on a Strength Saving throw (DC equals 10 + PB) or be {@condition grappled}. The Hound can only grapple one creature at a time." ] }, { "name": "Maul", "entries": [ - "{@atk mw} {@hit +2+PB|+2 + PB} to hit, reach 5ft., one target, {@h} {@damage 1d8+2+PB|1d8+2+PB} slashing damage." + "{@atk mw} {@hit +2+#$prompt_number:min=1,title=Enter your Proficiency Bonus,default=2$#|+2+PB} to hit, reach 5ft., one target, {@h} {@damage 1d8+2+#$prompt_number:min=1,title=Enter your Proficiency Bonus,default=2$#|1d8+2+PB} slashing damage." ] } ], @@ -1803,33 +2544,11 @@ ], "traitTags": [ "Keen Senses" - ] + ], + "summonedByClass": "Fighter" } ], "optionalfeature": [ - { - "name": "Arcane Warrior", - "source": "llfafs", - "featureType": [ - "FS:M" - ], - "additionalSpells": [ - { - "ability": "int", - "known": { - "_": [ - { - "choose": "level=0|class=wizard", - "count": 2 - } - ] - } - } - ], - "entries": [ - "You learn {@filter two wizard cantrips of your choice|spells|level=0|class=Wizard}. They count as magus spells for you, and Intelligence is your spellcasting ability for them. When you gain a level in this class, you can replace one of these cantrips with another wizard cantrip." - ] - }, { "name": "Berserkergang", "source": "llfafs", @@ -1838,44 +2557,55 @@ "FS:P" ], "entries": [ - "You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single attack roll. Once you take this advantaged attack, your Armor Class is reduced by 2 until the beginning of your next turn." + "You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single melee weapon attack roll. Once you take this advantaged attack, your Armor Class is reduced by 2 until the beginning of your next turn." ] }, { - "name": "Classical SwordPlay", + "name": "Classical Swordplay", "source": "llfafs", "featureType": [ "FS:F", - "FS:M", - "FS:P", - "FS:W" + "FS:P" ], "entries": [ - "While wielding a finesse weapon and no other weapons, you gain a +1 bonus to both your attack rolls and to your Armor Class so long as you are not using heavy armor or a shield." - ] - }, - { - "name": "Defensive Fighting", - "source": "llfafs", - "featureType": [ - "FS:M" + "While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield." ], - "entries": [ - "So long as you are wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class." - ] + "foundryEffects": [ + { + "name": "Classical Swordplay", + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.attack", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.bonuses.rwak.attack", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + } + ], + "foundryImg": "icons/skills/melee/sword-twirl-orange.webp" }, { "name": "Dual Wielding", "source": "llfafs", "featureType": [ "FS:F", - "FS:R", - "FS:W", - "FS:M" + "FS:R" ], "entries": [ - "When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack." - ] + "When you take the {@action Attack} action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack." + ], + "foundryImg": "icons/skills/melee/weapons-crossed-daggers-orange.webp" }, { "name": "Featherweight Fighting", @@ -1885,7 +2615,20 @@ "FS:R" ], "entries": [ - "While you are wielding only light weapons, your movement speed increases by 10 feet and you gain a +2 bonus to your damage rolls, so long as you are not wearing medium armor, heavy armor, or wielding a shield." + "While you are wielding only light weapons, and nothing else, your speed increases by 10 feet. You also gain a +1 bonus to damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield." + ], + "foundryEffects": [ + { + "name": "Speed Increase", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.walk", + "mode": "ADD", + "value": 10 + } + ] + } ] }, { @@ -1896,7 +2639,25 @@ "FS:P" ], "entries": [ - "You use your weight, and that of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength ({@skill Athletics}) checks made to {@action Shove}." + "You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength ({@skill Athletics}) checks made to {@action Shove}." + ], + "foundryEffects": [ + { + "name": "Damage Bonus", + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.damage", + "mode": "ADD", + "value": 2 + }, + { + "key": "system.bonuses.rwak.damage", + "mode": "ADD", + "value": 2 + } + ] + } ] }, { @@ -1906,7 +2667,7 @@ "FS:F" ], "entries": [ - "You gain proficiency with improvised weapons. Once per turn, when you hit with an improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do this, the improvised weapon is destroyed and cannot be used for further attacks. This feature cannot be used to destroy magical objects." + "You gain proficiency with improvised weapons. Once per turn, when you hit with a non-magical improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do so, the improvised weapon is destroyed and cannot be used for further attacks." ] }, { @@ -1917,7 +2678,25 @@ "FS:R" ], "entries": [ - "When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class." + "When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class." + ], + "foundryEffects": [ + { + "name": "Mariner", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.swim", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + }, + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + } ] }, { @@ -1928,8 +2707,37 @@ "FS:R" ], "entries": [ - "When you make a ranged attack targeting a creature within 5 feet of you, you do not have disadvantage on the attack roll.", - "If you make a ranged attack against a creature within 5 feet, you can use a bonus action to strike the creature with your ranged weapon, dealing {@dice 1d4} bludgeoning damage on hit." + "Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.", + "When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to {@damage 1d4} + your Strength modifier." + ] + }, + { + "name": "Mountaineer", + "source": "llfafs", + "featureType": [ + "FS:F", + "FS:R" + ], + "entries": [ + "When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class." + ], + "foundryEffects": [ + { + "name": "Mountaineer", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + }, + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + } ] }, { @@ -1940,8 +2748,22 @@ "FS:P" ], "entries": [ - "Once per turn, when you hit a Large or smaller creature with a melee attack while mounted, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, it is knocked {@condition prone}." - ] + "While riding a trained mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action to command it to take one action from its stat block." + ], + "foundryEffects": [ + { + "name": "AC Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + } + ], + "foundryImg": "icons/environment/creatures/horse-tan.webp" }, { "name": "Pit Fighting", @@ -1950,7 +2772,7 @@ "FS:F" ], "entries": [ - "Your have trained to fight with weapons typically associated with gladiators, granting you the following benefits:", + "You have trained to fight with weapons typically associated with gladiators, granting you the following benefits:", { "type": "list", "items": [ @@ -1969,20 +2791,62 @@ "FS:P" ], "entries": [ - "You gain proficiency with {@item shield|phb}s as a martial melee weapon. On hit, you deal {@dice 2d4} bludgeoning damage. If you are wielding a {@item shield|phb} and nothing else, you gain a +1 bonus to both your damage rolls with {@item shield|phb} attacks, and to your Armor Class." - ] + "You gain proficiency with {@item shield|phb}s as a martial melee weapon, and on hit, your shield deals {@damage 2d4} bludgeoning damage. If you are wielding a {@item shield|phb} and nothing else, you gain a +1 bonus to your shield attack damage rolls and to your Armor Class." + ], + "foundrySystem": { + "actionType": "mwak", + "activation": { + "cost": 1, + "type": "action" + }, + "damage.parts": [ + [ + "2d4", + "bludgeoning" + ] + ] + }, + "foundryEffects": [ + { + "name": "Shield Warrior", + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.attack", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + } + ], + "foundryImg": "icons/skills/melee/shield-block-bash-yellow.webp" }, { "name": "Standard Bearer", "source": "llfafs", "featureType": [ "FS:F", - "FS:P", - "FS:W" + "FS:P" ], "entries": [ - "When a creature within 5 feet of you makes an attack against a creature that you can see, you can grant them advantage on their attack roll as a reaction. You must be carrying a banner, flag, or standard in your hand to use this reaction." - ] + "When a creature within 5 feet of you makes an attack against a creature that you can see, you can grant it advantage on its attack roll as a reaction. You must be carrying a banner, flag, or standard in your hand to use this reaction." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction" + }, + "range": { + "value": 5, + "units": "ft" + } + }, + "foundryImg": "icons/sundries/flags/banner-sword-blue.webp" }, { "name": "Strongbow", @@ -2001,13 +2865,42 @@ "source": "llfafs", "featureType": [ "FS:F", - "FS:M", "FS:P", - "FS:R", - "FS:W" + "FS:R" ], "entries": [ - "While wielding a single versatile weapon and no {@item shield|phb}, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls." + "While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls." + ], + "foundryEffects": [ + { + "name": "Versatile Fighting (One-Handed)", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.attack", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + }, + { + "name": "Versatile Fighting (Two-Handed)", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.damage", + "mode": "ADD", + "value": 2 + } + ] + } ] }, { @@ -2017,7 +2910,7 @@ "FS:F" ], "entries": [ - "When you take the {@action Attack} action on your turn, you can attempt to {@action grapple} or {@action shove} a creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag {@condition grappled} creatures up to your full movement speed." + "When you take the {@action Attack} action on your turn, you can attempt to {@action grapple} or {@action shove} a creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag {@condition grappled} creatures up to your full speed." ] }, { @@ -2061,7 +2954,7 @@ ], "entries": [ "Upon consumption, the creature regains hit points equal to {@dice 1d10} + your Constitution modifier (minimum of +1).", - "Starting at 10th level, this Ration restores an additional {@dice 1d10} hit points, and any hit points they regain that exceed their hit point maximum become temporary hit points." + "At 10th level, this Ration restores an additional {@dice 1d10} hit points, and any hit points they regain that exceed their hit point maximum become temporary hit points." ] }, { @@ -2082,8 +2975,8 @@ } ], "entries": [ - "Upon consumption, the creature ends one of the following conditions currently affecting it: {@condition blinded}, {@condition deafened}, {@condition poisoned}, or they reduce their exhaustion level by 1.", - "Starting at 10th level, this Ration can also cure the {@condition charmed}, {@condition frightened}, {@condition paralyzed}, and {@condition stunned} conditions." + "Upon consumption, the creature ends one of the following conditions currently affecting it: {@condition blinded|phb|blindness}, {@condition deafened|phb|deafness}, {@condition poisoned}, or it can reduce its {@condition exhaustion} level by 1.", + "At 10th level, this Ration can also cure a creature of the {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition stunned} condition." ] }, { @@ -2105,7 +2998,7 @@ ], "entries": [ "This Ration must be consumed as part of a short rest. Upon consumption, the creature gains advantage on the roll for any Hit Dice they choose to expend during that short rest.", - "Starting at 10th level, consuming this Ration allows the creature to treat any Hit Dice they expend during the short rest as their maximum possible result instead of rolling." + "At 10th level, consuming this Ration allows the creature to treat any Hit Dice it expends during the short rest as the maximum possible result instead of rolling." ] }, { @@ -2148,8 +3041,30 @@ } ], "entries": [ - "Upon consumption, the creature gains resistance to either bludgeoning, piercing, or slashing damage (their choice).", - "Starting at 10th level consuming this Ration grants resistance to bludgeoning, piercing, and slashing damage." + "Upon consumption, the creature gains resistance to either bludgeoning, piercing, or slashing damage (its choice).", + "At 10th level consuming this Ration grants the creature resistance to bludgeoning, piercing, and slashing damage." + ] + }, + { + "name": "Engorging Ration", + "source": "llfafs", + "featureType": [ + "QR" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Fighter" + } + }, + "other": "Duration, 1 minute" + } + ], + "entries": [ + "Upon consumption, the creature grows by one size category, for example, from Medium to Large. While the creature's size is increased in this way, its reach increases by 5 feet, it has advantage on Strength checks and saving throws, and any melee weapon attacks it makes deal a bonus {@damage 1d4} damage.", + "At 10th level the duration of the effect becomes 1 hour." ] }, { @@ -2171,7 +3086,7 @@ ], "entries": [ "Upon consumption, the creature chooses either Intelligence, Wisdom, or Charisma. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw for the chosen ability score.", - "At 10th level the duration of the effect increases to 1 hour." + "At 10th level the duration of the effect becomes 1 hour." ] }, { @@ -2192,8 +3107,8 @@ } ], "entries": [ - "Upon consumption, the creature gains resistance to acid, cold, fire, poison, lightning, or thunder damage (their choice).", - "At 10th level the duration of the effect increases to 1 hour, and the creature can choose from force, necrotic, psychic, or radiant damage in addition to the other damage types." + "Upon consumption, the creature gains resistance to acid, cold, fire, poison, lightning, or thunder damage (its choice).", + "At 10th level the duration of the effect becomes 1 hour, and the creature can choose force, necrotic, psychic, or radiant damage in addition to the other damage types." ] }, { @@ -2214,7 +3129,8 @@ } ], "entries": [ - "Upon consumption, the creature gains immunity to one of the following conditions (their choice): {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition poisoned}, {@condition paralyzed}, or {@condition stunned}." + "Upon consumption, the creature gains immunity to one of the following conditions (its choice): {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition poisoned}, {@condition paralyzed}, or {@condition stunned}.", + "At 15th level, this Ration grants a creature immunity to two of the conditions from the list above (its choice)." ] }, { @@ -2235,7 +3151,8 @@ } ], "entries": [ - "Upon consumption, the creature does not fall unconscious when reduced to 0 hit points. However, it still makes death saving throws as normal, and dies upon failing three." + "Upon consumption, the creature is guarded from the effects of death. Should it fall to 0 hit points within the next hour, it does not fall {@condition unconscious}. However, it still makes death saving throws as normal, dying upon failing three.", + "After a creature eats this Ration, it must finish a long rest before it can gain the benefits of any other Ration." ] }, { @@ -2256,8 +3173,8 @@ } ], "entries": [ - "Upon consumption, the creature instantly gains the benefits of a short rest, including the ability to immediately expend Hit Dice as part of the action they used to consume the Ration.", - "At the end of their current turn, the creature gains 1 level of exhaustion. A creature that consumes this Ration cannot gain the benefits of another ration until they finish a long rest." + "Upon consumption, the creature gains all the benefits of a short rest, including the ability to expend its Hit Dice as part of consuming the Ration. At the end of its current turn, the creature gains 1 level of {@condition exhaustion}.", + "After a creature eats this Ration, it must finish a long rest before it can gain the benefits of any other Ration." ] }, { @@ -2267,30 +3184,30 @@ "TS" ], "entries": [ - "You modify the metallurgical makeup of an item, making it lighter. The wearer or wielder of an object modified by this Schematic has their movement speed increased by 10 feet.", + "You modify the metallurgic makeup of an item, making it significantly lighter. The bearer of an object modified by this Schematic has its walking speed increased by 10 feet.", { "type": "list", - "style": "list-no-bullets", + "style": "list-hang", "items": [ { "type": "entries", "name": "Heavy Armor", "entries": [ - "When applied, the wearer ignores any Strength requirements the armor may have, or any penalty it may impose upon their Dexterity ({@skill Stealth}) checks." + "The wearer ignores penalties to Dexterity ({@skill Stealth}) checks or Strength requirements of this armor." ] }, { "type": "entries", "name": "Light Armor", "entries": [ - "When applied, the wearer can subtract up to 100 feet from their fall distance when calculating fall damage and can move horizontally 2 feet for every 1 foot they fall." + "The wearer can subtract up to 100 feet from their fall distance when calculating fall damage and can move horizontally 2 feet for every 1 foot they fall." ] }, { "type": "entries", "name": "Weapon", "entries": [ - "When applied, a Heavy weapon becomes normal weight, and a normal weapon becomes a Light weapon." + "Any weapon with either the heavy and/or two-handed properties loses those properties, and any non-heavy weapon gains both the light and finesse properties." ] } ] @@ -2304,23 +3221,23 @@ "TS" ], "entries": [ - "You modify an item to take advantage of your martial and investigative instincts. The wearer or wielder of an object modified by this Schematic gains proficiency in {@skill Investigation} and they can add double their proficiency bonus to any Intelligence ({@skill Investigation}) checks they make.", + "You modify an item to enhance your investigative instincts. The bearer of an object modified by this Schematic gains proficiency in {@skill Investigation} and adds double its proficiency bonus to any Intelligence ({@skill Investigation}) checks they make.", { "type": "list", - "style": "list-no-bullets", + "style": "list-hang", "items": [ { "type": "entries", "name": "Armor", "entries": [ - "When applied, the wearer can use their Intelligence in place of Dexterity, when calculating their Armor Class." + "The wearer can use its Intelligence in place of Dexterity when calculating their Armor Class in this armor." ] }, { "type": "entries", "name": "Weapon", "entries": [ - "When applied, the wielder can use their Intelligence modifier, in place of Strength or Dexterity, for attack and damage rolls with this weapon." + "The wielder uses its Intelligence, in place of Strength, for attack and damage rolls with this weapon." ] } ] @@ -2334,13 +3251,27 @@ "TS" ], "entries": [ - "You imbue an item with a source of radiant energy. The wearer or wielder of an object modified by this Schematic can use a bonus action to cause the object to emit bright light in a 15-foot radius, and dim light 15 feet beyond that. They can extinguish the light as a bonus action on their turn.", + "You imbue an item with radiant energy. The bearer of an object modified by this Schematic can use a bonus action to cause the object to emit (or extinguish) bright light in a 15-foot radius, and dim light 15 feet beyond that.", { - "type": "entries", - "name": "Armor or Weapon", - "entries": [ - "As a reaction when you are hit by an attack (armor), or hit a creature with an attack (weapon), you can force the creature to make a Constitution saving throw. On a failure, it is {@condition blinded} for 1 minute. It can repeat the save at the end of each turn, ending the effect on a success.", - "Once you use this reaction, you must finish a short or long rest before you can use it again." + "type": "list", + "style": "list-hang", + "items": [ + { + "type": "entries", + "name": "Armor", + "entries": [ + "As a reaction when the wearer is hit by an attack, it can force the attacker to make a Constitution saving throw. On a failed save, it is {@condition blinded} for 1 minute. It can repeat the save at the end of each turn, ending the effect on a success.", + "Once the wearer uses this reaction, it must finish a short or long rest before it can use the reaction again." + ] + }, + { + "type": "entries", + "name": "Weapon", + "entries": [ + "When the wielder hit a creature with this weapon, it can force it to make a Constitution saving throw. On a failure, it is {@condition blinded} for 1 minute. It can repeat its save at the end of each turn, ending the effect on a success.", + "Once the wielder uses this reaction, it must finish a short or long rest before it can use this reaction again." + ] + } ] } ] @@ -2352,24 +3283,24 @@ "TS" ], "entries": [ - "You modify an item so that it has elastic properties. The wearer or wielder of an object modified by this Schematic can use their reaction to add your Intelligence modifier (minimum of +1) to their Armor Class against one attack.", + "You modify an item so that it has elastic properties. The wearer or wielder of an object modified by this Schematic can use its reaction to add your Intelligence modifier (minimum of +1) to its Armor Class against one attack.", { "type": "list", - "style": "list-no-bullets", + "style": "list-hang", "items": [ { "type": "entries", "name": "Armor", "entries": [ - "As a reaction when the wearer of this armor is hit by an attack, they can reduce the damage by an amount equal to {@dice 1d12} + your Intelligence modifier. If the damage is reduced to 0, the attacker takes the full damage of the attack as if they had been the original target.", - "Once you use this feature you must finish a short or long rest before you can use it again." + "As a reaction when the wearer of this armor is hit by an attack, it can reduce the damage by an amount equal to {@dice 1d12} + your Intelligence modifier. If the damage is reduced to 0, the attacker takes the full damage of the attack as if they had been the original target.", + "Once the wearer uses this reaction it must finish a short or long rest before it can use this reaction again." ] }, { "type": "entries", "name": "Non-Heavy Weapon", "entries": [ - "When applied, the weapon gains the Thrown property with a range of 20 feet. After making an attack with this weapon, it immediately returns to the wielder." + "The weapon gains the Thrown property with a range of 20 feet. After making an attack with this weapon, it instantly returns to the wielder's hand." ] } ] @@ -2393,30 +3324,30 @@ } ], "entries": [ - "You modify an object with clockwork mechanics that improve physical ability and sharpens reflexes. The wearer or wielder of an object modified by this Schematic gains a bonus to their initiative equal to your Intelligence modifier (minimum of +1).", + "You modify an object with clockwork mechanics that improve physical ability and sharpens reflexes. The wearer or wielder of an object modified by this Schematic gains a bonus to its initiative equal to your Intelligence modifier (minimum of +1).", { "type": "list", - "style": "list-no-bullets", + "style": "list-hang", "items": [ { "type": "entries", "name": "Heavy Armor", "entries": [ - "When applied, the wearer can use your Intelligence score, in place of Strength, for any Strength ability checks or saving throws they make." + "The wearer can use your Intelligence score, in place of its Strength, for any Strength-based ability checks or Strength saving throws it makes." ] }, { "type": "entries", "name": "Light Armor", "entries": [ - "When applied, the wearer can use your Intelligence score, in place of Dexterity, for any Dexterity ability checks or saving throws they make." + "The wearer can use your Intelligence score, in place of its Dexterity, for any Dexterity-based ability checks or Dexterity saving throws it makes." ] }, { "type": "entries", "name": "Weapon", "entries": [ - "When applied, anytime the wielder rolls a 1 or 2 for a damage roll with this weapon, they can choose to re-roll the die, but you must use the new result even if it is a 1 or 2." + "When the wielder rolls a 1 or 2 for a damage roll with this weapon, it can choose to re-roll the die, but it must use the new result of the roll, even if it is a 1 or 2." ] } ] @@ -2440,28 +3371,76 @@ } ], "entries": [ - "You modify the metallurgical makeup of this item to make it far more resilient. The wearer or wielder of an object modified by this Schematic has advantage on saving throws to resist being {@condition grappled} or moved against their will.", + "You modify the metallurgical makeup of this item to make it more resilient. The wearer or wielder of an object modified by this Schematic has advantage on saving throws to resist being {@condition grappled} or moved against its will.", { "type": "list", - "style": "list-no-bullets", + "style": "list-hang", "items": [ { "type": "entries", "name": "Armor", "entries": [ - "When applied, this armor grants resistance to nonmagical bludgeoning, piercing, and slashing damage." + "This armor grants resistance to nonmagical bludgeoning, piercing, and slashing damage." ] }, { "type": "entries", "name": "Weapon", "entries": [ - "When applied, this weapon deals bonus damage equal to your Intelligence modifier (minimum of 1) + your fighter level when you score a critical hit." + "This weapon deals bonus damage equal to your Intelligence modifier (minimum of 1) + your Fighter level whenever the wielder scores a critical hit with this weapon." ] } ] } ] + }, + { + "name": "Alpine Combatant", + "source": "llfafs", + "featureType": [ + "GC" + ], + "entries": [ + "You have trained for battle at great heights. You gain a climbing speed equal to your walking speed, and when you fall, you can use your reaction to reduce any falling damage by an amount equal to your fighter level." + ], + "foundryEffects": [ + { + "name": "Alpine Combatant", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ], + "foundryImg": "icons/environment/wilderness/camp-improvised.webp" + }, + { + "name": "Marine Combatant", + "source": "llfafs", + "featureType": [ + "GC" + ], + "entries": [ + "You prepare for amphibious combat. You gain a swimming speed equal to your walking speed, and you can hold your breath for up to 1 hour underwater." + ], + "foundryEffects": [ + { + "name": "Marine Combatant", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.swim", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ], + "foundryImg": "icons/environment/settlement/ship.webp" } ], "variantrule": [ @@ -2470,8 +3449,208 @@ "source": "llfafs", "ruleType": "VO", "entries": [ - "Some Fighting Styles, especially those here, are specific in application. Consider allowing fighters in your game to re-train their Fighting Style over a few long rests to adjust to the challenges ahead." + "Some Fighting Styles, especially those here, are specific in application. Consider allowing Fighters in your game to re-train their Fighting Style over a few long rests to adjust to the challenges ahead." + ] + } + ], + "foundrySubclassFeature": [ + { + "classSource": "PHB", + "className": "Fighter", + "subclassSource": "llfafs", + "subclassShortName": "Drifter", + "source": "llfafs", + "name": "Hair-Trigger", + "level": 7, + "effects": [ + { + "name": "Initiative Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.init.bonus", + "mode": "ADD", + "value": "@prof" + } + ] + } + ] + }, + { + "classSource": "PHB", + "className": "Fighter", + "subclassSource": "llfafs", + "subclassShortName": "Guardian", + "source": "llfafs", + "name": "Guardian Stance", + "level": 3, + "effects": [ + { + "name": "AC Bonus", + "disabled": true, + "changes": [ + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + } + ] + }, + { + "classSource": "PHB", + "className": "Fighter", + "subclassSource": "llfafs", + "subclassShortName": "Marksman", + "source": "llfafs", + "name": "Cunning Shot", + "level": 7, + "effects": [ + { + "name": "Initiative Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.init.bonus", + "mode": "ADD", + "value": "@prof" + } + ] + } + ] + }, + { + "classSource": "PHB", + "className": "Fighter", + "subclassSource": "llfafs", + "subclassShortName": "Martial Artist", + "source": "llfafs", + "name": "Iron Physique", + "level": 3, + "effects": [ + { + "name": "Iron Physique (Unarmored)", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "10 + @abilities.dex.mod + @abilities.con.mod" + }, + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "formula" + } + ] + }, + { + "name": "Iron Physique (Light Armor)", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "@attributes.ac.armor + max(@abilities.dex.mod, @abilities.con.mod)" + }, + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "formula" + } + ] + }, + { + "name": "Iron Physique (Medium Armor)", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "@attributes.ac.armor + min(2, max(@abilities.dex.mod, @abilities.con.mod))" + }, + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "formula" + } + ] + } + ] + }, + { + "classSource": "PHB", + "className": "Fighter", + "subclassSource": "llfafs", + "subclassShortName": "Quartermaster", + "source": "llfafs", + "name": "Iron Stomach", + "level": 18, + "effects": [ + { + "name": "Constitution Increase", + "transfer": true, + "changes": [ + { + "key": "system.abilities.con.value", + "mode": "ADD", + "value": 2 + } + ] + } + ] + }, + { + "classSource": "PHB", + "className": "Fighter", + "subclassSource": "llfafs", + "subclassShortName": "Swordsage", + "source": "llfafs", + "name": "Battle Trance", + "level": 3, + "effects": [ + { + "name": "Battle Trance", + "disabled": true, + "transfer": true, + "duration": { + "seconds": 60 + }, + "changes": [ + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": "@scale.swordsage.battle-trance-ac" + } + ] + } + ] + }, + { + "classSource": "PHB", + "className": "Fighter", + "subclassSource": "llfafs", + "subclassShortName": "Swordsage", + "source": "llfafs", + "name": "Heightened Reflexes", + "level": 7, + "effects": [ + { + "name": "Initiative Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.init.bonus", + "mode": "ADD", + "value": "@prof" + } + ] + } ] } ] -} +} \ No newline at end of file From b3488b96b6d31b6e52690e801f5deee996463e61 Mon Sep 17 00:00:00 2001 From: James Walls Date: Mon, 8 May 2023 22:53:02 -0400 Subject: [PATCH 02/11] 20230508a Alternate Bard 1.1.0 --- class/LaserLlama; Alternate Bard.json | 1575 +++++++++++++++++++++---- 1 file changed, 1351 insertions(+), 224 deletions(-) diff --git a/class/LaserLlama; Alternate Bard.json b/class/LaserLlama; Alternate Bard.json index acdc89a293..b9915c4b42 100644 --- a/class/LaserLlama; Alternate Bard.json +++ b/class/LaserLlama; Alternate Bard.json @@ -13,7 +13,7 @@ "hakr14" ], "color": "ba0bba", - "version": "1.0.0", + "version": "1.1.0", "url": "https://www.gmbinder.com/share/-NN-4ej_kwDJyO0_98BM", "targetSchema": "1.10.8" } @@ -23,8 +23,15 @@ "PHB", "XGE", "TCE" + ], + "optionalfeature": [ + "LLAF", + "LLAF:E" ] }, + "optionalFeatureTypes": { + "FS:BA": "Fighting Style: Bard (Alternate)" + }, "dateAdded": 1681740408, "dateLastModified": 0 }, @@ -34,9 +41,9 @@ "source": "LaserLlamaAlternateBard", "classFeatures": [ "Bardic Inspiration|Bard (Alternate)|LaserLlamaAlternateBard|1|LaserLlamaAlternateBard", - "Folklore|Bard (Alternate)|LaserLlamaAlternateBard|1|LaserLlamaAlternateBard", + "Spellcasting|Bard (Alternate)|LaserLlamaAlternateBard|1|LaserLlamaAlternateBard", + "Folklore|Bard (Alternate)|LaserLlamaAlternateBard|2|LaserLlamaAlternateBard", "Song of Rest|Bard (Alternate)|LaserLlamaAlternateBard|2|LaserLlamaAlternateBard", - "Spellcasting|Bard (Alternate)|LaserLlamaAlternateBard|2|LaserLlamaAlternateBard", { "classFeature": "Bardic Tradition|Bard (Alternate)|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard", "gainSubclassFeature": true @@ -79,7 +86,7 @@ "type": "section", "source": "LaserLlamaAlternateBard", "entries": [ - "An elderly man in a extravagant purple coat stepped out of the shadows into the middle of the giant lord's stronghold. With the eyes of all his foes on him, he began to play a masterful song ridiculing the frost giant lord. As the multitude of foes closed around on him, the elderly musician's heroic companions jumped from the battlements, and motivated by the wondrous song, they made quick work of the giant and his horde.", + "An elderly man in an extravagant purple coat stepped out of the shadows into the middle of the giant lord's stronghold. With the eyes of all his foes on him, he began to play a masterful song ridiculing the frost giant lord. As the multitude of foes closed around on him, the elderly musician's heroic companions jumped from the battlements, and motivated by the wondrous song, they made quick work of the giant and his horde.", "The sprightly halfling let forth a mighty blast on her war horn and led the charge toward the hobgoblin legion. Not to be outdone, and inspired by the bravery of the halfling in her shining armor, the heroes drew their weapons and ran forward. When the battle was won, the valiant halfling sat down to write a ballad of the heroics of the day.", "A man of otherworldly beauty and grace stood before the townsfolk against the backdrop of a dark and rainy night. For uncounted years, this town had been living under the brutal rule of an evil vampire lord. After many hopeless years, the tales told by this strangely beautiful man had given the townsfolk hope that together they could overthrow their undead overlord.", "All three of the heroes described above are considered Bards. The versatile performers wander the world collecting tales, talents, knowledge, and unique magical abilities which they use to motivate and inspire heroism in their comrades.", @@ -128,7 +135,7 @@ "spellcastingAbility": "cha", "casterProgression": "1/2", "cantripProgression": [ - 0, + 2, 2, 2, 3, @@ -150,7 +157,7 @@ 4 ], "spellsKnownProgression": [ - 0, + 2, 3, 3, 4, @@ -361,9 +368,9 @@ ], "rows": [ [ - "-", - "-", - "-", + "2", + "2", + "2", "-", "-", "-", @@ -692,7 +699,10 @@ "Skill Empowerment|XGE", "Synaptic Static|XGE", "Rary's Telepathic Bond", - "Teleportation Circle" + "Teleportation Circle", + "Elemental Bane|XGE", + "Fabricate", + "Otiluke's Resilient Sphere" ], "foundryAdvancement": [ { @@ -733,9 +743,9 @@ "classSource": "LaserLlamaAlternateBard", "level": 1, "entries": [ - "Starting at 1st level, you can inspire heroism with your words and music. When you, or a creature within 60 feet that can hear you makes an ability check, attack roll, or saving throw, you can use a reaction to expend a use of Bardic Inspiration, roll your Bardic Inspiration die, and add it to the result of its roll. You can use this reaction after the creature rolls, but before you know if the roll results in a success or a failure.", + "Starting at 1st level, you can inspire heroism with both word and music. When you or a creature that can hear you within 60 feet makes an ability check, attack roll, or saving throw, you can use a reaction to expend a Bardic Inspiration die and add it to the result of its roll. You can use this reaction after the creature rolls, but before you know if it succeeds or fails.", "Your Bardic Inspiration die begins as a {@dice d6}, and increases in size when you reach certain levels in this class, as shown in the Bardic Inspiration column of the Bard table above.", - "You have a number of uses of Bardic Inspiration equal to 1 + your Charisma modifier (minimum of 1), and you regain all of your expended uses when you finish a short or long rest." + "You have a number of Bardic Inspiration dice equal to 1 + your Charisma modifier (minimum of 1), and you regain all of your expended dice when you finish a short or long rest." ], "foundrySystem": { "actionType": "util", @@ -760,18 +770,70 @@ "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "level": 1, + "level": 2, "entries": [ - "You have traveled far and wide and have gleaned various bits of knowledge. Also at 1st level, choose a combination of two Bard class skills, {@item musical instrument|PHB|musical instruments}, or languages.", - "If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", - "At certain Bard levels, you pick up additional talents and skills. Another Bard skill, instrument, or language of your choice gains this benefit at 7th, 10th, 14th, and 20th level.", - "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." + "You have traveled far and wide and gleaned various bits of knowledge. At 2nd level, you gain proficiency with two Bard class skills, musical instruments, or tools. You can learn to speak, read, and write one language of your choice in place of one or both of these proficiencies.", + "At certain Bard levels, you learn more Folklore. You gain proficiency with one Bard skill, musical instrument, tool, or learn another language of your choice at 7th, 10th, 14th, and 20th level." + ], + "languageProficiencies": [ + {}, + { + "any": 1 + }, + { + "any": 2 + } + ], + "skillProficiencies": [ + {}, + { + "choose": { + "from": [ + "acrobatics", + "arcana", + "deception", + "history", + "insight", + "investigation", + "perception", + "performance", + "persuasion", + "religion", + "sleight of hand", + "stealth" + ], + "count": 1 + } + }, + { + "choose": { + "from": [ + "acrobatics", + "arcana", + "deception", + "history", + "insight", + "investigation", + "perception", + "performance", + "persuasion", + "religion", + "sleight of hand", + "stealth" + ], + "count": 2 + } + } + ], + "toolProficiencies": [ + {}, + { + "any": 1 + }, + { + "any": 2 + } ], - "foundrySystem": { - "actionType": "util", - "activation.type": "special", - "formula": "@scale.bard-alternate.bardic-inspiration" - }, "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, { @@ -781,7 +843,8 @@ "classSource": "LaserLlamaAlternateBard", "level": 2, "entries": [ - "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains additional hit points equal to one roll of your Bardic Inspiration Die." + "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regains hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains additional hit points equal to one roll of your Bardic Inspiration Die.", + "In place of regaining these additional hit points, a creature can choose to reduce its current level of exhaustion by 1." ], "foundrySystem": { "actionType": "heal", @@ -802,9 +865,9 @@ "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "level": 2, + "level": 1, "entries": [ - "Also at 2nd level, you learn to use your performative ability to draw upon the song of creation to produce wondrous spells:", + "Also at 1st level, you learn to use your performative ability to draw upon the song of creation to produce wondrous spells:", { "type": "entries", "name": "Cantrips", @@ -816,31 +879,23 @@ "type": "entries", "name": "Spell Slots", "entries": [ - "The Bard table shows how many spell slots you have to cast your Bard spells of 1st-level and higher. To cast Bard a spell, you must expend a slot of the spell's level or higher, and you regain all expended spell slots when you finish a long rest.", - "For example, if you know the 1st-level spell {@spell healing word} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell healing word} using either of your spell slots." + "The Bard table shows how many spell slots you have to cast your Bard spells of 1st-level and higher. To cast Bard a spell, you must expend a slot of the spell's level or higher, and you regain all expended spell slots when you finish a long rest." ] }, { "type": "entries", "name": "Spells Known of 1st-Level and Higher", "entries": [ - "At 2nd level, you learn three 1st-level spells of your choice from the Bard spell list at the end of this class description.", - "The Spells Known column of the Bard table shows when you learn more Bard spells of your choice. Each Bard spell you learn must be of a level for which you have spell slots, as shown on the Bard table. For instance, at 3rd level in this class, you learn one new spell of 1st or 2nd-level.", - "Whenever you gain a Bard level, you can choose a Bard spell you know and replace it with another Bard spell of your choice which must also be of a level for which you have spell slots." - ] - }, - { - "type": "entries", - "name": "Spellcasting Focus", - "entries": [ - "You can use any {@item musical instrument|PHB} that you are proficient with as a spellcasting focus for any Bard spells that you know." + "At 1st level, you learn two 1st-level spells of your choice from the Bard spell list at the end of this class description.", + "The Spells Known column of the Bard table shows when you learn more Bard spells of your choice. Each Bard spell you learn must be of a level for which you have spell slots, as shown on the Bard table. For instance, at 5th level in this class, you learn one new Bard spell of 1st or 2nd-level.", + "When you gain a Bard level, you can choose a Bard spell you know and replace it with one Bard spell of your choice which must also be of a level for which you have spell slots." ] }, { "type": "entries", "name": "Spellcasting Ability", "entries": [ - "Charisma is your spellcasting ability for any Bard spells you know, as your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability, when setting the saving throw DC for a Bard spell, and when making an attack roll with one.", + "Charisma is your spellcasting ability for your Bard spells, as your magic comes from the heart and soul you pour into the performance of your music. You use Charisma whenever a Bard spell refers to your spellcasting ability, when setting the saving throw DC, and when making an attack roll with one.", { "type": "abilityDc", "name": "Spell", @@ -863,6 +918,13 @@ "entries": [ "You use your varied knowledge to cast the ritual version of any Bard spell you know so long as it has the ritual tag." ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a {@item musical instrument|PHB} that you are proficient with as a spellcasting focus for Bard spells you know." + ] } ], "foundrySystem": { @@ -883,7 +945,8 @@ "classSource": "LaserLlamaAlternateBard", "level": 3, "entries": [ - "At 3rd level, you choose the Bardic Tradition to represent the various skills and knowledge you have gained in your travels: Fool, Loremaster, or Skald.", + "At 3rd level, choose the Bardic Tradition that best represents the varied skills, talents, and knowledge you have gained in your many travels: Fool, Loremaster, or Skald.", + "Also included at the end of this class are Bardic Traditions inspired by the Bard options published in {@i Xanathar's Guide to Everything}: the Conspirator, Mesmer, and Sword Dancer.", "Your Bardic Tradition grants you features at 3rd level, and again when you reach 5th, 11th, and 15th level in this class." ], "foundryImg": "icons/tools/instruments/lute-gold-brown.webp" @@ -898,7 +961,7 @@ "In your varied travels you have plundered magical knowledge from an assortment of disciplines. At 3rd level, you learn two {@filter 1st-level spells of your choice from any class spell list|spells|level=1}. These Magical Secrets spells become Bard spells for you, but they do not count against your total number of Spells Known.", "You can cast each of your Magical Secret spells once, at its lowest level, without expending a spell slot, and you regain all expended uses when you finish a long rest. You can also cast Magical Secrets spells with any spell slots you have.", "You learn two additional Magical Secrets spells of your choice when you reach 6th level, and again at 10th level, 14th level, and 18th level in this class. Any Magical Secret spells you learn must be of a level for which you have spell slots as shown on the Bard table.", - "You can't change these spells when you gain a level." + "Unlike your other Bard spells, any Bard spells that you learn as a Magical Secret through this feature cannot be switched out for another Bard spell when you gain a level in this class." ], "foundrySystem": { "actionType": "", @@ -917,7 +980,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 4, "entries": [ - "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability scores by 2, or two ability scores by 1. you can't increase one of your ability scores above 20 using this feature." + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature." ] }, { @@ -937,12 +1000,10 @@ "classSource": "LaserLlamaAlternateBard", "level": 6, "entries": [ - "Starting at 6th level, you can use the magical power of your bardic performances to disrupt enemy spellcasting. When a creature you can hear within 60 feet casts a spell with a verbal component, you can use your reaction to perform a discordant tone, expending one or more uses of Bardic Inspiration, and attempt to disrupt the creature's spell.", - "Roll a number of Bardic Inspiration Dice equal to the uses you expended, and add your Charisma modifier to the result. If the total is equal to, or higher than, 8 + the level of the spell, it fails and has no effect." + "Beginning at 6th level, you can use your bardic performance to disrupt other spellcasters. When a creature you can hear within 60 feet casts a spell that has a verbal component, you can use your reaction to play a discordant melody and expend one or more Bardic Inspiration dice.", + "If the number of Bardic Inspiration dice you expend is equal to or higher than the level at which the spell was cast, the spell instantly fails and has no effect.", + "If the spell is of a level higher than the number of Bardic Inspiration dice you expended, roll the Bardic Inspiration dice. If the total is equal to or higher than 10 + the level of the spell, then the spell instantly fails and has no effect." ], - "consumes": { - "name": "Bardic Inspiration" - }, "foundryImg": "icons/tools/instruments/harp-gold-glowing.webp" }, { @@ -965,6 +1026,40 @@ "At 7th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." ], + "languageProficiencies": [ + {}, + { + "any": 1 + } + ], + "skillProficiencies": [ + {}, + { + "choose": { + "from": [ + "acrobatics", + "arcana", + "deception", + "history", + "insight", + "investigation", + "perception", + "performance", + "persuasion", + "religion", + "sleight of hand", + "stealth" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + {}, + { + "any": 1 + } + ], "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, { @@ -974,8 +1069,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 7, "entries": [ - "Your bardic power flows like water between magic and song. Beginning at 7th level, you can use an action on your turn to expend a spell slot and regain a number of expended uses of Bardic Inspiration equal to the level of the spell slot expended.", - "You can also use an action to expend any number of uses of your Bardic Inspiration to regain an expended spell slot of a level equal to the number of Bardic Inspiration spent." + "Beginning at 7th level, you can draw bardic power directly from the Song of Creation itself. As a bonus action, you can expend a spell slot to regain a number of expended Bardic Inspiration dice equal to the level of the slot expended." ] }, { @@ -985,7 +1079,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 8, "entries": [ - "At 8th level you can increase one ability scores by 2, or two ability scores by 1. you can't increase one of your ability scores above 20 using this feature." + "At 8th level you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature." ] }, { @@ -996,7 +1090,7 @@ "level": 9, "entries": [ "The song of creation propels your performative abilities to supernatural heights. Starting at 9th level, you add double your proficiency bonus to any ability check you make that uses a musical instrument you are proficient with.", - "Also, when you roll initiative and have no uses of your Bardic Inspiration left, you instantly regain one use." + "Moreover, whenever you expend a Bardic Inspiration die, you can roll it twice and use the higher result." ], "expertise": [ { @@ -1012,8 +1106,41 @@ "classSource": "LaserLlamaAlternateBard", "level": 10, "entries": [ - "At 10th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", - "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." + "At 10th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language." + ], + "languageProficiencies": [ + {}, + { + "any": 1 + } + ], + "skillProficiencies": [ + {}, + { + "choose": { + "from": [ + "acrobatics", + "arcana", + "deception", + "history", + "insight", + "investigation", + "perception", + "performance", + "persuasion", + "religion", + "sleight of hand", + "stealth" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + {}, + { + "any": 1 + } ], "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, @@ -1044,7 +1171,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 12, "entries": [ - "At 12th level you can increase one ability scores by 2, or two ability scores by 1. you can't increase one of your ability scores above 20 using this feature." + "At 12th level you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature." ] }, { @@ -1054,8 +1181,41 @@ "classSource": "LaserLlamaAlternateBard", "level": 14, "entries": [ - "At 14th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", - "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." + "At 14th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language." + ], + "languageProficiencies": [ + {}, + { + "any": 1 + } + ], + "skillProficiencies": [ + {}, + { + "choose": { + "from": [ + "acrobatics", + "arcana", + "deception", + "history", + "insight", + "investigation", + "perception", + "performance", + "persuasion", + "religion", + "sleight of hand", + "stealth" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + {}, + { + "any": 1 + } ], "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, @@ -1086,7 +1246,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 16, "entries": [ - "At 16th level you can increase one ability scores by 2, or two ability scores by 1. you can't increase one of your ability scores above 20 using this feature." + "At 16th level you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature." ] }, { @@ -1106,7 +1266,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 19, "entries": [ - "At 19th level you can increase one ability scores by 2, or two ability scores by 1. you can't increase one of your ability scores above 20 using this feature." + "At 19th level you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature." ] }, { @@ -1116,8 +1276,41 @@ "classSource": "LaserLlamaAlternateBard", "level": 20, "entries": [ - "At 20th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", - "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." + "At 20th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language." + ], + "languageProficiencies": [ + {}, + { + "any": 1 + } + ], + "skillProficiencies": [ + {}, + { + "choose": { + "from": [ + "acrobatics", + "arcana", + "deception", + "history", + "insight", + "investigation", + "perception", + "performance", + "persuasion", + "religion", + "sleight of hand", + "stealth" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + {}, + { + "any": 1 + } ], "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, @@ -1128,7 +1321,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 20, "entries": [ - "At 20th level, your words and song inspire legendary feats of heroism. If you begin your turn with no uses of your Bardic Inspiration left, you instantly regain one expended use." + "At 20th level, your words and song inspire legendary feats of heroism. You can cast Magical Secrets spells by expending a number of your Bardic Inspiration dice equal to the level of the spell slot you would have expended to cast the spell." ], "foundryImg": "icons/tools/instruments/harp-yellow-teal.webp" } @@ -1228,86 +1421,262 @@ "Heroic Ballad|Bard (Alternate)|LaserLlamaAlternateBard|Skald|LaserLlamaAlternateBard|15|LaserLlamaAlternateBard" ], "foundryImg": "icons/tools/instruments/horn-white-gray.webp" - } - ], - "subclassFeature": [ + }, { - "name": "Fool", + "name": "Conspirator", "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "subclassShortName": "Fool", - "subclassSource": "LaserLlamaAlternateBard", - "level": 3, - "header": 1, - "entries": [ - "Bards who count themselves among this Tradition use crude stories, daring acrobatics, and cutting jokes to entertain and cajole audiences. Where other Bards seek out forgotten lore or tales of bravery, Fools recount embarrassing and satirical stories to undermine the plans of those in power. Their sharp wit and acrobatics make them slippery opponents in battle.", - { - "type": "refSubclassFeature", - "subclassFeature": "Satirical Theatrics|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Cutting Words|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Tumbling Fool|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" - } - ] + "shortName": "Conspirator", + "subclassFeatures": [ + "Conspirator|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard", + "Extra Attack|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", + "Visage of Shadows|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", + "Mental Anguish|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|11|LaserLlamaAlternateBard", + "Sinister Manipulation|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|15|LaserLlamaAlternateBard" + ], + "foundryImg": "icons/magic/control/mouth-smile-deception-purple.webp" }, { - "name": "Satirical Theatrics", + "name": "Mesmer", "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "subclassShortName": "Fool", - "subclassSource": "LaserLlamaAlternateBard", - "level": 3, - "header": 2, - "entries": [ - "{@i 3rd-level Fool Tradition feature}", - "You gain the skills to pass as a bumbling nincompoop. You gain proficiency in {@skill Acrobatics} and {@skill Sleight of Hand}. If you are already proficient in either of these skills you instead gain proficiency in another skill from the Bard skill list." + "shortName": "Mesmer", + "subclassFeatures": [ + "Mesmer|Bard (Alternate)|LaserLlamaAlternateBard|Mesmer|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard", + "Greater Performance|Bard (Alternate)|LaserLlamaAlternateBard|Mesmer|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", + "Reflexive Charm|Bard (Alternate)|LaserLlamaAlternateBard|Mesmer|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", + "Mantle of Protection|Bard (Alternate)|LaserLlamaAlternateBard|Mesmer|LaserLlamaAlternateBard|11|LaserLlamaAlternateBard", + "Fey Presence|Bard (Alternate)|LaserLlamaAlternateBard|Mesmer|LaserLlamaAlternateBard|15|LaserLlamaAlternateBard" ], - "skillProficiencies": [ - { - "acrobatics": true, - "sleight of hand": true - }, + "additionalSpells": [ { - "choose": { - "from": [ - "acrobatics", - "arcana", - "deception", - "history", - "insight", - "investigation", - "perception", - "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth" - ], - "count": 2 + "known": { + "3": [ + "friends|LaserLlamaAlternateBard", + "charm person", + "command" + ] } } ], - "foundryImg": "icons/equipment/head/mask-carved-scream-tan.webp" + "foundryImg": "icons/magic/control/hypnosis-mesmerism-eye.webp" }, { - "name": "Cutting Words", + "name": "Sword Dancer", "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "subclassShortName": "Fool", - "subclassSource": "LaserLlamaAlternateBard", - "level": 3, - "header": 2, - "entries": [ - "{@i 3rd-level Fool Tradition feature}", - "You know just the right thing to say to distract, confuse, and sap the confidence of others. When a creature that can hear you within 60 feet makes an ability check, attack roll, or rolls for damage, you can use a reaction to expend a use of Bardic Inspiration, roll your Bardic Inspiration Die, and subtract it from the creature's roll. You can use this reaction after the creature rolls, but before it is determined if its roll succeeds or fails, or the creature deals its damage." + "shortName": "Sword Dancer", + "subclassFeatures": [ + "Sword Dancer|Bard (Alternate)|LaserLlamaAlternateBard|Sword Dancer|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard", + "Extra Attack|Bard (Alternate)|LaserLlamaAlternateBard|Sword Dancer|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", + "Deadly Flourish|Bard (Alternate)|LaserLlamaAlternateBard|Sword Dancer|LaserLlamaAlternateBard|11|LaserLlamaAlternateBard", + "Master of Blades|Bard (Alternate)|LaserLlamaAlternateBard|Sword Dancer|LaserLlamaAlternateBard|15|LaserLlamaAlternateBard" + ], + "optionalfeatureProgression": [ + { + "name": "Fighting Style", + "featureType": [ + "FS:BA" + ], + "progression": { + "3": 1 + } + }, + { + "name": "Elegant Exploits", + "featureType": [ + "LL:1DE" + ], + "progression": { + "3": 2, + "5": 3 + } + }, + { + "name": "Elegant Exploits", + "featureType": [ + "LL:1DE", + "LL:2DE" + ], + "progression": { + "7": 1, + "11": 2 + } + }, + { + "name": "Elegant Exploits", + "featureType": [ + "LL:1DE", + "LL:2DE", + "LL:3DE" + ], + "progression": { + "15": 1, + "19": 2 + } + } + ], + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Sword Dancer", + "source": "LaserLlamaAlternateBard" + } + ], + "title": "Blade Dancer Exploits", + "colLabels": [ + "{@filter Exploits Known|optionalfeatures|feature type=ll:me}", + "High Degree" + ], + "rows": [ + [ + 0, + 0 + ], + [ + 0, + 0 + ], + [ + 2, + "{@filter 1st|optionalfeatures|feature type=ll:1de}" + ], + [ + 2, + "{@filter 1st|optionalfeatures|feature type=ll:1de}" + ], + [ + 3, + "{@filter 1st|optionalfeatures|feature type=ll:1de}" + ], + [ + 3, + "{@filter 1st|optionalfeatures|feature type=ll:1de}" + ], + [ + 4, + "{@filter 2nd|optionalfeatures|feature type=ll:1de;ll:2de}" + ], + [ + 4, + "{@filter 2nd|optionalfeatures|feature type=ll:1de;ll:2de}" + ], + [ + 4, + "{@filter 2nd|optionalfeatures|feature type=ll:1de;ll:2de}" + ], + [ + 4, + "{@filter 2nd|optionalfeatures|feature type=ll:1de;ll:2de}" + ], + [ + 5, + "{@filter 2nd|optionalfeatures|feature type=ll:1de;ll:2de}" + ], + [ + 5, + "{@filter 2nd|optionalfeatures|feature type=ll:1de;ll:2de}" + ], + [ + 5, + "{@filter 2nd|optionalfeatures|feature type=ll:1de;ll:2de}" + ], + [ + 5, + "{@filter 2nd|optionalfeatures|feature type=ll:1de;ll:2de;ll:3de}" + ], + [ + 6, + "{@filter 3rd|optionalfeatures|feature type=ll:1de;ll:2de;ll:3de}" + ], + [ + 6, + "{@filter 3rd|optionalfeatures|feature type=ll:1de;ll:2de;ll:3de}" + ], + [ + 6, + "{@filter 3rd|optionalfeatures|feature type=ll:1de;ll:2de;ll:3de}" + ], + [ + 6, + "{@filter 3rd|optionalfeatures|feature type=ll:1de;ll:2de;ll:3de}" + ], + [ + 7, + "{@filter 3rd|optionalfeatures|feature type=ll:1de;ll:2de;ll:3de}" + ], + [ + 7, + "{@filter 3rd|optionalfeatures|feature type=ll:1de;ll:2de;ll:3de}" + ] + ] + } + ], + "foundryImg": "icons/skills/melee/maneuver-sword-katana-yellow.webp" + } + ], + "subclassFeature": [ + { + "name": "Fool", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Fool", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "Bards who count themselves among this Tradition use crude stories, daring acrobatics, and cutting jokes to entertain and cajole audiences. Where other Bards seek out forgotten lore or tales of bravery, Fools recount embarrassing and satirical stories to undermine the plans of those in power. Their sharp wit and acrobatics make them slippery opponents in battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Satirical Theatrics|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cutting Words|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tumbling Fool|Bard (Alternate)|LaserLlamaAlternateBard|Fool|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + } + ] + }, + { + "name": "Satirical Theatrics", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Fool", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Fool Tradition feature}", + "You gain the skills to pass as a bumbling nincompoop. You gain proficiency in {@skill Acrobatics} and {@skill Sleight of Hand}. Whenever you make an ability check with either skill, you gain a bonus to your roll equal to one roll of your Bardic Inspiration die." + ], + "skillProficiencies": [ + { + "acrobatics": true, + "sleight of hand": true + } + ], + "foundryImg": "icons/equipment/head/mask-carved-scream-tan.webp" + }, + { + "name": "Cutting Words", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Fool", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Fool Tradition feature}", + "You know just the right thing to say to distract, confuse, and sap the confidence of others. As a reaction when a creature that can hear you within 60 feet makes a damage roll, ability check, or attack roll you can expend a Bardic Inspiration die, roll it, and subtract the number rolled from the creature's roll. You can use this reaction after the creature rolls, but before it is determined if its roll succeeds or fails, or it deals damage." ], "consumes": { "name": "Bardic Inspiration" @@ -1334,7 +1703,7 @@ "subclassShortName": "Fool", "subclassSource": "LaserLlamaAlternateBard", "level": 3, - "header": 2, + "header": 1, "entries": [ "{@i 3rd-level Fool Tradition feature}", "You have learned to move about in a strange yet entertaining manner. You can take the {@action Dash} action as a bonus action on your turn. Whenever you take the {@action Dash} action, you gain the benefits listed below until the end of your current turn:", @@ -1365,13 +1734,13 @@ "entries": [ "{@i 5th-level Fool Tradition feature}", "You can use sarcasm and wit to distract those who would do you harm. When a creature you can see within 60 feet targets you with an attack, you can use your Cutting Words reaction without expending a use of your Bardic Inspiration.", - "Also, whenever you use your Cutting Words reaction, and it causes the creature to miss with an attack that would have hit, or fail an ability check that would have succeeded, it takes psychic damage equal to a roll of your Bardic Inspiration die." + "Also, whenever you use your Cutting Words reaction, and the target misses with its attack or fails its ability check, you can choose for it to take psychic damage equal to one roll of your Bardic Inspiration die + your Charisma modifier." ], "foundrySystem": { "actionType": "other", "activation": { "type": "special", - "condition": "Whenever you use your Cutting Words reaction, and it causes the creature to miss with an attack that would have hit, or fail an ability check that would have succeeded" + "condition": "henever you use your Cutting Words reaction, and the target misses with its attack or fails its ability check" }, "damage.parts": [ [ @@ -1393,12 +1762,12 @@ "header": 2, "entries": [ "{@i 11th-level Fool Tradition feature}", - "You can embellish your natural acrobatic talents with bardic magic. When you take the {@action Dash} action, you can expend a use of Bardic Inspiration to gain one of the following benefits:", + "You can embellish your natural acrobatic talents with bardic magic. When you take the {@action Dash} action, you can expend one Bardic Inspiration die to gain one of the following benefits:", { "type": "entries", "name": "Disappearing Act", "entries": [ - "You turn {@condition invisible} and can move about without making a sound for 10 minutes. This invisibility ends early if you attack or force a creature to make a saving throw." + "You turn {@condition invisible} and can move about without making a sound for 10 minutes. This invisibility ends if you damage a creature or force it to make a saving throw." ] }, { @@ -1429,8 +1798,7 @@ "header": 2, "entries": [ "{@i 15th-level Fool Tradition feature}", - "You can capitalize on comical failures to regain some of your bardic magic. Whenever you fail an ability check, attack roll, or saving throw, you can choose to fail in comical fashion and regain one expended use of your Bardic Inspiration.", - "When you choose to fail in this way, the consequences of your failure should be mildly worse, at the discretion of the DM." + "You can snatch defeat from victory to regain some of your bardic magic. Whenever you succeed on an ability check or saving throw, or hit with an attack roll, you can choose to fail or miss with your attack, often in comical fashion, and regain one of your expended Bardic Inspiration dice." ], "consumes": { "name": "Bardic Inspiration", @@ -1439,7 +1807,7 @@ "foundrySystem": { "activation": { "type": "special", - "condition": "Whenever you fail an ability check, attack roll, or saving throw" + "condition": "Whenever you succeed on an ability check or saving throw, or hit with an attack roll" } }, "foundryImg": "icons/magic/symbols/clover-luck-white-green.webp" @@ -1452,7 +1820,6 @@ "subclassShortName": "Loremaster", "subclassSource": "LaserLlamaAlternateBard", "level": 3, - "header": 1, "entries": [ "The Bards known as Loremasters travel the world collecting bits of knowledge about everything they can. From scholarly tomes and religious texts to tavern tales and superstitions of local peasants, these travelers value stories of all kinds. The loyalty of these Bards lies above all in the pursuit of beauty and truth, not in fealty to a monarch or the tenets of a deity.", { @@ -1473,7 +1840,7 @@ "subclassShortName": "Loremaster", "subclassSource": "LaserLlamaAlternateBard", "level": 3, - "header": 2, + "header": 1, "entries": [ "{@i 3rd-level Loremaster Tradition feature}", "Your knowledge of various magical traditions exceeds even that of your fellow Bards. You learn one additional 1st-level Magical Secret spell of your choice.", @@ -1488,7 +1855,7 @@ "subclassShortName": "Loremaster", "subclassSource": "LaserLlamaAlternateBard", "level": 3, - "header": 2, + "header": 1, "entries": [ "{@i 3rd-level Loremaster Tradition feature}", "In your many wanderings you have learned much about many things. You can add half your proficiency bonus to any ability check you make that doesn't include your proficiency bonus.", @@ -1519,8 +1886,7 @@ "header": 2, "entries": [ "{@i 5th-level Loremaster Tradition feature}", - "Whenever you cast a Bard spell that deals thunder or psychic damage, or restores hit points to a creature, you can add your Charisma modifier (minimum of +1) to the damage roll or the number of hit points restored by the spell.", - "Moreover, whenever you roll a Bardic Inspiration die, you can roll it twice and use the higher result." + "Whenever you cast a Bard spell that deals thunder or psychic damage, or restores hit points to a creature, you gain a bonus to the damage roll or the number of hit points restored by the spell equal to one roll of your Bardic Inspiration die." ], "foundryImg": "icons/magic/light/explosion-beam-impact-silhouette.webp" }, @@ -1549,7 +1915,7 @@ "foundrySystem": { "activation.condition": "When you use your Bardic Inspiration reaction to add to an ability check" }, - "foundryImg": "icons/magic/light/explosion-star-glow-silhouette.webp" + "foundryImg": "icons/magic/light/explosion-star-glow-yellow.webp" }, { "name": "Burst of Inspiration", @@ -1584,7 +1950,6 @@ "subclassShortName": "Skald", "subclassSource": "LaserLlamaAlternateBard", "level": 3, - "header": 1, "entries": [ "Bards of this Tradition are no strangers to adventure. Unlike other Bards that sing the tales of heroes from ages long past, Skalds seek to inspire new legends. They seek out bands of adventurers and potential heroes, hoping to use their magic to inspire them to great feats worthy of song and legend.", { @@ -1605,7 +1970,7 @@ "subclassShortName": "Skald", "subclassSource": "LaserLlamaAlternateBard", "level": 3, - "header": 2, + "header": 1, "entries": [ "{@i 3rd-level Skald Tradition feature}", "In your desire to stand among the heroes of legend you have learned to hold your own in battle. You gain proficiency with {@filter martial weapons|items|type=martial weapon}, {@item shield|PHB|shields}, and {@filter heavy armor|items|type=heavy armor}.", @@ -1632,7 +1997,7 @@ "subclassShortName": "Skald", "subclassSource": "LaserLlamaAlternateBard", "level": 3, - "header": 2, + "header": 1, "entries": [ "{@i 3rd-level Skald Tradition feature}", "You use your bardic magic to inspire feats of valor in battle. When you or a creature that can hear you within 60 feet hits a creature with a weapon attack, you can use your reaction to expend one use of your Bardic Inspiration, roll your Bardic Inspiration die, and add the result to the damage roll." @@ -1656,105 +2021,609 @@ "foundryImg": "icons/skills/melee/swords-parry-block-blue.webp" }, { - "name": "Extra Attack", + "name": "Extra Attack", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Skald", + "subclassSource": "LaserLlamaAlternateBard", + "level": 5, + "header": 2, + "entries": [ + "{@i 5th-level Skald Tradition feature}", + "You can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast one Bard cantrip you know in place of one of these attacks." + ] + }, + { + "name": "Gallant Charge", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Skald", + "subclassSource": "LaserLlamaAlternateBard", + "level": 5, + "header": 2, + "entries": [ + "{@i 5th-level Skald Tradition feature}", + "When you roll initiative, you can expend a use of your Bardic Inspiration to rally a heroic charge. You, and any creatures of your choice within 15 feet that can hear you gain a bonus to their initiative rolls equal to a roll of your Bardic Inspiration.", + "You can't use this feature when {@condition incapacitated} or {@quickref surprise|PHB|3|0|surprised}." + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you roll initiative" + }, + "formula": "@scale.bard-alternate.bardic-inspiration", + "range": { + "value": 15, + "units": "ft" + } + }, + "foundryImg": "icons/weapons/axes/axe-battle-orange.webp" + }, + { + "name": "Ringing Strikes", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Skald", + "subclassSource": "LaserLlamaAlternateBard", + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Skald Tradition feature}", + "You empower your strikes with bardic magic. Whenever you hit a creature with a weapon attack, you deal bonus thunder damage equal to one roll of your Bardic Inspiration die.", + "Also, you can choose for your Combat Inspiration bonus damage to be thunder in place of the weapon's damage type." + ], + "foundrySystem": { + "activation": { + "type": "speical", + "condition": "Whenever you hit a creature with a weapon attack" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration", + "thunder" + ] + ] + }, + "foundryImg": "icons/skills/melee/shield-block-gray-yellow.webp" + }, + { + "name": "Heroic Ballad", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Skald", + "subclassSource": "LaserLlamaAlternateBard", + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Skald Tradition feature}", + "Your words motivate others to ever greater feats of gallantry. When you use Combat Inspiration you can also grant the target temporary hit points equal to one roll of your Bardic Inspiration die + your Charisma modifier (minimum of 1)." + ], + "foundrySystem": { + "ability": "cha", + "actionType": "heal", + "activation": { + "type": "special", + "condition": "When you use Combat Inspiration" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration + max(1, @mod)", + "temphp" + ] + ] + }, + "foundryImg": "icons/tools/instruments/drum-hand-tan.webp" + }, + { + "name": "Conspirator", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "The Bards known as Conspirators use their skills and talents for their own benefit. They abuse the trust most folks have for Bards and work their way into positions where they can find incriminating secrets to use for blackmail. Operating behind the scenes to accumulate wealth and influence, Conspirators rarely reveal their true motivations to others.", + { + "type": "refSubclassFeature", + "subclassFeature": "Cunning Influence|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Psychic Assault|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Seeds of Terror|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + } + ] + }, + { + "name": "Cunning Influence", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "You are an expert at manipulating creatures that make the mistake of trusting you. You gain proficiency in {@skill Deception} and with two of the following tools of your choice: {@item disguise kit|phb|disguise kits}, {@item forgery kit|phb|forgery kits}, {@item poisoner's kit|phb|poisoner's kits}, or {@item thieves' tools|phb}.", + "Whenever you make an ability check that uses any of the skill or tool proficiencies listed above you gain a bonus to your roll equal to one roll of your Bardic Inspiration die." + ], + "skillProficiencies": [ + { + "deception": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "disguise kit", + "forgery kit", + "poisoner's kit", + "thieves' tools" + ], + "count": 2 + } + } + ], + "foundryImg": "icons/sundries/documents/document-bound-white.webp" + }, + { + "name": "Psychic Assault", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "Your strikes assault body and mind. When you hit a creature with a weapon attack, you can expend a Bardic Inspiration die to deal additional psychic damage to the creature equal to two rolls of your Bardic Inspiration die." + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you hit a creature with a weapon attack" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration + @scale.bard-alternate.bardic-inspiration", + "psychic" + ] + ] + }, + "foundryImg": "icons/weapons/swords/sword-runed-glowing.webp" + }, + { + "name": "Seeds of Terror", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "You can lace innocent speech with insidious bardic magic to inspire terror and paranoia. If you speak with a humanoid for at least 1 minute, you can expend one Bardic Inspiration die and force it to make a Wisdom saving throw. On a failed save, it is {@condition frightened} of a creature of your choice that it can see for 1 hour. This effect ends early if the frightened creature or its allies are attacked or damaged by you or your allies.", + "Regardless of the outcome of the saving throw, the target is unaware that you tried to magically influence its feelings." + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "minute" + } + }, + "foundryImg": "icons/magic/unholy/barrier-fire-pink.webp" + }, + { + "name": "Extra Attack", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 5, + "entries": [ + "You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one Bard cantrip you know in place of one of these attacks." + ] + }, + { + "name": "Visage of Shadows", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 5, + "entries": [ + "You can use sinister magic to trap the visage of other people who fall victim to you. When a humanoid dies within 30 feet of you, you can use your reaction to capture its Shadow.", + "As an action, you can expend this Shadow and magically transform so that you resemble that humanoid as it looked in life. The effect lasts for 1 hour or until you end it as an action.", + "While you are transformed by a Shadow, you have access to any information that humanoid would have shared with a casual acquaintance, such as general details on its personal life and background, but not any secret information.", + "Creatures can attempt to see through this transformation by using their action to make an Intelligence ({@skill Investigation}) or Wisdom ({@skill Insight}) check against your Bard Spell save DC.", + "You can only have one Shadow captured at a time. Should you capture another Shadow, the previous Shadow is lost." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "Reaction to capture, Action to use" + } + }, + "foundryImg": "icons/magic/control/silhouette-aura-energy.webp" + }, + { + "name": "Mental Anguish", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 11, + "entries": [ + "You weave manipulative magic into every strike. When you use Psychic Assault, you can force the creature to make a Wisdom saving throw against your Bard Spell save DC, or it becomes {@condition frightened} of you until the end of your next turn.", + "Also, when you hit a creature that is frightened of you with a weapon attack, you can end the frightened condition for it and turn your weapon attack into an automatic critical hit." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you use Psychic Assault" + } + }, + "foundryImg": "icons/skills/wounds/anatomy-organ-brain-pink-red.webp" + }, + { + "name": "Sinister Manipulation", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 15, + "entries": [ + "Your manipulative magic knows no bounds. As an action, you can whisper into the ear of a creature that can both hear and understand you within 5 feet and force it to make a Wisdom saving throw against your Bard Spell save DC.", + "On a failed save, the creature believes that you know of its darkest secret, though you have no knowledge of it. It is then {@condition charmed} by you until you or your allies attack or damage it.", + "While charmed this way, a creature will secretly aid you in any way it can, short of fighting or risking its life for you.", + "You can only have one creature charmed in this way at a time, and attempting to charm another creature in this way ends this effect for the previous creature. You can also end these effects on the charmed creature as an action." + ], + "foundryImg": "icons/magic/control/debuff-energy-hold-pink.webp" + }, + { + "name": "Mesmer", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Mesmer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "Often hailing from the wondrous courts of the Feywild, these glamorous Bards use their magic to beguile and captivate all who look upon them. Never to be upstaged, Bards known as Mesmers use their powerful personalities to manipulate or motivate an audience to serve their goals.", + { + "type": "refSubclassFeature", + "subclassFeature": "Mesmerizing Presence|Bard (Alternate)|LaserLlamaAlternateBard|Mesmer|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wondrous Performance|Bard (Alternate)|LaserLlamaAlternateBard|Mesmer|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + } + ] + }, + { + "name": "Mesmerizing Presence", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Mesmer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "Your words are laced with seductive Fey magic. You learn the {@spell friends|LaserLlamaAlternateBard}, {@spell charm person}, and {@spell command} spells, but they do not count against your total number of Cantrips Known or Spells Known.", + "Also, if you perform for, or speak with a creature for at least 1 minute, you can expend one Bardic Inspiration die to cast {@spell charm person} targeting that creature. When you cast the spell in this way, the target is unaware that you attempted to influence it with magic." + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "minute" + } + }, + "foundryImg": "icons/magic/control/hypnosis-mesmerism-swirl.webp" + }, + { + "name": "Wondrous Performance", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Mesmer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "You can temporarily enhance your appearance with bardic magic. As a bonus action, you can expend a Bardic Inspiration die to empower yourself with Fey magic and choose any number of creatures, up to your Charisma modifier, that can see you within 60 feet.", + "Creatures gain temporary hit points equal to one roll of your Bardic Inspiration die and can instantly move up to their speed.", + "This special movement does not provoke opportunity attacks." + ], + "consumes": { + "name": "Bardic Inspiration" + }, + "foundrySystem": { + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration", + "temphp" + ] + ] + }, + "foundryImg": "icons/tools/instruments/chimes-wood-white.webp" + }, + { + "name": "Greater Performance", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Mesmer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 5, + "entries": [ + "The seductive power of your bardic magic has grown. When you use Wondrous Performance it lasts for 1 minute, but it ends early if you are {@condition incapacitated} or you choose to end it.", + "While your Wondrous Performance lasts, you can use each subsequent bonus action to either grant a single creature the benefits of Wondrous Performance, or you can cast {@spell charm person} or {@spell command} without expending a spell slot." + ], + "foundryImg": "icons/tools/instruments/chimes-wood-brown.webp" + }, + { + "name": "Reflexive Charm", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Mesmer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 5, + "entries": [ + "You can attempt to distract your foes with whimsical magic. As a reaction when a creature you can see targets you with a melee attack, you can add one roll of your Bardic Inspiration die to your Armor Class against that attack." + ], + "foundrySystem": { + "formula": "@scale.bard-alternate.bardic-inspiration" + }, + "foundryImg": "icons/magic/defensive/shield-barrier-flaming-pentagon-purple-orange.webp" + }, + { + "name": "Mantle of Protection", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Mesmer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 11, + "entries": [ + "Your performances exude a powerful aura of protective Fey magic. Creatures of your choice within 30 feet that can see or hear you have advantage on saving throws to resist the {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition petrified}, and {@condition stunned} conditions while your Wondrous Performance lasts." + ], + "foundryImg": "icons/magic/defensive/barrier-shield-dome-blue-purple.webp" + }, + { + "name": "Fey Presence", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Mesmer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 15, + "entries": [ + "The bardic magic you draw from the Feywild has changed you, giving you a lovely yet fierce appearance. When you force a creature that can see you to make a saving throw to resist the {@condition charmed} or {@condition frightened} condition while your Wondrous Performance is active, it has disadvantage on its roll." + ], + "foundryImg": "icons/magic/light/explosion-star-glow-silhouette.webp" + }, + { + "name": "Sword Dancer", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Sword Dancer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "Known simply as Blades, the Bards that follow this Tradition are famous for their wondrous, yet deadly performances that incorporate bladed weapons. Far from mundane performers, these Bards use their skill with blades to find employment as duelists, vigilantes, and sometimes even turn to adventuring.", + { + "type": "refSubclassFeature", + "subclassFeature": "Elegant Duelist|Bard (Alternate)|LaserLlamaAlternateBard|Sword Dancer|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fighting Style|Bard (Alternate)|LaserLlamaAlternateBard|Sword Dancer|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elegant Exploits|Bard (Alternate)|LaserLlamaAlternateBard|Sword Dancer|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" + } + ] + }, + { + "name": "Elegant Duelist", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Sword Dancer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "You incorporate deadly blades and combat techniques into your performances. You gain proficiency with {@item scimitar|phb|scimitars}, and if you are proficient with a melee weapon, you can use it as a spellcasting focus for any Bard spell you know.", + "You also gain proficiency in {@skill Performance}, and whenever you would make a Charisma (Performance) check, you can make a Dexterity (Performance) check that incorporates a deadly bladed weapon you are proficient with instead." + ], + "skillProficiencies": [ + { + "performance": true + } + ], + "weaponProficiencies": [ + { + "scimitar|phb": true + } + ], + "foundryImg": "icons/weapons/swords/swords-cutlasses-white.webp" + }, + { + "name": "Fighting Style", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Sword Dancer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "entries": [ + "You gain one of the Fighting Styles listed below. You cannot learn the same Fighting Style more than once, even if you are able to learn another Fighting Style.", + "Whenever you gain a Bard level, you can replace this Fighting Style with another option from the same list.", + { + "type": "entries", + "name": "Classical Swordplay", + "entries": [ + "While wielding a finesse weapon and no other weapons, you gain a +1 bonus to both your attack rolls and to your Armor Class so long as you are not using heavy armor or a shield." + ] + }, + { + "type": "entries", + "name": "Dueling", + "entries": [ + "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it." + ] + }, + { + "type": "entries", + "name": "Dual Wielding", + "entries": [ + "When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack." + ] + }, + { + "type": "entries", + "name": "Featherweight Fighting", + "entries": [ + "While you are wielding only light weapons and nothing else your speed increases by 10 feet. You also gain a +1 bonus to damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield." + ] + }, + { + "type": "entries", + "name": "Thrown Weapon Fighting", + "entries": [ + "You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack." + ] + }, + { + "type": "entries", + "name": "Versatile Fighting", + "entries": [ + "While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls." + ] + } + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + } + } + }, + { + "name": "Elegant Exploits", "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "subclassShortName": "Skald", + "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", - "level": 5, - "header": 2, + "level": 3, "entries": [ - "{@i 5th-level Skald Tradition feature}", - "You can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast one Bard cantrip you know in place of one of these attacks." - ] + "You have studied various exploits to improve your deadly bardic performances. You gain the following features:", + { + "type": "entries", + "name": "Exploits", + "entries": [ + "You learn two Martial Exploits of your choice from those available to the Alternate Fighter. The Exploits Known column of the Blade Dancer Exploits table shows when you learn more Martial Exploits of your choice.", + "To use an Exploit, you expend a Bardic Inspiration die. You can only use one Exploit per ability check, attack, or saving throw. When a Martial Exploit refers to an Exploit Die, you use your Bardic Inspiration die.", + "When you gain a Bard level, you can replace one Exploit you know with another Martial Exploit of your choice of that degree." + ] + }, + { + "type": "entries", + "name": "High Degree", + "entries": [ + "Your Bard level limits the Exploits you are able to perform. This limit is reflected in the High Degree column of the Blade Dancer Exploits table. In order to learn a Marital Exploit it must be equal to your High Degree on the Blade Dancer Exploits table, or lower." + ] + }, + { + "type": "entries", + "name": "Saving Throw", + "entries": [ + "If an Exploit requires a creature to make a saving throw, the DC is calculated as follows:", + { + "type": "abilityDc", + "name": "Exploit", + "attributes": [ + "dex" + ] + } + ] + } + ], + "consumes": { + "name": "Bardic Inspiration" + } }, { - "name": "Gallant Charge", + "name": "Extra Attack", "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "subclassShortName": "Skald", + "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 5, - "header": 2, "entries": [ - "{@i 5th-level Skald Tradition feature}", - "When you roll initiative, you can expend a use of your Bardic Inspiration to rally a heroic charge. You, and any creatures of your choice within 15 feet that can hear you gain a bonus to their initiative rolls equal to a roll of your Bardic Inspiration.", - "You can't use this feature when {@condition incapacitated} or {@quickref surprise|PHB|3|0|surprised}." - ], - "consumes": { - "name": "Bardic Inspiration" - }, - "foundrySystem": { - "activation": { - "type": "special", - "condition": "When you roll initiative" - }, - "formula": "@scale.bard-alternate.bardic-inspiration", - "range": { - "value": 15, - "units": "ft" - } - }, - "foundryImg": "icons/weapons/axes/axe-battle-orange.webp" + "You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one Bard cantrip you know in place of one of these attacks." + ] }, { - "name": "Ringing Strikes", + "name": "Deadly Flourish", "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "subclassShortName": "Skald", + "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 11, - "header": 2, "entries": [ - "{@i 11th-level Skald Tradition feature}", - "You empower your strikes with bardic magic. Whenever you hit a creature with a weapon attack, you deal bonus thunder damage equal to one roll of your Bardic Inspiration die.", - "Also, you can choose for your Combat Inspiration bonus damage to be thunder in place of the weapon's damage type." + "You wield your chosen weapons with deadly precision. When you deal damage with a melee weapon that you are proficient with, you can roll your Bardic Inspiration die in place of the weapon's normal damage die, unless its damage die is higher.", + "In addition, when you use an Exploit as part of your action, you can take the {@action Dash} or {@action Disengage} action as a bonus action." ], - "foundrySystem": { - "activation": { - "type": "speical", - "condition": "Whenever you hit a creature with a weapon attack" - }, - "damage.parts": [ - [ - "@scale.bard-alternate.bardic-inspiration", - "thunder" - ] - ] - }, - "foundryImg": "icons/skills/melee/shield-block-gray-yellow.webp" + "foundryImg": "icons/skills/melee/weapons-crossed-swords-yellow.webp" }, { - "name": "Heroic Ballad", + "name": "Master of Blades", "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", - "subclassShortName": "Skald", + "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 15, - "header": 2, "entries": [ - "{@i 15th-level Skald Tradition feature}", - "Your words motivate others to ever greater feats of gallantry. When you use Combat Inspiration you can also grant the target temporary hit points equal to one roll of your Bardic Inspiration die + your Charisma modifier (minimum of 1)." + "You are a master of your deadly yet beautiful craft. Once per turn, you can use an Exploit you know without expending a Bardic Inspiration die, rolling a {@dice d6} in its place.", + "Finally, at the end of each long rest, you can spend time practicing your techniques and replace one Martial Exploit you know with another Martial Exploit of your choice." ], "foundrySystem": { - "ability": "cha", - "actionType": "heal", "activation": { "type": "special", - "condition": "When you use Combat Inspiration" + "condition": "Once per turn" }, - "damage.parts": [ - [ - "@scale.bard-alternate.bardic-inspiration + max(1, @mod)", - "temphp" - ] - ] + "formula": "1d6" }, - "foundryImg": "icons/tools/instruments/drum-hand-tan.webp" + "foundryImg": "icons/skills/melee/weapons-crossed-swords-white-blue.webp" } ], "spell": [ @@ -1982,14 +2851,14 @@ ] }, "entries": [ - "You play a tune that inspires those who hear it to stand and fight. One creature of your choice that can hear you within range gains temporary hit points equal to your spellcasting ability modifier (minimum of 1 temporary hit point).", + "You play a tune that inspires those who hear it to stand and fight. Creatures of your choice within range that can hear you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1 temporary hit point).", "As a bonus action on each subsequent turn, you can use an instrument to play this tune again and grant another creature that can hear you within range these temporary hit points." ], "source": "LaserLlamaAlternateBard", "components": { "v": true, "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", "cost": 100, "consume": false } @@ -1999,7 +2868,7 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd-level or higher, the range increases by 5 feet and you can grant one additional target temporary hit points each time you play, for each slot level above 1st." + "When you cast this spell using a spell slot of 2nd-level or higher, the range increases by 10 feet and you can grant one additional target temporary hit points each time you play, for each slot level above 1st." ] } ], @@ -2014,7 +2883,7 @@ "foundrySystem": { "materials": { "cost": 1, - "value": "a musical instrument worth at least 1 gp" + "value": "a musical instrument worth at least 1 gp that you are proficient with" } }, "foundryImg": "icons/tools/instruments/harp-red.webp" @@ -2033,7 +2902,7 @@ "type": "radius", "distance": { "type": "feet", - "amount": 15 + "amount": 20 } }, "duration": [ @@ -2062,7 +2931,7 @@ "components": { "v": true, "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", "cost": 100, "consume": false } @@ -2072,7 +2941,7 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When cast using a spell slot of 3rd-level or higher, the range increases by 5 feet and you can target one additional creature for each slot level above 2nd." + "When cast with a slot of 3rd-level or higher, its range increases by 10 feet for each level above 2nd." ] } ], @@ -2085,7 +2954,7 @@ "foundrySystem": { "materials": { "cost": 1, - "value": "a musical instrument worth at least 1 gp" + "value": "a musical instrument worth at least 1 gp that you are proficient with" } }, "foundryImg": "icons/tools/instruments/drum-snare-red.webp" @@ -2104,7 +2973,7 @@ "type": "radius", "distance": { "type": "feet", - "amount": 20 + "amount": 30 } }, "duration": [ @@ -2126,14 +2995,14 @@ ] }, "entries": [ - "You perform an anthem that inspires greatness. A number of creatures of your choice equal to your spellcasting ability modifier (minimum of 1) that can hear you add {@dice 1d4} to any damage roll they make before the start of your next turn.", + "You play an anthem that inspires heroic action. Creatures of your choice within range that can hear you can add your spellcasting modifier (minimum of +1) to any attack rolls they make before the beginning of your next turn.", "As a bonus action on each subsequent turn, you can use an instrument to continue this anthem and repeat its effect." ], "source": "LaserLlamaAlternateBard", "components": { "v": true, "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", "cost": 100, "consume": false } @@ -2143,7 +3012,7 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th-level or higher, the range increases by 5 feet and the damage increases by {@dice 1d4} for each slot level above 3rd." + "When cast with a slot of 4th-level or higher, its range increases by 10 feet for each level above 3rd." ] } ], @@ -2157,7 +3026,7 @@ "foundrySystem": { "materials": { "cost": 1, - "value": "a musical instrument worth at least 1 gp" + "value": "a musical instrument worth at least 1 gp that you are proficient with" } }, "foundryImg": "icons/tools/instruments/harp-gold-glowing.webp" @@ -2235,7 +3104,7 @@ "type": "radius", "distance": { "type": "feet", - "amount": 25 + "amount": 40 } }, "duration": [ @@ -2257,14 +3126,14 @@ ] }, "entries": [ - "You perform a hymn that inspires those who hear it to shake off potent effects. A number of creatures of your choice equal to your spellcasting ability modifier (minimum of 1) that can hear you can immediately repeat a saving throw to end one hostile effect or spell that is currently affecting it.", - "As a bonus action on each subsequent turn, you can use an instrument to continue this hymn and allow one creature that can hear you in range to immediately repeat a saving throw to end one hostile effect or spell that is currently affecting it." + "You perform a hymn that inspires those who hear it to shake off potent effects. Creatures of your choice within range that can hear you can immediately repeat a saving throw to end one hostile effect or spell that is currently affecting it, adding your spellcasting modifier (minimum of +1) to their roll.", + "As a bonus action on each subsequent turn, you can use an instrument to continue the hymn and allow a creature of your choice that can hear you in range to gain these benefits again." ], "source": "LaserLlamaAlternateBard", "components": { "v": true, "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", "cost": 100, "consume": false } @@ -2274,7 +3143,7 @@ "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell with a 5th-level spell slot, the range of the spell increases by 5 feet." + "When you cast this spell with a 5th-level spell slot, the range of the spell increases by 10 feet." ] } ], @@ -2287,7 +3156,7 @@ "foundrySystem": { "materials": { "cost": 1, - "value": "a musical instrument worth at least 1 gp" + "value": "a musical instrument worth at least 1 gp that you are proficient with" } }, "foundryImg": "icons/tools/instruments/harp-lap-brown.webp" @@ -2306,7 +3175,7 @@ "type": "radius", "distance": { "type": "feet", - "amount": 30 + "amount": 50 } }, "duration": [ @@ -2328,14 +3197,14 @@ ] }, "entries": [ - "You perform a ballad that inspires those any who hear it to legendary feats of heroism. A number of creatures of your choice equal to your spellcasting ability modifier (minimum of 1) that can hear you can instantly make a single weapon attack or cast a spell of 1st-level or lower.", + "You perform a ballad that inspires those who can hear it to legendary feats of heroism. A number of creatures of your choice equal to your spellcasting ability modifier (minimum of 1) that can hear you can instantly make a single weapon attack or cast a spell of 1st-level or lower.", "As a bonus action on each subsequent turn, you can use an instrument to continue this ballad and grant allow a creature that can hear you within range to immediately make a single weapon attack or cast a spell of 1st-level or lower." ], "source": "LaserLlamaAlternateBard", "components": { "v": true, "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp", + "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", "cost": 100, "consume": false } @@ -2349,13 +3218,40 @@ "foundrySystem": { "materials": { "cost": 1, - "value": "a musical instrument worth at least 1 gp" + "value": "a musical instrument worth at least 1 gp that you are proficient with" } }, "foundryImg": "icons/tools/instruments/harp-yellow-teal.webp" } ], "foundrySubclassFeature": [ + { + "name": "Satirical Theatrics", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Fool", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "effects": [ + { + "name": "Skill Check Bonus", + "transfer": true, + "changes": [ + { + "key": "system.skills.acr.bonuses.check", + "mode": "ADD", + "value": "@scale.bard-alternate.bardic-inspiration" + }, + { + "key": "system.skills.slt.bonuses.check", + "mode": "ADD", + "value": "@scale.bard-alternate.bardic-inspiration" + } + ] + } + ] + }, { "name": "Tumbling Fool", "source": "LaserLlamaAlternateBard", @@ -2400,6 +3296,237 @@ ] } ] + }, + { + "name": "Cunning Influence", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Conspirator", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "effects": [ + { + "name": "Deception Check Bonus", + "transfer": true, + "changes": [ + { + "key": "system.skills.dec.bonuses.check", + "mode": "ADD", + "value": "@scale.bard-alternate.bardic-inspiration" + } + ] + } + ] + }, + { + "name": "Elegant Duelist", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "subclassShortName": "Sword Dancer", + "subclassSource": "LaserLlamaAlternateBard", + "level": 3, + "effects": [ + { + "name": "Dexterity (Performance)", + "transfer": true, + "changes": [ + { + "key": "system.skills.prf.ability", + "mode": "OVERRIDE", + "value": "dex" + } + ] + } + ] + } + ], + "optionalfeature": [ + { + "name": "Classical Swordplay", + "source": "LaserLlamaAlternateBard", + "featureType": [ + "FS:BA" + ], + "entries": [ + "While wielding a finesse weapon and no other weapons, you gain a +1 bonus to both your attack rolls and to your Armor Class so long as you are not using heavy armor or a shield." + ], + "foundryEffects": [ + { + "name": "Classical Swordplay", + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.attack", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.bonuses.rwak.attack", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + } + ], + "foundryImg": "icons/skills/melee/swords-parry-block-blue.webp" + }, + { + "name": "Dueling", + "source": "LaserLlamaAlternateBard", + "featureType": [ + "FS:BA" + ], + "entries": [ + "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it." + ], + "foundryEffects": [ + { + "name": "Damage Bonus", + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.damage", + "mode": "ADD", + "value": 2 + } + ] + } + ], + "foundryImg": "icons/skills/melee/hand-grip-sword-orange.webp" + }, + { + "name": "Dual Wielding", + "source": "LaserLlamaAlternateBard", + "featureType": [ + "FS:BA" + ], + "entries": [ + "When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack." + ], + "foundryImg": "icons/skills/melee/maneuver-daggers-paired-orange.webp" + }, + { + "name": "Featherweight Fighting", + "source": "LaserLlamaAlternateBard", + "featureType": [ + "FS:BA" + ], + "entries": [ + "While you are wielding only light weapons and nothing else your speed increases by 10 feet. You also gain a +1 bonus to damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield." + ], + "foundryEffects": [ + { + "name": "Speed Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.walk", + "mode": "ADD", + "value": 10 + } + ] + }, + { + "name": "Damage Bonus", + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.damage", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.bonuses.rwak.damage", + "mode": "ADD", + "value": 1 + } + ] + } + ], + "foundryImg": "icons/weapons/daggers/knife-kitchen-red.webp" + }, + { + "name": "Thrown Weapon Fighting", + "source": "LaserLlamaAlternateBard", + "featureType": [ + "FS:BA" + ], + "entries": [ + "You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack." + ], + "foundryEffects": [ + { + "name": "Thrown Weapon Damage Bonus", + "transfer": true, + "changes": [ + { + "key": "system.bonuses.rwak.damage", + "mode": "ADD", + "value": 2 + } + ] + } + ], + "foundryImg": "icons/skills/melee/sword-twirl-orange.webp" + }, + { + "name": "Versatile Fighting", + "source": "LaserLlamaAlternateBard", + "featureType": [ + "FS:BA" + ], + "entries": [ + "While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls" + ], + "foundryEffects": [ + { + "name": "One-Handed Bonus", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.attack", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.bonuses.rwak.attack", + "mode": "ADD", + "value": 1 + }, + { + "key": "system.attributes.ac.bonus", + "mode": "ADD", + "value": 1 + } + ] + }, + { + "name": "Two-Handed Bonus", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.bonuses.mwak.damage", + "mode": "ADD", + "value": 2 + }, + { + "key": "system.bonuses.rwak.damage", + "mode": "ADD", + "value": 2 + } + ] + } + ], + "foundryImg": "icons/skills/melee/hand-grip-sword-red.webp" } ] } \ No newline at end of file From 691f330aa72439b679e4ef664dd49ab772e3b2bf Mon Sep 17 00:00:00 2001 From: James Walls Date: Mon, 8 May 2023 23:09:04 -0400 Subject: [PATCH 03/11] timestamp --- class/LaserLlama; Alternate Bard.json | 2 +- subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/class/LaserLlama; Alternate Bard.json b/class/LaserLlama; Alternate Bard.json index b9915c4b42..34c2822d01 100644 --- a/class/LaserLlama; Alternate Bard.json +++ b/class/LaserLlama; Alternate Bard.json @@ -33,7 +33,7 @@ "FS:BA": "Fighting Style: Bard (Alternate)" }, "dateAdded": 1681740408, - "dateLastModified": 0 + "dateLastModified": 1683601714 }, "class": [ { diff --git a/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json b/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json index 72c859d053..596f71232d 100644 --- a/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json +++ b/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json @@ -19,7 +19,7 @@ } ], "dateAdded": 1652153430, - "dateLastModified": 0, + "dateLastModified": 1683601714, "optionalFeatureTypes": { "GC": "Guerrilla Combatancy", "QR": "Quartermaster Rations", From 6092b7ab55dc945c2d53bc4ffdc0eb04c9fd1891 Mon Sep 17 00:00:00 2001 From: James Walls Date: Tue, 9 May 2023 00:04:48 -0400 Subject: [PATCH 04/11] merge --- class/LaserLlama; Alternate Bard.json | 278 ++++++++++---------------- 1 file changed, 105 insertions(+), 173 deletions(-) diff --git a/class/LaserLlama; Alternate Bard.json b/class/LaserLlama; Alternate Bard.json index 34c2822d01..9bd9072b26 100644 --- a/class/LaserLlama; Alternate Bard.json +++ b/class/LaserLlama; Alternate Bard.json @@ -94,7 +94,7 @@ "type": "entries", "name": "The Song of Creation", "entries": [ - "The first tale every bardic mentor imparts to their protégé is the Song of Creation. Though the myth has many variations, they all tell of the multiverse being created by the song. All Bards learn to draw upon the creative power of this song to work their signature magic to inspire greatness in others.", + "The first tale every bardic mentor imparts to their protégé is the {@i Song of Creation}. Though the myth has many variations, they all tell of the multiverse being created by the song. All Bards learn to draw upon the creative power of this song to work their signature magic to inspire greatness in others.", "While not all Bards are wandering musicians, they each learn to draw upon the song of creation in their own unique way. Whether through their speech, songs, or art, all Bards recognize the magical power of spoken words. While their magic may not be as powerful or wondrous as a Wizard or Cleric, their subtle and versatile abilities allow Bards and their allies to overcome nearly any challenge they may face." ] }, @@ -110,7 +110,7 @@ "type": "entries", "name": "Creating Your Bard", "entries": [ - "When creating your Bard, the most important thing for you to consider is your Bard's Muse, or inspiration. Do they seek out beauty in the world, writing ballads and songs inspired by the sights they see? Maybe they find their inspiration in tales of selfless heroism and travel the world seeking the next hero of the realm? Or, maybe the lure of power and influence is what drives your Bard to travel the land gathering lore and magic.", + "When creating your Bard, the most important thing for you to consider is your Bard's {@i Muse}, or inspiration. Do they seek out beauty in the world, writing ballads and songs inspired by the sights they see? Maybe they find their inspiration in tales of selfless heroism and travel the world seeking the next hero of the realm? Or, maybe the lure of power and influence is what drives your Bard to travel the land gathering lore and magic.", "Also, consider your Bard's preferred style of performance and how it makes them unique from other Bards. Are they a virtuoso, known throughout the land for their skill with their signature musical instrument? Or, are they a rowdy teller of tales who only performs in the cheapest tavern in each town?", { "type": "entries", @@ -248,7 +248,7 @@ "{@item shortsword|phb|shortswords}" ], "tools": [ - "one {@item musical instrument|PHB} and any two {@item artisan's tools|PHB}, {@item gaming set|PHB}, or {@item musical instrument|PHB|musical instruments} of your choice" + "one {@item musical instrument|PHB} and any two {@item artisan's tools|PHB}, {@item gaming set|PHB|gaming sets}, or {@item musical instrument|PHB|musical instruments} of your choice" ], "skills": [ { @@ -673,12 +673,15 @@ "Confusion", "Dimension Door", "Dominate Beast", + "Elemental Bane|XGE", + "Fabricate", "Freedom of Movement", "Greater Invisibility", "Hallucinatory Terrain", "Locate Creature", "Phantasmal Killer", "Polymorph", + "Otiluke's Resilient Sphere", "Revitalizying Hymn|LaserLlamaAlternateBard", "Animate Objects", "Awaken", @@ -699,10 +702,7 @@ "Skill Empowerment|XGE", "Synaptic Static|XGE", "Rary's Telepathic Bond", - "Teleportation Circle", - "Elemental Bane|XGE", - "Fabricate", - "Otiluke's Resilient Sphere" + "Teleportation Circle" ], "foundryAdvancement": [ { @@ -867,7 +867,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 1, "entries": [ - "Also at 1st level, you learn to use your performative ability to draw upon the song of creation to produce wondrous spells:", + "Also at 1st level, you learn to use your performative ability to draw upon the song of creation and produce wondrous spells:", { "type": "entries", "name": "Cantrips", @@ -938,6 +938,28 @@ }, "foundryImg": "icons/magic/symbols/runes-carved-stone-yellow.webp" }, + { + "name": "Folklore", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "level": 2, + "entries": [ + "You have traveled far and wide and gleaned various bits of knowledge. At 2nd level, you gain proficiency with two Bard class skills, {@item musical instrument|PHB|musical instruments}, or {@filter tools|items|type=artisan's tools;gaming set}. You can learn to speak, read, and write one {@5etools language|languages.html} of your choice in place of one or both of these proficiencies.", + "At certain Bard levels, you learn more Folklore. You gain proficiency with one Bard skill, musical instrument, tool, or learn another language of your choice at 7th, 10th, 14th, and 20th level." + ] + }, + { + "name": "Song of Rest", + "source": "LaserLlamaAlternateBard", + "className": "Bard (Alternate)", + "classSource": "LaserLlamaAlternateBard", + "level": 2, + "entries": [ + "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regains hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains additional hit points equal to one roll of your Bardic Inspiration Die.", + "In place of regaining these additional hit points, a creature can choose to reduce its current level of {@condition exhaustion} by 1." + ] + }, { "name": "Bardic Tradition", "source": "LaserLlamaAlternateBard", @@ -958,7 +980,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 3, "entries": [ - "In your varied travels you have plundered magical knowledge from an assortment of disciplines. At 3rd level, you learn two {@filter 1st-level spells of your choice from any class spell list|spells|level=1}. These Magical Secrets spells become Bard spells for you, but they do not count against your total number of Spells Known.", + "In your varied travels, you have plundered magical knowledge from an assortment of disciplines. At 3rd level, you learn two {@filter 1st-level spells of your choice from any class spell list|spells|level=1}. These Magical Secrets spells become Bard spells for you, but they do not count against your total number of Spells Known.", "You can cast each of your Magical Secret spells once, at its lowest level, without expending a spell slot, and you regain all expended uses when you finish a long rest. You can also cast Magical Secrets spells with any spell slots you have.", "You learn two additional Magical Secrets spells of your choice when you reach 6th level, and again at 10th level, 14th level, and 18th level in this class. Any Magical Secret spells you learn must be of a level for which you have spell slots as shown on the Bard table.", "Unlike your other Bard spells, any Bard spells that you learn as a Magical Secret through this feature cannot be switched out for another Bard spell when you gain a level in this class." @@ -1013,7 +1035,8 @@ "classSource": "LaserLlamaAlternateBard", "level": 6, "entries": [ - "At 6th level, you learn two additional Magical Secrets spells of your choice. These spells must be of {@filter 2nd level or lower|spells|level=1;2}, and you can't change these spells when you gain a level." + "At 6th level, you learn two additional Magical Secrets spells of your choice. These spells must be of {@filter 2nd level or lower|spells|level=1;2}.", + "Unlike your other Bard spells, any Bard spells that you learn as a Magical Secret through this feature cannot be switched out for another Bard spell when you gain a level in this class." ] }, { @@ -1023,8 +1046,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 7, "entries": [ - "At 7th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language. If you choose a skill or tool you are already proficient in, you gain a bonus to your checks equal to one roll of your Bardic Inspiration die.", - "Once you gain a Bardic Inspiration die bonus to a skill or tool from this feature, you can't select that proficiency again." + "At 7th level, you learn more Folklore. You gain proficiency with one Bard skill, {@item musical instrument|PHB|musical instruments}, {@filter tool|items|type=artisan's tools;gaming set}, or learn another {@5etools language|languages.html} of your choice." ], "languageProficiencies": [ {}, @@ -1151,7 +1173,8 @@ "classSource": "LaserLlamaAlternateBard", "level": 10, "entries": [ - "At 10th level, you learn two additional Magical Secrets spells of your choice. These spells must be of {@filter 3rd level or lower|spells|level=1;2;3}, and you can't change these spells when you gain a level." + "At 10th level, you learn two additional Magical Secrets spells of your choice. These spells must be of {@filter 3rd level or lower|spells|level=1;2;3}.", + "Unlike your other Bard spells, any Bard spells that you learn as a Magical Secret through this feature cannot be switched out for another Bard spell when you gain a level in this class." ] }, { @@ -1226,7 +1249,8 @@ "classSource": "LaserLlamaAlternateBard", "level": 14, "entries": [ - "At 14th level, you learn two additional Magical Secrets spells of your choice. These spells must be of {@filter 4th level or lower|spells|level=1;2;3;4}, and you can't change these spells when you gain a level." + "At 14th level, you learn two additional Magical Secrets spells of your choice. These spells must be of {@filter 4th level or lower|spells|level=1;2;3;4}.", + "Unlike your other Bard spells, any Bard spells that you learn as a Magical Secret through this feature cannot be switched out for another Bard spell when you gain a level in this class." ] }, { @@ -1256,7 +1280,8 @@ "classSource": "LaserLlamaAlternateBard", "level": 18, "entries": [ - "At 18th level, you learn two additional Magical Secrets spells of your choice. These spells must be of {@filter 5th level or lower|spells|level=1;2;3;4;5}, and you can't change these spells when you gain a level." + "At 18th level, you learn two additional Magical Secrets spells of your choice. These spells must be of {@filter 5th level or lower|spells|level=1;2;3;4;5}.", + "Unlike your other Bard spells, any Bard spells that you learn as a Magical Secret through this feature cannot be switched out for another Bard spell when you gain a level in this class." ] }, { @@ -2629,6 +2654,7 @@ "spell": [ { "name": "Friends", + "source": "LaserLlamaAlternateBard", "level": 0, "school": "E", "time": [ @@ -2643,6 +2669,10 @@ "type": "self" } }, + "components": { + "s": true, + "m": "a small amount of makeup applied to the face as this spell is cast" + }, "duration": [ { "type": "timed", @@ -2653,33 +2683,20 @@ "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ "You lace your words with soothing magic and force a creature of your choice that can hear and understand you to make a Wisdom saving throw. On a failure, you have advantage on all Charisma checks directed at that creature for the duration.", "On a successful save, the creature realizes that you used magic to attempt to influence it and becomes hostile toward you. A creature prone to violence might attack you, and other creatures might seek retribution against you in other ways." ], - "source": "LaserLlamaAlternateBard", - "components": { - "s": true, - "m": "a small amount of makeup applied to the face as this spell is cast" - }, "areaTags": [ "ST" ], "savingThrow": [ "wisdom" - ], - "foundryImg": "icons/consumables/drinks/alcohol-beer-mug-yellow.webp" + ] }, { "name": "Glitterbeam", + "source": "LaserLlamaAlternateBard", "level": 0, "school": "V", "time": [ @@ -2695,27 +2712,27 @@ "amount": 120 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ - "You project a beam of twinkling lights at a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 1d8} radiant damage. Until a creature uses an action to remove the glitter, a target hit by this spell emits bright light in a 5-foot radius and has disadvantage on any Dexterity (Stealth) checks it makes to hide or conceal itself." + "You project a beam of twinkling lights at a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes {@damage 1d8} radiant damage. Until a creature uses an action to remove the glitter, a target hit by this spell emits bright light in a 5-foot radius and has disadvantage on any Dexterity ({@skill Stealth}) checks it makes to hide or conceal itself." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "The damage of this spell increases by {@dice 1d8} at 5th ({@damage 2d8}), 11th ({@damage 3d8}), and 17th level ({@damage 4d8})." + ] + } ], - "source": "LaserLlamaAlternateBard", - "components": { - "v": true, - "s": true - }, "scalingLevelDice": { "label": "radiant damage", "scaling": { @@ -2725,15 +2742,6 @@ "17": "4d8" } }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "The damage of this spell increases by {@dice 1d8} at 5th ({@dice 2d8}), 11th ({@dice 3d8}), and 17th level ({@dice 4d8})." - ] - } - ], "damageInflict": [ "radiant" ], @@ -2751,6 +2759,7 @@ }, { "name": "Vicious Mockery", + "source": "LaserLlamaAlternateBard", "level": 0, "school": "E", "time": [ @@ -2766,26 +2775,26 @@ "amount": 60 } }, + "components": { + "v": true + }, "duration": [ { "type": "instant" } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ "You unleash a string of provoking words at a creature that can hear and understand you within range. The creature must succeed on a Wisdom saving throw, or it takes {@damage 1d4} psychic damage and has disadvantage on attack rolls against targets other than you until the start of your next turn." ], - "source": "LaserLlamaAlternateBard", - "components": { - "v": true - }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d4} when you reach 5th ({@damage 2d4}), 11th ({@damage 3d4}), and 17th level ({@damage 4d4})." + ] + } + ], "scalingLevelDice": { "label": "psychic damage", "scaling": { @@ -2795,15 +2804,6 @@ "17": "4d4" } }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "This spell's damage increases by {@dice 1d4} when you reach 5th ({@dice 2d4}), 11th ({@dice 3d4}), and 17th level ({@dice 4d4})." - ] - } - ], "damageInflict": [ "psychic" ], @@ -2817,6 +2817,7 @@ }, { "name": "Inspiring Melody", + "source": "LaserLlamaAlternateBard", "level": 1, "school": "E", "time": [ @@ -2832,6 +2833,10 @@ "amount": 10 } }, + "components": { + "v": true, + "m": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with" + }, "duration": [ { "type": "timed", @@ -2842,27 +2847,10 @@ "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ "You play a tune that inspires those who hear it to stand and fight. Creatures of your choice within range that can hear you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1 temporary hit point).", "As a bonus action on each subsequent turn, you can use an instrument to play this tune again and grant another creature that can hear you within range these temporary hit points." ], - "source": "LaserLlamaAlternateBard", - "components": { - "v": true, - "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", - "cost": 100, - "consume": false - } - }, "entriesHigherLevel": [ { "type": "entries", @@ -2890,6 +2878,7 @@ }, { "name": "Song of Confidence", + "source": "LaserLlamaAlternateBard", "level": 2, "school": "E", "time": [ @@ -2905,6 +2894,10 @@ "amount": 20 } }, + "components": { + "v": true, + "m": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with" + }, "duration": [ { "type": "timed", @@ -2915,27 +2908,10 @@ "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ "You play a song that inspires those who hear it to live up to their full potential. Choose an ability score. Creatures of your choice within range that can hear you add your spellcasting modifier (minimum of +1) to ability checks or saving throws using the chosen ability score until the start of your next turn.", "As a bonus action on each subsequent turn, you can use an instrument to play this tune again, choosing a new ability score and different creatures to gain this spell's benefits." ], - "source": "LaserLlamaAlternateBard", - "components": { - "v": true, - "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", - "cost": 100, - "consume": false - } - }, "entriesHigherLevel": [ { "type": "entries", @@ -2961,6 +2937,7 @@ }, { "name": "Heroic Anthem", + "source": "LaserLlamaAlternateBard", "level": 3, "school": "E", "time": [ @@ -2976,6 +2953,10 @@ "amount": 30 } }, + "components": { + "v": true, + "m": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with" + }, "duration": [ { "type": "timed", @@ -2986,27 +2967,10 @@ "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ "You play an anthem that inspires heroic action. Creatures of your choice within range that can hear you can add your spellcasting modifier (minimum of +1) to any attack rolls they make before the beginning of your next turn.", "As a bonus action on each subsequent turn, you can use an instrument to continue this anthem and repeat its effect." ], - "source": "LaserLlamaAlternateBard", - "components": { - "v": true, - "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", - "cost": 100, - "consume": false - } - }, "entriesHigherLevel": [ { "type": "entries", @@ -3033,6 +2997,7 @@ }, { "name": "Sonic Wave", + "source": "LaserLlamaAlternateBard", "level": 3, "school": "C", "time": [ @@ -3048,28 +3013,19 @@ "amount": 30 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ "You forcefully clasp your hands together and shockwave of booming force shoots forth from you, emitting a boom audible out to 500 feet. All creatures in a 30-foot cone must succeed on a Constitution saving throw or take {@damage 4d8} thunder damage, fall {@condition prone}, and be {@condition deafened} for 1 minute. On a success, they take half as much damage and are not knocked {@condition prone} or {@condition deafened}.", "A creature can repeat the Constitution saving throw at the end of each of its turns, and on a success it is no longer {@condition deafened}." ], - "source": "LaserLlamaAlternateBard", - "components": { - "v": true, - "s": true - }, "entriesHigherLevel": [ { "type": "entries", @@ -3092,6 +3048,7 @@ }, { "name": "Revitalizing Hymn", + "source": "LaserLlamaAlternateBard", "level": 4, "school": "E", "time": [ @@ -3107,6 +3064,10 @@ "amount": 40 } }, + "components": { + "v": true, + "m": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with" + }, "duration": [ { "type": "timed", @@ -3117,27 +3078,10 @@ "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ "You perform a hymn that inspires those who hear it to shake off potent effects. Creatures of your choice within range that can hear you can immediately repeat a saving throw to end one hostile effect or spell that is currently affecting it, adding your spellcasting modifier (minimum of +1) to their roll.", "As a bonus action on each subsequent turn, you can use an instrument to continue the hymn and allow a creature of your choice that can hear you in range to gain these benefits again." ], - "source": "LaserLlamaAlternateBard", - "components": { - "v": true, - "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", - "cost": 100, - "consume": false - } - }, "entriesHigherLevel": [ { "type": "entries", @@ -3163,6 +3107,7 @@ }, { "name": "Legendary Ballad", + "source": "LaserLlamaAlternateBard", "level": 5, "school": "E", "time": [ @@ -3178,6 +3123,10 @@ "amount": 50 } }, + "components": { + "v": true, + "m": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with" + }, "duration": [ { "type": "timed", @@ -3188,27 +3137,10 @@ "concentration": true } ], - "classes": { - "fromClassList": [ - { - "name": "Bard (Alternate)", - "source": "LaserLlamaAlternateBard" - } - ] - }, "entries": [ "You perform a ballad that inspires those who can hear it to legendary feats of heroism. A number of creatures of your choice equal to your spellcasting ability modifier (minimum of 1) that can hear you can instantly make a single weapon attack or cast a spell of 1st-level or lower.", "As a bonus action on each subsequent turn, you can use an instrument to continue this ballad and grant allow a creature that can hear you within range to immediately make a single weapon attack or cast a spell of 1st-level or lower." ], - "source": "LaserLlamaAlternateBard", - "components": { - "v": true, - "m": { - "text": "a {@item musical instrument|PHB} worth at least 1 gp that you are proficient with", - "cost": 100, - "consume": false - } - }, "miscTags": [ "UBA" ], @@ -3408,7 +3340,7 @@ "FS:BA" ], "entries": [ - "When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack." + "When you take the {@action Attack} action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack." ], "foundryImg": "icons/skills/melee/maneuver-daggers-paired-orange.webp" }, From 7e11a1991454ecd4e08980811840968dbd6947c3 Mon Sep 17 00:00:00 2001 From: James Walls Date: Mon, 29 May 2023 20:45:27 -0400 Subject: [PATCH 05/11] Laserllama Foundry Support (pt 2) + Artificer Specialties and Infusion Options / Fixed erroneous inclusion of Eldritch Power subclass feature for Witch Knight in Fighter Archetypes and Fighting Styles --- ... Fighter Archetypes & Fighting Styles.json | 32 +- ...ificer Specialties & Infusion Options.json | 1200 +++++++++++++++-- 2 files changed, 1093 insertions(+), 139 deletions(-) diff --git a/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json b/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json index 596f71232d..163d75890e 100644 --- a/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json +++ b/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json @@ -19,7 +19,7 @@ } ], "dateAdded": 1652153430, - "dateLastModified": 1683601714, + "dateLastModified": 1685407377, "optionalFeatureTypes": { "GC": "Guerrilla Combatancy", "QR": "Quartermaster Rations", @@ -1817,15 +1817,11 @@ "type": "refSubclassFeature", "subclassFeature": "Pact Magic|Fighter|phb|Witch Knight|llfafs|3" }, - { - "type": "refSubclassFeature", - "subclassFeature": "Eldritch Power|Fighter|phb|Witch Knight|llfafs|3" - }, { "type": "insetReadaloud", - "name": "Blood Hunter, Dissected", + "name": "Witch Knights & Blood Magic", "entries": [ - "The Blood Hunter class contains many mechanics that are hard to manage, especially for new players. The Pact Warrior attempts to thematically capture the Blood Hunter's Order of the Profane Soul while staying in line with the design philosophy of 5e." + "The Witch Knight Archetype presented here is able to use minor amounts of both eldritch and blood magic. Check out the {@link Alternate Blood Hunter|https://www.gmbinder.com/share/-NLlETPNSzqxgQ92pnd-} if you are interested in a full class based around the use of powerful Blood Rites and profane eldritch spells." ] } ] @@ -1905,28 +1901,6 @@ "Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your fighter Hit Dice as part of the attack to deal an additional {@damage 2d6} necrotic damage to the target, in addition to the normal damage of your weapon." ] }, - { - "name": "Eldritch Power", - "source": "llfafs", - "className": "Fighter", - "classSource": "phb", - "subclassShortName": "Witch Knight", - "subclassSource": "llfafs", - "level": 3, - "header": 2, - "entries": [ - "{@note Notice: In the 2.2.0 update for Fighter Archetypes & Fighting Styles, the Eldritch Power feature is not present, but is listed as a feature the subclass gains at 3rd level. The below is the description of Eldritch Power from version 2.1.0, when the subclass was called Pact Warrior.}", - "When you adopt this Archetype at 3rd level, you gain minor eldritch abilities that reflect the source of your power. Work with your GM to determine the source of your power. Is it an Otherworldly Patron available to warlocks? Did you survive a cataclysmic arcane event that left you with strange powers?", - "You gain one proficiency of your choice, and you learn one cantrip of your choice from any class spell list. This cantrip doesn't count against your total number of Cantrips Known.", - "Often, and at the discretion of your GM, the proficiency and cantrip you gain through this ability should reflect the nature of the Eldritch Power that granted you your arcane abilities.", - "For example, a Pact Warrior whose Eldritch Power is a powerful fiend would gain minor fiendish abilities. They may gain proficiency in {@skill Deception} and learn the {@spell vicious mockery} cantrip to match the duplicitous nature of their Patron." - ], - "skillProficiencies": [ - { - "any": 1 - } - ] - }, { "name": "Otherworldly Step", "source": "llfafs", diff --git a/subclass/Laserllama; Artificer Specialties & Infusion Options.json b/subclass/Laserllama; Artificer Specialties & Infusion Options.json index d2948d8186..6ed2287853 100644 --- a/subclass/Laserllama; Artificer Specialties & Infusion Options.json +++ b/subclass/Laserllama; Artificer Specialties & Infusion Options.json @@ -3,24 +3,28 @@ "sources": [ { "json": "llasio", - "abbreviation": "ll:as&io", + "abbreviation": "LL:AS&IO", "full": "LaserLlama's Artificer Specialties & Infusion Options", "authors": [ "laserLlama" ], "convertedBy": [ "JoeyJoestar", - "Bowsori#7981" + "Bowsori#7981", + "hakr14" ], "version": "2.1.0", "color": "d4601e", "url": "https://www.gmbinder.com/share/-M0ctsc5kAuUAYc57apB", - "targetSchema": "1.2" + "targetSchema": "1.10.8" } ], + "optionalFeatureTypes": { + "LL:CT": "Chimeric Trait", + "LL:MAW": "Musical Apparatus Weaponization" + }, "dateAdded": 1549715846, - "dateLastModified": 1664312670, - "_dateLastModifiedHash": "bb965f68bd" + "dateLastModified": 1685407377 }, "subclass": [ { @@ -60,7 +64,32 @@ "Extra Attack|Artificer|TCE|Aeronaut|llasio|5", "Aerial Maneuvers|Artificer|TCE|Aeronaut|llasio|9", "Master Aeronaut|Artificer|TCE|Aeronaut|llasio|15" - ] + ], + "foundryAdvancement": [ + { + "type": "ScaleValue", + "title": "Flying Speed", + "configuration": { + "identifier": "flying-speed", + "type": "number", + "scale": { + "3": { + "value": 15 + }, + "5": { + "value": 20 + }, + "9": { + "value": 30 + }, + "15": { + "value": 60 + } + } + } + } + ], + "foundryImg": "icons/commodities/materials/feather-blue-grey.webp" }, { "name": "Archivist", @@ -99,7 +128,36 @@ "Acute Overload|Artificer|TCE|Archivist|llasio|5", "Improved Consciousness|Artificer|TCE|Archivist|llasio|9", "Master Archivist|Artificer|TCE|Archivist|llasio|15" - ] + ], + "foundryAdvancement": [ + { + "type": "ScaleValue", + "title": "Information Overload Damage", + "configuration": { + "identifier": "information-overload", + "type": "dice", + "scale": { + "3": { + "n": 1, + "die": 8 + }, + "5": { + "n": 2, + "die": 8 + }, + "11": { + "n": 3, + "die": 8 + }, + "17": { + "n": 4, + "die": 8 + } + } + } + } + ], + "foundryImg": "icons/sundries/documents/document-sealed-brown-red.webp" }, { "name": "Biomancer", @@ -139,7 +197,20 @@ "Extra Attack|Artificer|TCE|Biomancer|llasio|5", "Strange Evolution|Artificer|TCE|Biomancer|llasio|9", "Master Biomancer|Artificer|TCE|Biomancer|llasio|15" - ] + ], + "optionalfeatureProgression": [ + { + "name": "Strange Evolution", + "featureType": [ + "LL:CT" + ], + "progression": { + "9": 1, + "15": 2 + } + } + ], + "foundryImg": "icons/commodities/biological/organ-heart-pink.webp" }, { "name": "Chronothief", @@ -170,6 +241,15 @@ "hold monster", "modify memory" ] + }, + "innate": { + "15": { + "daily": { + "1": [ + "time stop" + ] + } + } } } ], @@ -178,7 +258,8 @@ "Stolen Moments|Artificer|TCE|Chronothief|llasio|5|", "Empowered Chronomancy|Artificer|TCE|Chronothief|llasio|9", "Master Chronothief|Artificer|TCE|Chronothief|llasio|15" - ] + ], + "foundryImg": "icons/commodities/tech/watch.webp" }, { "name": "Composer", @@ -217,7 +298,66 @@ "Thunderous Note|Artificer|TCE|Composer|llasio|5", "Resonant Frequency|Artificer|TCE|Composer|llasio|9", "Master Composer|Artificer|TCE|Composer|llasio|15" - ] + ], + "optionalfeatureProgression": [ + { + "name": "Musical Apparatus", + "featureType": [ + "LL:MAW" + ], + "progression": { + "3": 1, + "15": 2 + } + } + ], + "foundryAdvancement": [ + { + "type": "ScaleValue", + "title": "Raucous Blast Damage", + "configuration": { + "identifier": "raucous-blast", + "type": "dice", + "scale": { + "3": { + "n": 1, + "die": 8 + }, + "5": { + "n": 2, + "die": 8 + }, + "11": { + "n": 3, + "die": 8 + }, + "17": { + "n": 4, + "die": 8 + } + } + } + }, + { + "type": "ScaleValue", + "title": "Resonant Frequency Damage", + "configuration": { + "identifier": "resonant-frequency", + "type": "dice", + "scale": { + "9": { + "n": 2, + "die": 8 + }, + "15": { + "n": 4, + "die": 8 + } + } + } + } + ], + "foundryImg": "icons/sundries/documents/document-symbol-rune-tan.webp" }, { "name": "Dungeoneer", @@ -256,7 +396,8 @@ "Extra Attack|Artificer|TCE|Dungeoneer|llasio|5", "Arcane Improvisation|Artificer|TCE|Dungeoneer|llasio|9", "Master Dungeoneer|Artificer|TCE|Dungeoneer|llasio|15" - ] + ], + "foundryImg": "icons/environment/traps/saw-steel-grey.webp" }, { "name": "Forgewright", @@ -295,7 +436,29 @@ "Extra Attack|Artificer|TCE|Forgewright|llasio|5", "Arcane Smite|Artificer|TCE|Forgewright|llasio|9", "Master Forgewright|Artificer|TCE|Forgewright|llasio|15" - ] + ], + "foundryAdvancement": [ + { + "type": "ScaleValue", + "title": "Arcane Armament Damage Bonus", + "configuration": { + "identifier": "arcane-armament", + "type": "number", + "scale": { + "3": { + "value": 1 + }, + "9": { + "value": 2 + }, + "15": { + "value": 3 + } + } + } + } + ], + "foundryImg": "icons/tools/smithing/crucible-round.webp" }, { "name": "Machinist", @@ -335,7 +498,8 @@ "Automated Army|Artificer|TCE|Machinist|llasio|5", "Efficient Production|Artificer|TCE|Machinist|llasio|9", "Master Machinist|Artificer|TCE|Machinist|llasio|15" - ] + ], + "foundryImg": "icons/commodities/tech/coil-tesla-large.webp" }, { "name": "Puppeteer", @@ -366,6 +530,15 @@ "dominate person", "hold monster" ] + }, + "innate": { + "15": { + "daily": { + "1": [ + "Otto's Irresistible Dance" + ] + } + } } } ], @@ -374,7 +547,58 @@ "Strange Strikes|Artificer|TCE|Puppeteer|llasio|5", "Nimble Fingers|Artificer|TCE|Puppeteer|llasio|9", "Master Puppeteer|Artificer|TCE|Puppeteer|llasio|15" - ] + ], + "foundryImg": "icons/magic/control/voodoo-doll-pain-damage-purple.webp" + }, + { + "name": "Alternate Alchemist", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "shortName": "Alternate Alchemist", + "additionalSpells": [ + { + "known": { + "3": [ + "healing word", + "inflict wounds" + ], + "5": [ + "acid arrow", + "flaming sphere" + ], + "9": [ + "gaseous form", + "mass healing word" + ], + "13": [ + "blight", + "death ward" + ], + "17": [ + "cloudkill", + "reincarnate" + ] + }, + "innate": { + "15": { + "daily": { + "1e": [ + "greater restoration", + "heal" + ] + } + } + } + } + ], + "subclassFeatures": [ + "Alternate Alchemist|Artificer|TCE|Alternate Alchemist|llasio|3", + "Alchemical Savant|Artificer|TCE|Alternate Alchemist|llasio|5", + "Restorative Reagents|Artificer|TCE|Alternate Alchemist|llasio|9", + "Master Alchemist|Artificer|TCE|Alternate Alchemist|llasio|15" + ], + "foundryImg": "icons/consumables/potions/potion-faceted-corked-blue.webp" } ], "subclassFeature": [ @@ -443,7 +667,16 @@ ] ] } - ] + ], + "toolProficiencies": [ + { + "woodcarver's tools": true + }, + { + "anyArtisans": 1 + } + ], + "foundryImg": "icons/tools/hand/saw-steel-grey.webp" }, { "name": "Flying Machine", @@ -460,13 +693,14 @@ "items": [ "It can be used as a spellcasting focus by you.", "It is built to fit you, and can be worn over light armor.", - "When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.", + "When you fall, and aren't {@condition incapacitated}, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.", "You gain a flying speed of 15 feet, which increases as you gain levels in this class; at 5th level (20 feet), 9th level (30 feet), and in finally at 15th level (60 feet).", "When you make a weapon attack while at least 5 feet off the ground, you can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls." ] }, "You can only have one Flying Machine at a time, and creating another causes the other to fall into disrepair." - ] + ], + "foundryImg": "icons/creatures/birds/raptor-hawk-flying.webp" }, { "name": "Extra Attack", @@ -493,7 +727,8 @@ "entries": [ "Starting at 9th level, while wearing your Flying Machine, you can take the {@action Dash} action as a bonus action on your turn.", "In addition, while you have your flying machine equipped, you gain a bonus to your Dexterity ability checks and saving throws equal to your Intelligence modifier (minimum of +1)." - ] + ], + "foundryImg": "icons/creatures/abilities/wings-birdlike-blue.webp" }, { "name": "Master Aeronaut", @@ -506,7 +741,8 @@ "header": 2, "entries": [ "You have become a master of Aeronaut artifice. Beginning at 15th level, while wearing your Flying Machine and you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and only half damage if you fail." - ] + ], + "foundryImg": "icons/creatures/birds/songbird-yellow-flying.webp" }, { "name": "Archivist", @@ -530,7 +766,7 @@ ] }, { - "name": "Tools of the trade", + "name": "Tools of the Trade", "source": "llasio", "className": "Artificer", "classSource": "TCE", @@ -573,7 +809,16 @@ ] ] } - ] + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + }, + { + "anyArtisans": 1 + } + ], + "foundryImg": "icons/tools/scribal/pen-steel-grey-brown.webp" }, { "name": "Artificial Mind", @@ -644,7 +889,56 @@ ] ] } - ] + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "animal handling", + "insight", + "perception", + "survival" + ], + "count": 2 + } + }, + { + "choose": { + "from": [ + "deception", + "intimidation", + "performance", + "persuasion" + ], + "count": 2 + } + }, + { + "choose": { + "from": [ + "arcana", + "history", + "nature", + "religion" + ], + "count": 2 + } + } + ], + "foundrySystem": { + "actionType": "save", + "damage.parts": [ + [ + "@scale.archivist.information-overload", + "psychic" + ] + ], + "save": { + "ability": "int", + "scaling": "spell" + } + }, + "foundryImg": "icons/skills/wounds/anatomy-organ-brain-pink-red.webp" }, { "name": "Acute Overload", @@ -658,7 +952,21 @@ "entries": [ "Starting at 5th level, you can expend a spell slot to increase the psychic damage of Information Overload. The damage increases by {@dice 2d8} for a 1st-level spell slot, and an additional {@dice 1d8} for each spell level higher than 1st-level.", "Also, when you deal psychic damage using your Artificial Mind as a spellcasting focus, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum of +1)." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "Expend a spell slot" + }, + "damage.parts": [ + [ + "2d8", + "" + ] + ], + "formula": "1d8" + }, + "foundryImg": "icons/skills/targeting/crosshair-bars-yellow.webp" }, { "name": "Improved Consciousness", @@ -671,7 +979,8 @@ "header": 2, "entries": [ "The cognitive abilities of your Artificial Mind are powerful enough to aid your spellcasting. Starting at 9th level, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1)." - ] + ], + "foundryImg": "icons/magic/perception/eye-tendrils-web-purple.webp" }, { "name": "Master Archivist", @@ -684,7 +993,14 @@ "header": 2, "entries": [ "You are a master of Archivist artifice. Starting at 15th level, you can an action on your to transform into pure information and teleport to an unoccupied space that you can see within 60 feet, or an unoccupied space within 5 feet of a creature or object bearing one of your artificer Infusions." - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + } + }, + "foundryImg": "icons/magic/movement/trail-streak-zigzag-teal.webp" }, { "name": "Biomancer", @@ -751,7 +1067,16 @@ ] ] } - ] + ], + "toolProficiencies": [ + { + "leatherworker's tools": true + }, + { + "anyArtisans": 1 + } + ], + "foundryImg": "icons/commodities/leather/leather-buckle-steel-tan.webp" }, { "name": "Aberrant Chimera", @@ -801,7 +1126,15 @@ } ] } - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "special", + "condition": "Whenever you cast Find Familiar" + } + }, + "foundryImg": "icons/commodities/biological/pustules-red.webp" }, { "name": "Augmented Flesh", @@ -822,7 +1155,8 @@ "As a bonus action, you can expend a spell slot to grant yourself temporary hit points equal to five times the level of the spell slot + your Intelligence modifier. These temporary hit points are added to any temporary hit points you have from merging with your Aberrant Chimera." ] } - ] + ], + "foundryImg": "icons/skills/wounds/injury-stapled-flesh-tan.webp" }, { "name": "Extra Attack", @@ -847,9 +1181,10 @@ "level": 9, "header": 2, "entries": [ - "You have enhanced your own physiology with strange magic.At 9th level, your movement speed increases by 10 feet, and you permanently gain one Chimeric Trait of your choice.", + "You have enhanced your own physiology with strange magic. At 9th level, your movement speed increases by 10 feet, and you permanently gain one Chimeric Trait of your choice.", "When you reach 15th level in this class, you gain a second permanent Chimeric Trait of your choice (for a total of two)." - ] + ], + "foundryImg": "icons/creatures/abilities/wolf-heads-swirl-purple.webp" }, { "name": "Master Biomancer", @@ -864,7 +1199,21 @@ "entries": [ "You have become a master amongst Biomancer artificers. Beginning at 15th level, when you target a creature with a Biomancer Spell, you can grant a single target (additional) temporary hit points equal to your artificer level.", "In addition, when merged with your Chimera, you are resistant to bludgeoning, piercing, and slashing damage." - ] + ], + "foundrySystem": { + "actionType": "heal", + "activation": { + "type": "special", + "condition": "When you target a creature with a Biomancer Spell" + }, + "damage.parts": [ + [ + "@classes.artificer.levels", + "temphp" + ] + ] + }, + "foundryImg": "icons/commodities/biological/organ-heart-red.webp" }, { "name": "Chronothief", @@ -938,7 +1287,16 @@ "If your table uses the Dunamancy magic found in Explorer's Guide to Wildemount, a Chronothief can choose to use time related Dunamancy spells, in place of the list of Chronothief Spells above." ] } - ] + ], + "toolProficiencies": [ + { + "jeweler's tools": true + }, + { + "anyArtisans": 1 + } + ], + "foundryImg": "icons/commodities/gems/gem-rough-rose-teal.webp" }, { "name": "Chronometer", @@ -956,8 +1314,6 @@ { "type": "list", "style": "list-no-bullets", - "columns": 0, - "name": "", "items": [ { "type": "entries", @@ -989,7 +1345,18 @@ } ] } - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "Action or Reaction" + }, + "uses": { + "max": "2 * @abilities.int.mod", + "per": "lr" + } + }, + "foundryImg": "icons/commodities/tech/stopwatch.webp" }, { "name": "Stolen Moments", @@ -1001,9 +1368,21 @@ "level": 5, "header": 2, "entries": [ - "You have improved your Chronometer so that you can literally save moments in time for later. Beginning at 5th level, when you successfully paralyze, stun, or reduce a creature's movement speed to 0 with a spell or Chronothief ability, your Chronometer regains one of its expended charges.", + "You have improved your Chronometer so that you can literally save moments in time for later. Beginning at 5th level, when you successfully {@condition paralyzed|phb|paralyze}, {@condition stunned|phb|stun}, or reduce a creature's movement speed to 0 with a spell or Chronothief ability, your Chronometer regains one of its expended charges.", "Also, any of your Chronometer abilities that require an action to use can also be used as a bonus action on your turn." - ] + ], + "consumes": { + "name": "Chronometer", + "amount": -1 + }, + "foundrySystem": { + "activation": { + "cost": "", + "type": "special", + "condition": "When you successfully paralyze, stun, or reduce a creature's movement speed to 0 with a spell or Chronothief ability" + } + }, + "foundryImg": "icons/commodities/tech/dial-meter-gauge-blue.webp" }, { "name": "Empowered Chronomancy", @@ -1033,7 +1412,7 @@ "type": "entries", "name": "Decelerate", "entries": [ - "You can spend an additional charge to double the movement speed reduction. If this feature reduces a target's speed to 0, it must succeed on a Constitution saving throw or be stunned until the end of its next turn." + "You can spend an additional charge to double the movement speed reduction. If this feature reduces a target's speed to 0, it must succeed on a Constitution saving throw or be {@condition stunned} until the end of its next turn." ] }, { @@ -1052,7 +1431,8 @@ } ] } - ] + ], + "foundryImg": "icons/magic/movement/abstract-ribbons-red-orange.webp" }, { "name": "Master Chronothief", @@ -1064,9 +1444,10 @@ "level": 15, "header": 2, "entries": [ - "You are considered a master in the field of Chronomancy. Starting at 15th level, you can overload your Chronometer, expending any remaining charges, to cast time stop.", + "You are considered a master in the field of Chronomancy. Starting at 15th level, you can overload your Chronometer, expending any remaining charges, to cast {@spell time stop}.", "Once you cast time stop in this way, you must finish a long rest before you can do so again." - ] + ], + "foundryImg": "icons/magic/time/clock-spinning-gold-pink.webp" }, { "name": "Composer", @@ -1134,7 +1515,18 @@ ] ] } - ] + ], + "toolProficiencies": [ + { + "smith's tools": true, + "musical instrument": true + }, + { + "anyArtisans": 1, + "musical instrument": true + } + ], + "foundryImg": "icons/tools/instruments/lute-gold-brown.webp" }, { "name": "Musical Apparatus", @@ -1152,8 +1544,6 @@ { "type": "list", "style": "list-no-bullets", - "columns": 0, - "name": "", "items": [ { "type": "entries", @@ -1171,7 +1561,15 @@ } ] } - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + }, + "damage.parts": [] + }, + "foundryImg": "icons/commodities/tech/pipe-exhaust.webp" }, { "name": "Thunderous Note", @@ -1185,7 +1583,14 @@ "entries": [ "Beginning at 5th level, when you hit a creature with a Musical Apparatus attack, you can expend a spell slot to knock Large or smaller targets back with a thunderous burst of sound. The creature is knocked back 10 feet for a 1st-level spell slot, and an additional 10 feet for each spell level higher than 1st-level.", "Also, whenever you deal thunder damage, you add your Intelligence modifier (minimum of +1) to your damage roll." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you hit a creature with a Musical Apparatus attack" + } + }, + "foundryImg": "icons/magic/sonic/bell-alarm-red-purple.webp" }, { "name": "Resonant Frequency", @@ -1199,7 +1604,21 @@ "entries": [ "Starting at 9th level, you can use an action to play a note that causes a target within 10 feet to resonate with undetectable music for 1 hour. The next time that creature is hit by a melee attack, the attacker must succeed on a Constitution saving throw or take {@dice 2d8} thunder damage and not be able take reactions until the start of their next turn.", "You may use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest." - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "damage.parts": [ + [ + "@scale.composer.resonant-frequency", + "thunder" + ] + ], + "uses.max": "max(1, @abilities.int.mod)" + }, + "foundryImg": "icons/commodities/tech/antenna-powered-purple.webp" }, { "name": "Master Composer", @@ -1222,7 +1641,14 @@ "The damage of Resonant Frequency becomes {@dice 4d8}." ] } - ] + ], + "immune": [ + "thunder" + ], + "conditionImmune": [ + "deafened" + ], + "foundryImg": "icons/tools/instruments/harp-yellow-teal.webp" }, { "name": "Dungeoneer", @@ -1254,7 +1680,7 @@ "level": 3, "header": 2, "entries": [ - "When you become a Dungeoneer Specialist at 3rd level, you gain proficiency with {@item carpenters tools|phb} and {@item smith's tools|phb}. If you already proficient in {@item carpenter's tools|phb} or {@item smith's tools}, you gain proficiency with another set of {@item artisan's tools|phb} of your choice.", + "When you become a Dungeoneer Specialist at 3rd level, you gain proficiency with {@item carpenter's tools|phb} and {@item smith's tools|phb}. If you already proficient in {@item carpenter's tools|phb} or {@item smith's tools}, you gain proficiency with another set of {@item artisan's tools|phb} of your choice.", "You also gain proficiency with improvised weapons. When you make an improvised weapon attack, you can use your Intelligence, in place of Strength or Dexterity, for the attack and damage rolls, and the damage die for any improvised weapon attacks you make becomes a d8 if it would be lower.", { "type": "table", @@ -1289,8 +1715,26 @@ "{@spell passwall}, {@spell wall of stone}" ] ] + }, + { + "type": "insetReadaloud", + "name": "Improvised Weapons in 5e", + "entries": [ + "Improvised Weapons include any object you that can be wielded in one or two hands; like a broken bottle, a table leg, a bear trap, or a dead Goblin.", + "Often, an Improvised Weapon is similar to an actual weapon and should be treated as such. For example, a table leg could be considered similar to a {@item club|phb} and would deal 1d4 bludgeoning damage on hit. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet." + ] } - ] + ], + "toolProficiencies": [ + { + "carpenter's tools": true, + "smith's tools": true + }, + { + "anyArtisans": 2 + } + ], + "foundryImg": "icons/tools/hand/chisel-steel-brown.webp" }, { "name": "Dungeoncraft", @@ -1342,7 +1786,11 @@ ] ] } - ] + ], + "foundrySystem": { + "uses.max": "max(1, @abilities.int.mod)" + }, + "foundryImg": "icons/weapons/thrown/bomb-spiked-purple.webp" }, { "name": "Extra Attack", @@ -1369,7 +1817,16 @@ "entries": [ "Starting at 9th level, your improvised weapon attacks and Dungeoncraft Objects are considered magical for the sake of overcoming resistance and immunity to non-magical attacks.", "Also, you can cast one of your Dungeoneer Spells without providing the material component once per long rest." - ] + ], + "foundrySystem": { + "activation.type": "special", + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + }, + "foundryImg": "icons/magic/symbols/arrowhead-green.webp" }, { "name": "Master Dungeoneer", @@ -1382,16 +1839,9 @@ "header": 2, "entries": [ "You have become a master of Dungeoneering. Beginning at 15th level, creatures have disadvantage on saving throws for your Dungeoncraft Objects and Dungeoneer spells.", - "In addition, you learn to cast a ritual version of both the {@spell passwall} and {@spell wall of stone} spells. Casting them in this way takes 1 hour, doesn't consume a spell slot, and the structure created becomes permanent at the end of the ritual casting.", - { - "type": "insetReadaloud", - "name": "Improvised Weapons in 5e", - "entries": [ - "Improvised Weapons include any object you that can be wielded in one or two hands; like a broken bottle, a table leg, a bear trap, or a dead Goblin.", - "Often, an Improvised Weapon is similar to an actual weapon and should be treated as such. For example, a table leg could be considered similar to a {@item club|phb} and would deal 1d4 bludgeoning damage on hit. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet." - ] - } - ] + "In addition, you learn to cast a ritual version of both the {@spell passwall} and {@spell wall of stone} spells. Casting them in this way takes 1 hour, doesn't consume a spell slot, and the structure created becomes permanent at the end of the ritual casting." + ], + "foundryImg": "icons/environment/traps/trap-jaw-steel.webp" }, { "name": "Forgewright", @@ -1459,7 +1909,21 @@ ] ] } - ] + ], + "toolProficiencies": [ + { + "smith's tools": true + }, + { + "anyArtisans": 1 + } + ], + "weaponProficiencies": [ + { + "martial": true + } + ], + "foundryImg": "icons/skills/trades/smithing-tongs-metal-red.webp" }, { "name": "Arcane Armament", @@ -1483,7 +1947,8 @@ ] }, "Your Arcane Armament is usable only by you. Enchanting a second weapon causes the magic imbued the first to dispel." - ] + ], + "foundryImg": "icons/magic/symbols/runes-etched-steel-blade.webp" }, { "name": "Extra Attack", @@ -1514,11 +1979,20 @@ "items": [ "The target takes an extra {@dice 2d6} force damage. You can expend a spell slot to increase this damage. The damage increases by {@dice 1d6} per level of the spell slot you expend.", "You gain temporary hit points equal to your artificer level.", - "You can force the target to make a Strength saving throw. On a failed save they are knocked prone." + "You can force the target to make a Strength saving throw. On a failed save they are knocked {@condition prone}." ] }, "You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you hit a target with your Arcane Armament" + }, + "uses.max": "max(1, @abilities.int.mod)", + "formula": "1d6" + }, + "foundryImg": "icons/skills/melee/sword-engraved-glow-purple.webp" }, { "name": "Master Forgewright", @@ -1532,7 +2006,8 @@ "entries": [ "You have become a master among Forgewright artificers. Starting at 15th level, you can extend the power within your Arcane Armament to your allies. As an action, choose a number of weapons equal to your Intelligence modifier (minimum of 1) within 30 feet. For the next minute these weapons deal an additional {@dice 1d6} force damage on hit.", "You can use this feature once per long rest, unless you spend a spell slot of 3rd level or higher to use it again." - ] + ], + "foundryImg": "icons/skills/melee/swords-triple-orange.webp" }, { "name": "Machinist", @@ -1599,7 +2074,16 @@ ] ] } - ] + ], + "toolProficiencies": [ + { + "smith's tools": true + }, + { + "anyArtisans": 1 + } + ], + "foundryImg": "icons/skills/trades/smithing-tongs-metal-red.webp" }, { "name": "Automatons", @@ -1612,7 +2096,7 @@ "header": 2, "entries": [ "At 3rd level, you learn to craft Automatons. At the end of each long rest, you use your {@item smith's tools|phb} to magically create a Small Automaton in an unoccupied space within 5 feet. Once you create an Automaton, you can't do so again until you finish a long rest or until you expend a spell slot of 1st-level or higher to create another one. You can have one Automaton at a time, creating a second causes the first to fall apart.", - "Automatons are magical constructs with an Armor Class equal to 12 + your Intelligence modifier, and hit points equal to your artificer level + your Intelligence modifier. When they make an ability check or a saving throw, its ability scores are 10 (+0). If mending is cast on it, it regains {@dice 2d6} hit points. It disappears if it is reduced to 0 hit points or after 1 hour.", + "Automatons are magical constructs with an Armor Class equal to 12 + your Intelligence modifier, and hit points equal to your artificer level + your Intelligence modifier. When they make an ability check or a saving throw, its ability scores are 10 (+0). If {@spell mending} is cast on it, it regains {@dice 2d6} hit points. It disappears if it is reduced to 0 hit points or after 1 hour.", "When you create you Automaton, you decide which type it is, choosing from the options on the table below. As a bonus action on your turn, you can activate the Automaton if you are within 60 feet. As part that bonus action, you can direct the Automaton to walk up to 25 feet to an unoccupied space.", { "type": "table", @@ -1648,7 +2132,8 @@ ] ] } - ] + ], + "foundryImg": "icons/commodities/tech/transmission.webp" }, { "name": "Arcane Conduit", @@ -1661,8 +2146,16 @@ "header": 2, "entries": [ "Beginning at 5th level, you learn to channel magic through your Automatons. When you cast an artificer spell, you can choose for the spell to originate from an Automaton, instead of yourself so long as you are within 60 feet of it.", - "When you cast a spell in this way, you roll a {@dice 1d8}, and add the number rolled to one damage, or healing, roll of the spell." - ] + "When you cast a spell in this way, you roll a {@dice d8}, and add the number rolled to one damage, or healing, roll of the spell." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you cast an artificer spell" + }, + "formula": "1d8" + }, + "foundryImg": "icons/commodities/tech/bulb-vacuum.webp" }, { "name": "Automated Army", @@ -1675,7 +2168,14 @@ "header": 2, "entries": [ "You can create and control Automatons even more efficiently. Starting at 5th level, you can control up to two Automatons at one time, and at the end of each long rest you can create two Automatons of your choice, without expending a spell slot. You can activate all Automatons as one bonus action." - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + } + }, + "foundryImg": "icons/commodities/tech/cog-brass.webp" }, { "name": "Efficient Production", @@ -1688,7 +2188,8 @@ "header": 2, "entries": [ "Starting at 9th level, when you expend an artificer spell slot to create an Automaton, you create a number of Automatons equal to the level of the spell slot expended. You cannot use this feature to exceed your maximum number of Automatons." - ] + ], + "foundryImg": "icons/commodities/tech/levers-colored.webp" }, { "name": "Master Machinist", @@ -1702,7 +2203,8 @@ "entries": [ "You have become a master amongst Machinist artificers. Starting at 15th level, you can control up to three Automatons at one time, and at the end of a long rest you create three Automatons of your choice, without expending a spell slot.", "Also, when you are forced to make a saving throw or are hit by an attack, you can use your reaction to switch places with one of your Automatons within 60 feet. The Automaton then becomes the target of the attack or saving throw." - ] + ], + "foundryImg": "icons/commodities/tech/tube-chamber-lightning.webp" }, { "name": "Puppeteer", @@ -1769,7 +2271,16 @@ ] ] } - ] + ], + "toolProficiencies": [ + { + "weaver's tools": true + }, + { + "anyArtisans": 1 + } + ], + "foundryImg": "icons/equipment/back/cloak-hooded-pink.webp" }, { "name": "Marionette Strings", @@ -1818,7 +2329,8 @@ } ] } - ] + ], + "foundryImg": "icons/magic/control/energy-stream-link-large-teal.webp" }, { "name": "Strange Strikes", @@ -1832,7 +2344,18 @@ "entries": [ "The degree of control you exert through your Strings grows. Starting at 5th level, when the creature attached to your Marionette Strings makes an attack, you can use your reaction to cause them to make one additional attack.", "In addition, when a creature attached to your Strings hits a creature with a melee attack, you can expend a spell slot to empower their strike. Their strike deals an additional {@dice 2d6} force damage for a 1st-level spell slot, and an additional {@dice 1d6} force damage for each spell slot level above 1st." - ] + ], + "foundrySystem": { + "activation.condition": "When the creature attached to your Marionette Strings makes an attack", + "damage.parts": [ + [ + "2d6", + "force" + ] + ], + "formula": "1d6" + }, + "foundryImg": "icons/magic/control/debuff-energy-hold-teal-blue.webp" }, { "name": "Nimble Fingers", @@ -1846,7 +2369,8 @@ "entries": [ "Your ability to control and amplify the abilities of others has increased. Starting at 9th level, you can have two creatures attached to separate Marionette Strings at one time. You must have a free hand to control each of these creatures. The two creatures can be any distance apart, so long as they each individually remain within the range of your Strings.", "In addition, the length of your Marionette Strings, and the range of your Puppeteer abilities, becomes 60 feet." - ] + ], + "foundryImg": "icons/magic/control/energy-stream-link-spiral-teal.webp" }, { "name": "Master Puppeteer", @@ -1858,9 +2382,224 @@ "level": 15, "header": 2, "entries": [ - "You have become a master amongst Puppeteer artificers. Starting at 15th level, you can use an action on your turn to cast the {@spell Otto's Irresistible Dance} spell, without expending a spell slot, or requiring your concentration. You can only have once instance of this spell active at a time. When a creature makes a saving throw to resist the spell, you can expend a use of your Marionette Strings to impose disadvantage.", - "Once you cast {@spell Otto's Irresistible Dance} in this way, you must finish a long rest before you can do so again, or expend a use of your Marionette Strings ability to use this ability again." + "You have become a master amongst Puppeteer artificers. Starting at 15th level, you can use an action on your turn to cast the {@spell Otto's Irresistible Dance|phb|Irresistable Dance} spell, without expending a spell slot, or requiring your concentration. You can only have once instance of this spell active at a time. When a creature makes a saving throw to resist the spell, you can expend a use of your Marionette Strings to impose disadvantage.", + "Once you cast {@spell Otto's Irresistible Dance|phb|Irresistable Dance} in this way, you must finish a long rest before you can do so again, or expend a use of your Marionette Strings ability to use this ability again." + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/control/debuff-energy-hold-levitate-teal-blue.webp" + }, + { + "name": "Alternate Alchemist", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alternate Alchemist", + "subclassSource": "llasio", + "level": 3, + "entries": [ + "Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Those that study the magic of arcane potions and brews are known as Alchemists. They are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can mend a wound in moments, to sticky goo that explodes when it comes in contact with open flame. With careful preparation, and a bit of luck, Alchemists are masters of both giving life and leeching it away.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tools of the Trade|Artificer|TCE|Alternate Alchemist|llasio|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Alchemical Elixirs|Artificer|TCE|Alternate Alchemist|llasio|3" + } ] + }, + { + "name": "Tools of the Trade", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alternate Alchemist", + "subclassSource": "llasio", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you gain proficiency with {@item alchemist's supplies|phb}. If you are already proficient with {@item alchemist's supplies|phb}, you instead gain proficiency with another set of {@item artisan's tools|phb} of your choice.", + { + "type": "table", + "caption": "Alternate Alchemist", + "colLabels": [ + "Artificer Level", + "Spell" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell healing word}, {@spell inflict wounds}" + ], + [ + "5th", + "{@spell acid arrow}, {@spell flaming sphere}" + ], + [ + "9th", + "{@spell gaseous form}, {@spell mass healing word}" + ], + [ + "13th", + "{@spell blight}, {@spell death ward}" + ], + [ + "17th", + "{@spell cloudkill}, {@spell reincarnate}" + ] + ] + } + ], + "toolProficiencies": [ + { + "alchemist's supplies": true + }, + { + "anyArtisans": 1 + } + ], + "foundryImg": "icons/tools/cooking/mortar-herbs-yellow.webp" + }, + { + "name": "Alchemical Elixirs", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alternate Alchemist", + "subclassSource": "llasio", + "level": 3, + "header": 2, + "entries": [ + "Beginning at 3rd level, at the end of each long rest, you can use your alchemist's supplies produce an Elixir in an empty flask you touch. At creation, you choose the Elixir's effect from the table below, some of which include your proficiency bonus (PB). The effect of an Elixir is triggered when someone drinks the Elixir. As a bonus action, a creature can drink the Elixir or administer it to a creature within 5 feet. A creature can only be under the effects of one Elixir at a time, and drinking another immediately ends any other Elixir effects.", + "Any Elixir you create through this feature lasts until it is consumed, or until the end of your next long rest.", + "As an action on your turn, you can expend a spell slot of 1st-level or higher to create an Elixir in an empty flask you touch. You can use the Elixir as part of the same action.", + "At certain levels in this class, you can make more Elixirs at the end of a long rest: at 6th level (two), and 15th level (three).", + { + "type": "table", + "caption": "Alchemical Elixirs", + "colLabels": [ + "Elixir", + "Effect" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "{@b Alteration}", + "The drinker is transformed as if by the {@spell alter self} spell. They determine the effect of the spell, which lasts for 10 minutes." + ], + [ + "{@b Boldness}", + "The drinker can add {@dice 1d4} to any attack rolls and saving throws they make for 1 minute." + ], + [ + "{@b Flight}", + "The drinker gains a flying speed equal to 5 times your PB in feet for 10 minutes." + ], + [ + "{@b Healing}", + "The drinker regains a number of hit points equal to PB(d4) + your Intelligence Modifier." + ], + [ + "{@b Resilience}", + "The drinker gains a bonus to their Armor Class equal to half your PB for 10 minutes." + ], + [ + "{@b Swiftness}", + "The drinker's speed increases by a number of feet equal to 5 times your PB for 1 hour." + ] + ] + } + ], + "foundryImg": "icons/consumables/potions/potion-flask-corked-labeled-pink.webp" + }, + { + "name": "Alchemical Savant", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alternate Alchemist", + "subclassSource": "llasio", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, when you cast an artificer spell that deals acid, fire, necrotic, or poison damage, or restores hit points, you gain a bonus to the damage, or healing, roll equal to your Intelligence modifier (minimum of +1)." + ], + "foundryImg": "icons/consumables/potions/potion-jar-corked-labeled-red.webp" + }, + { + "name": "Restorative Reagents", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alternate Alchemist", + "subclassSource": "llasio", + "level": 9, + "header": 2, + "entries": [ + "Beginning at 9th level, whenever a creature drinks one of your Elixirs, they gain temporary hit points equal to {@dice 2d6} + your Intelligence modifier, in addition to the Elixir's effect.", + "Also, you can cast {@spell lesser restoration} without expending a spell slot, even if you don't have it prepared, provided you use your alchemist's supplies as the spellcasting focus.", + "You can cast {@spell lesser restoration} in this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ], + "foundrySystem": { + "activation.condition": "Whenever a creature drinks one of your Elixirs", + "uses": { + "value": "", + "max": "", + "per": "" + }, + "damage.parts": [ + [ + "2d6 + @abilities.int.mod", + "temphp" + ] + ] + }, + "foundryImg": "icons/consumables/potions/potion-round-corked-glowing-green.webp" + }, + { + "name": "Master Alchemist", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Alternate Alchemist", + "subclassSource": "llasio", + "level": 15, + "header": 2, + "entries": [ + "You have become a master among Alchemist artificers. Upon reaching 15th level, you gain resistance to acid and poison damage, and immunity to the {@condition poisoned} condition.", + "In addition, you can cast both {@spell greater restoration} and {@spell heal} without expending a spell slot, without preparing the spell, and without providing the material component, provided you use your alchemist's supplies as the spellcasting focus.", + "You can cast each of these spells once with this feature, and you must finish a long rest before you can do so again." + ], + "resist": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/consumables/potions/flask-corked-yellow-glow.webp" } ], "optionalfeature": [ @@ -1873,13 +2612,14 @@ "prerequisite": [ { "item": [ - "A set of {@item artisan's tools|phb} (requires attunement)" + "A set of artisan's tools (requires attunement)" ] } ], "entries": [ "The wielder is considered proficient with this magical set of tools, and as an action, they can transform this set of tools into another set of {@item artisan's tools|phb} of their choice." - ] + ], + "foundryImg": "icons/tools/fasteners/screw-flat-steel-grey.webp" }, { "name": "Arcane Implement", @@ -1896,7 +2636,8 @@ ], "entries": [ "This tiny length of wood is infused with an artificer cantrip of your choice. As an action, a creature can produce the imbued cantrip, using your spellcasting modifier to cast the spell." - ] + ], + "foundryImg": "icons/commodities/wood/bark-grey.webp" }, { "name": "Arm Launcher", @@ -1912,8 +2653,9 @@ } ], "entries": [ - "This tiny magical launcher can be loaded with a Tiny object (for example: ball bearings, a vial of acid, alchemist's fire, or holy water). As a bonus action the wearer can activate the launcher and make a ranged attack at a target within 20 feet. The launcher can be reloaded as an action." - ] + "This tiny magical launcher can be loaded with a Tiny object (for example: {@item ball bearings (bag of 1,000)|phb|ball bearings}, a {@item acid (vial)|phb|vial of acid}, {@item alchemist's fire (flask)|phb|alchemist's fire}, or {@item holy water (flask)|phb|holy water}). As a bonus action the wearer can activate the launcher and make a ranged attack at a target within 20 feet. The launcher can be reloaded as an action." + ], + "foundryImg": "icons/equipment/hand/gauntlet-armored-leather-teal-orange.webp" }, { "name": "Enhanced Instrument", @@ -1931,7 +2673,8 @@ "entries": [ "This instrument has been magically enhanced by artifice. The wielder is considered proficient with this instrument and can use it as a spellcasting focus. Whenever they make an ability check using this instrument, they gain a bonus to the roll equal to your Intelligence modifier (minimum of +1).", "At 10th level this magic instrument grants a +1 bonus to spell attack rolls. This bonus increases to +2 at 14th level." - ] + ], + "foundryImg": "icons/tools/instruments/bell-gold.webp" }, { "name": "Featherweight Belt", @@ -1949,7 +2692,8 @@ "entries": [ "When worn, this magic belt reduces the user to one-tenth of their weight without decreasing their physical abilities.", "At 10th level it reduces the wearer to one-hundredth of their weight without decreasing their physical abilities." - ] + ], + "foundryImg": "icons/equipment/waist/belt-coiled-leather-steel.webp" }, { "name": "Featherweight Weapon", @@ -1967,7 +2711,8 @@ "entries": [ "This magic weapon no longer has either the heavy or two-handed property (your choice upon infusion).", "At 10th level this weapon grants a +1 bonus to attack and damage rolls. This bonus becomes +2 at 14th level." - ] + ], + "foundryImg": "icons/skills/melee/sword-winged-holy-orange.webp" }, { "name": "Goggles of Clearsight", @@ -1983,9 +2728,10 @@ } ], "entries": [ - "While wearing these goggles, the wearer can see through lightly obscured areas without disadvantage on Wisdom ({@skill Perception}) checks. In addition, the wearer no longer suffers the negative effects from the Sunlight Sensitivity trait, and they have advantage on saving throws to resist being blinded.", + "While wearing these goggles, the wearer can see through lightly obscured areas without disadvantage on Wisdom ({@skill Perception}) checks. In addition, the wearer no longer suffers the negative effects from the {@i Sunlight Sensitivity} trait, and they have advantage on saving throws to resist being {@condition blinded}.", "This bonus increases at 10th level (+2) and 14th level (+3)." - ] + ], + "foundryImg": "icons/equipment/head/goggles-leather-grey.webp" }, { "name": "Power Whip", @@ -2003,7 +2749,8 @@ "entries": [ "This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it's damage die increases to {@dice 1d8}.", "This bonus increases at 10th level (+2) and 14th level (+3)." - ] + ], + "foundryImg": "icons/weapons/misc/whip-red-yellow.webp" }, { "name": "Immovable Boots", @@ -2027,7 +2774,8 @@ "entries": [ "When the user is standing on a flat surface, they can use an action to activate the boots, magically fixing the user in place. Until you use an action to deactivate the boots, you do not move, even if you are defying gravity.", "A creature can use an action to make a DC 30 Strength check, separating your boots from the surface on a success." - ] + ], + "foundryImg": "icons/equipment/feet/boots-armored-steel.webp" }, { "name": "Light Blade", @@ -2044,14 +2792,15 @@ } }, "item": [ - "A sword hilt or wand (requires attunement" + "A sword hilt or wand (requires attunement)" ] } ], "entries": [ "While grasping the item, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or disappear, from the end of the item. While the blade exists, this magic item is a simple weapon with the finesse property. The luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.", "The wielder gains a +1 bonus to attack and damage rolls made with this weapon, which deals {@dice 1d8} radiant damage on hit. Undead take an additional {@dice 1d8} radiant damage. The bonus to attack and damage rolls becomes +2 at 15th level." - ] + ], + "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp" }, { "name": "Repulsion Gauntlets", @@ -2075,7 +2824,8 @@ "entries": [ "These magical gauntlets have 4 charges. When the wearer hits a creature with an unarmed strike they can expend 1 charge and force the target to make a Strength saving throw. On a failed save, the creature is knocked back 15 feet. The gauntlets regain all expended charges at dawn.", "At 9th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 15th level." - ] + ], + "foundryImg": "icons/equipment/hand/gauntlet-plate-steel-grey.webp" }, { "name": "Skyfall Harness", @@ -2098,7 +2848,8 @@ ], "entries": [ "This magic harness automatically sizes to fit the wearer, and can be worn over clothing or light armor. It has wing-like fins between your limbs that can slow your fall or allow you to glide. When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall." - ] + ], + "foundryImg": "icons/equipment/chest/breastplate-layered-leather-stitched.webp" }, { "name": "War Gauntlet", @@ -2121,7 +2872,8 @@ ], "entries": [ "You attach either a martial weapon lacking the heavy or two handed properties, or a shield to the gauntlet. The wearer gains proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active." - ] + ], + "foundryImg": "icons/equipment/hand/gauntlet-armored-red-gold.webp" }, { "name": "Chameleon Armor", @@ -2144,7 +2896,8 @@ ], "entries": [ "This armor has 4 charges. While wearing this magical armor the wearer can use an action to expend charges and cast one of the following spells, targeting only themselves: {@spell invisibility} (2 charges) or {@spell greater invisibility} (4 charges). This armor regains all expended charges daily at dawn." - ] + ], + "foundryImg": "icons/equipment/chest/breastplate-layered-gold.webp" }, { "name": "Collar of Taming", @@ -2167,8 +2920,9 @@ ], "entries": [ "The magic of this collar can tame even the wildest of animals. You, and only you, can control any beast wearing this collar as if it were a trained mount. This collar does not work on beasts with an Intelligence score greater than your own.", - "At 15th level, this magic collar allows you to control any monstrosity with an Intelligence score of 5 or lower." - ] + "At 15th level, this magic collar allows you to control any {@filter monstrosity with an Intelligence score of 5 or lower|bestiary|type=monstrosity|Intelligence=[0;5]}." + ], + "foundryImg": "icons/equipment/neck/torc-ball-captive.webp" }, { "name": "Elemental Weapon", @@ -2192,7 +2946,8 @@ "entries": [ "You infuse a weapon with elemental energy. Upon infusion, choose a command word and one of the following damage types: acid, cold, fire, poison, or lightning. As a bonus action, the wielder can speak the command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On hit, the weapon deals an additional {@dice 1d4} of the elemental damage.", "The additional damage becomes {@dice 1d6} at 14th level." - ] + ], + "foundryImg": "icons/skills/melee/strike-weapon-polearm-ice-blue.webp" }, { "name": "Metamorphosis Armor", @@ -2215,7 +2970,8 @@ ], "entries": [ "This magic suit of armor has 4 charges. As an action, the wearer can expend a charge to cast the {@spell enlarge/reduce} spell, targeting only themselves, without expending a spell slot or requiring concentration. Re-casting the spell with the armor ends the effect. This armor regains all charges at dawn." - ] + ], + "foundryImg": "icons/equipment/chest/breastplate-layered-steel-blue-gold.webp" }, { "name": "Ring of the Elements", @@ -2240,7 +2996,8 @@ "Upon infusing this magic ring you select one of the following damage types: acid, cold, fire, poison, lightning, or thunder.", "When the wearer casts a spell that deals the damage type that you selected, they can activate this ring to deal maximum damage to one target of the spell instead of rolling.", "Once this ring is activated it cannot be used again until the wearer completes a short or long rest." - ] + ], + "foundryImg": "icons/equipment/finger/ring-band-gold-purple.webp" }, { "name": "Vampiric Weapon", @@ -2264,7 +3021,8 @@ "entries": [ "You enchant a weapon to drain life from enemies. When the wielder scores a critical hit with this weapon, the target takes an additional {@dice 2d6} necrotic damage, so long as the target is not a construct or undead. The wielder gains temporary hit points equal to the extra necrotic damage dealt.", "When you reach 14th level, the additional necrotic damage from this Infusion increases to {@dice 4d6}." - ] + ], + "foundryImg": "icons/skills/melee/blade-tip-chipped-blood-red.webp" }, { "name": "Helm of Mind Shielding", @@ -2286,8 +3044,9 @@ } ], "entries": [ - "The wearer of this magic helm is resistant to psychic damage, immune to the charmed and frightened conditions, and any magic that allows another creature to read their thoughts or telepathically communicate with them." - ] + "The wearer of this magic helm is resistant to psychic damage, immune to the {@condition charmed} and {@condition frightened} conditions, and any magic that allows another creature to read their thoughts or telepathically communicate with them." + ], + "foundryImg": "icons/equipment/head/helm-norman-black-gilded.webp" }, { "name": "Masterwork Homunculus", @@ -2308,7 +3067,8 @@ "entries": [ "You have discovered the secrets to the creation of life. You learn the {@spell clone} spell. It counts as an artificer spell for you, but it doesn't count against your number of Spells Known. You can cast {@spell clone} without expending a spell slot as long as you have the material components available.", "If you replace this Infusion with another at any point during the incubation period, the spell immediately fails." - ] + ], + "foundryImg": "icons/skills/wounds/blood-cells-vessel-blue.webp" }, { "name": "Mystic Armament", @@ -2331,7 +3091,8 @@ ], "entries": [ "This item has 4 charges. While wielding this magic weapon, the user can use their action to cast the {@spell steel wind strike|xge} spell, using the Infused weapon as the spellcasting focus, without expending a spell slot. The weapon regains all expended charges at the end of a long rest." - ] + ], + "foundryImg": "icons/skills/melee/strike-sword-dagger-runes-yellow.webp" }, { "name": "Mystic Shot", @@ -2355,7 +3116,226 @@ "entries": [ "While wielding this magic weapon, the user can use their action to cast {@spell swift quiver}, using the Infused weapon as the spellcasting focus, without expending a spell slot.", "Once activated, the wielder must finish a short or long rest before they can cast {@spell swift quiver} with this weapon again." + ], + "foundryImg": "icons/skills/ranged/arrow-flying-white-blue.webp" + }, + { + "name": "Amphibious Physiology", + "source": "llasio", + "featureType": [ + "LL:CT" + ], + "entries": [ + "While merged, the creature can breathe both air and water, and gains a 30 foot swim speed." + ], + "foundryEffects": [ + { + "name": "Swimming Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.swim", + "mode": "UPGRADE", + "value": 30 + } + ] + } + ], + "foundryImg": "icons/creatures/amphibians/treefrog-underneath-teal.webp" + }, + { + "name": "Resilient Hide", + "source": "llasio", + "featureType": [ + "LL:CT" + ], + "entries": [ + "While merged and not wearing any armor or using a shield, the creature's Armor Class is equal to 10 + your Intelligence modifier + their Constitution modifier." + ], + "foundryEffects": [ + { + "name": "Unarmored AC", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.attributes.ac.formula", + "mode": "CUSTOM", + "value": "10 + @abilities.int.mod + @abilities.con.mod" + }, + { + "key": "system.attributes.ac.calc", + "mode": "OVERRIDE", + "value": "custom" + } + ] + } + ], + "foundryImg": "icons/commodities/leather/scales-blue.webp" + }, + { + "name": "Vestigial Limb", + "source": "llasio", + "featureType": [ + "LL:CT" + ], + "entries": [ + "While merged, the creature grows an additional limb which resembles their own limbs. It has a reach of 5 feet, and can lift a number of pounds equal to your Intelligence score. The limb can't use weapons or shields nor can it do anything that requires manual precision." + ], + "foundryImg": "icons/commodities/biological/hand-gnarled-green.webp" + }, + { + "name": "Raucous Blast", + "source": "llasio", + "featureType": [ + "LL:MAW" + ], + "entries": [ + "Your Apparatus can assault creatures with a blast of sound. As an action, make a spell attack against a creature within 60 feet that can hear you. On hit, the creature takes {@damage 1d8} thunder damage and is deafened until the start of your next turn. The damage increases by {@dice 1d8} at 5th level ({@damage 2d8}), and again at 11th level ({@damage 3d8}), and 17th level ({@damage 4d8})." + ], + "foundrySystem": { + "actionType": "rsak", + "damage.parts": [ + [ + "@scale.composer.raucous-blast", + "thunder" + ] + ] + }, + "foundryImg": "icons/magic/sonic/projectile-sound-rings-wave.webp" + }, + { + "name": "Ringing Strike", + "source": "llasio", + "featureType": [ + "LL:MAW" + ], + "entries": [ + "Your Apparatus is a simple weapon with the versatile property, and it deals {@damage 1d8} ({@damage 1d10}) bludgeoning damage on hit. You are considered proficient with it, and you can use your Intelligence, in place of Strength, for attack and damage rolls. In addition, you can cast the {@spell booming blade|tce} cantrip as long as your Apparatus is the material component." + ], + "additionalSpells": [ + { + "known": { + "_": [ + "booming blade|tce" + ] + } + } + ], + "foundrySystem": { + "ability": "int", + "actionType": "mwak", + "damage.parts": [ + [ + "1d8", + "bludgeoning" + ] + ], + "versatile": "1d10" + }, + "foundryImg": "icons/magic/sonic/bell-alarm-red-purple.webp" + } + ], + "foundrySubclassFeature": [ + { + "name": "Flying Machine", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Aeronaut", + "subclassSource": "llasio", + "level": 3, + "effects": [ + { + "name": "Flying Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.fly", + "mode": "UPGRADE", + "value": "@scale.aeronaut.flying-speed" + } + ] + } + ] + }, + { + "name": "Aerial Maneuvers", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Aeronaut", + "subclassSource": "llasio", + "level": 9, + "effects": [ + { + "name": "Dexterity Check & Save Bonus", + "transfer": true, + "changes": [ + { + "key": "system.abilities.dex.bonuses.check", + "mode": "ADD", + "value": "max(1, @abilities.int.mod)" + }, + { + "key": "system.abilities.dex.bonuses.save", + "mode": "ADD", + "value": "max(1, @abilities.int.mod)" + } + ] + } + ] + }, + { + "name": "Augmented Flesh", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Biomancer", + "subclassSource": "llasio", + "level": 5, + "effects": [ + { + "name": "Merged Bonus", + "disabled": true, + "transfer": true, + "changes": [ + { + "key": "system.abilities.str.value", + "mode": "UPGRADE", + "value": "@abilities.int.value" + }, + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk", + "priority": 8 + } + ] + } + ] + }, + { + "name": "Strange Evolution", + "source": "llasio", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Biomancer", + "subclassSource": "llasio", + "level": 9, + "effects": [ + { + "name": "Movement Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.walk", + "mode": "ADD", + "value": 10 + } + ] + } ] } ] -} +} \ No newline at end of file From 9a0a700163a14a8b50d95dfde9b47014fe4907da Mon Sep 17 00:00:00 2001 From: James Walls Date: Mon, 29 May 2023 20:59:48 -0400 Subject: [PATCH 06/11] fix bad conflict resolve how do i keep messing this up --- class/LaserLlama; Alternate Bard.json | 377 ++++++++++++++++---------- 1 file changed, 227 insertions(+), 150 deletions(-) diff --git a/class/LaserLlama; Alternate Bard.json b/class/LaserLlama; Alternate Bard.json index 9bd9072b26..4f4b2605b0 100644 --- a/class/LaserLlama; Alternate Bard.json +++ b/class/LaserLlama; Alternate Bard.json @@ -13,7 +13,7 @@ "hakr14" ], "color": "ba0bba", - "version": "1.1.0", + "version": "1.1.1", "url": "https://www.gmbinder.com/share/-NN-4ej_kwDJyO0_98BM", "targetSchema": "1.10.8" } @@ -33,7 +33,8 @@ "FS:BA": "Fighting Style: Bard (Alternate)" }, "dateAdded": 1681740408, - "dateLastModified": 1683601714 + "dateLastModified": 1684017011, + "_dateLastModifiedHash": "312e783dc8" }, "class": [ { @@ -231,6 +232,20 @@ } ] } + }, + "20": { + "daily": { + "1e": [ + { + "choose": "level=6", + "count": 1 + }, + { + "choose": "level=7", + "count": 1 + } + ] + } } } } @@ -765,101 +780,6 @@ } } }, - { - "name": "Folklore", - "source": "LaserLlamaAlternateBard", - "className": "Bard (Alternate)", - "classSource": "LaserLlamaAlternateBard", - "level": 2, - "entries": [ - "You have traveled far and wide and gleaned various bits of knowledge. At 2nd level, you gain proficiency with two Bard class skills, musical instruments, or tools. You can learn to speak, read, and write one language of your choice in place of one or both of these proficiencies.", - "At certain Bard levels, you learn more Folklore. You gain proficiency with one Bard skill, musical instrument, tool, or learn another language of your choice at 7th, 10th, 14th, and 20th level." - ], - "languageProficiencies": [ - {}, - { - "any": 1 - }, - { - "any": 2 - } - ], - "skillProficiencies": [ - {}, - { - "choose": { - "from": [ - "acrobatics", - "arcana", - "deception", - "history", - "insight", - "investigation", - "perception", - "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth" - ], - "count": 1 - } - }, - { - "choose": { - "from": [ - "acrobatics", - "arcana", - "deception", - "history", - "insight", - "investigation", - "perception", - "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth" - ], - "count": 2 - } - } - ], - "toolProficiencies": [ - {}, - { - "any": 1 - }, - { - "any": 2 - } - ], - "foundryImg": "icons/sundries/documents/document-official-brownl.webp" - }, - { - "name": "Song of Rest", - "source": "LaserLlamaAlternateBard", - "className": "Bard (Alternate)", - "classSource": "LaserLlamaAlternateBard", - "level": 2, - "entries": [ - "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regains hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains additional hit points equal to one roll of your Bardic Inspiration Die.", - "In place of regaining these additional hit points, a creature can choose to reduce its current level of exhaustion by 1." - ], - "foundrySystem": { - "actionType": "heal", - "activation": { - "type": "special", - "condition": "At the end of a short rest" - }, - "damage.parts": [ - [ - "@scale.bard-alternate.bardic-inspiration", - "healing" - ] - ] - } - }, { "name": "Spellcasting", "source": "LaserLlamaAlternateBard", @@ -945,9 +865,81 @@ "classSource": "LaserLlamaAlternateBard", "level": 2, "entries": [ - "You have traveled far and wide and gleaned various bits of knowledge. At 2nd level, you gain proficiency with two Bard class skills, {@item musical instrument|PHB|musical instruments}, or {@filter tools|items|type=artisan's tools;gaming set}. You can learn to speak, read, and write one {@5etools language|languages.html} of your choice in place of one or both of these proficiencies.", - "At certain Bard levels, you learn more Folklore. You gain proficiency with one Bard skill, musical instrument, tool, or learn another language of your choice at 7th, 10th, 14th, and 20th level." - ] + "You have traveled far and wide and gleaned various bits of knowledge. At 2nd level, you gain proficiency with two skills, {@item musical instrument|PHB|musical instruments}, or {@filter tools|items|type=artisan's tools;gaming set}. You can learn to speak, read, and write one {@5etools language|languages.html} of your choice in place of one or both of these skill, instrument, or tool proficiencies.", + "At certain Bard levels, you learn more Folklore. You gain proficiency with one skill, musical instrument, tool, or learn another language of your choice at 7th, 10th, 14th, and 20th level." + ], + "languageProficiencies": [ + {}, + { + "any": 1 + }, + { + "any": 2 + } + ], + "skillProficiencies": [ + {}, + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ], + "count": 1 + } + }, + { + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ], + "count": 2 + } + } + ], + "toolProficiencies": [ + {}, + { + "any": 1 + }, + { + "any": 2 + } + ], + "foundryImg": "icons/sundries/documents/document-official-brownl.webp" }, { "name": "Song of Rest", @@ -958,7 +950,20 @@ "entries": [ "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regains hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains additional hit points equal to one roll of your Bardic Inspiration Die.", "In place of regaining these additional hit points, a creature can choose to reduce its current level of {@condition exhaustion} by 1." - ] + ], + "foundrySystem": { + "actionType": "heal", + "activation": { + "type": "special", + "condition": "At the end of a short rest" + }, + "damage.parts": [ + [ + "@scale.bard-alternate.bardic-inspiration", + "healing" + ] + ] + } }, { "name": "Bardic Tradition", @@ -982,7 +987,7 @@ "entries": [ "In your varied travels, you have plundered magical knowledge from an assortment of disciplines. At 3rd level, you learn two {@filter 1st-level spells of your choice from any class spell list|spells|level=1}. These Magical Secrets spells become Bard spells for you, but they do not count against your total number of Spells Known.", "You can cast each of your Magical Secret spells once, at its lowest level, without expending a spell slot, and you regain all expended uses when you finish a long rest. You can also cast Magical Secrets spells with any spell slots you have.", - "You learn two additional Magical Secrets spells of your choice when you reach 6th level, and again at 10th level, 14th level, and 18th level in this class. Any Magical Secret spells you learn must be of a level for which you have spell slots as shown on the Bard table.", + "You learn two additional Magical Secrets spells of your choice when you reach 6th level, and again at 10th level, 14th level, and 18th level in this class. Any additional Magical Secrets you learn must be of a level for which you have spell slots as per the Bard table.", "Unlike your other Bard spells, any Bard spells that you learn as a Magical Secret through this feature cannot be switched out for another Bard spell when you gain a level in this class." ], "foundrySystem": { @@ -1046,7 +1051,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 7, "entries": [ - "At 7th level, you learn more Folklore. You gain proficiency with one Bard skill, {@item musical instrument|PHB|musical instruments}, {@filter tool|items|type=artisan's tools;gaming set}, or learn another {@5etools language|languages.html} of your choice." + "At 7th level, you learn more Folklore. You gain proficiency with one skill, {@item musical instrument|PHB|musical instruments}, {@filter tool|items|type=artisan's tools;gaming set}, or learn another {@5etools language|languages.html} of your choice." ], "languageProficiencies": [ {}, @@ -1059,18 +1064,24 @@ { "choose": { "from": [ + "athletics", "acrobatics", + "sleight of hand", + "stealth", "arcana", - "deception", "history", - "insight", "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", "perception", + "survival", + "deception", + "intimidation", "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth" + "persuasion" ], "count": 1 } @@ -1128,7 +1139,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 10, "entries": [ - "At 10th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language." + "At 10th level, you learn more Folklore. You gain proficiency with one skill, {@item musical instrument|PHB|musical instruments}, {@filter tool|items|type=artisan's tools;gaming set}, or learn another {@5etools language|languages.html} of your choice." ], "languageProficiencies": [ {}, @@ -1141,18 +1152,24 @@ { "choose": { "from": [ + "athletics", "acrobatics", + "sleight of hand", + "stealth", "arcana", - "deception", "history", - "insight", "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", "perception", + "survival", + "deception", + "intimidation", "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth" + "persuasion" ], "count": 1 } @@ -1204,7 +1221,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 14, "entries": [ - "At 14th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language." + "At 14th level, you learn more Folklore. You gain proficiency with one skill, {@item musical instrument|PHB|musical instruments}, {@filter tool|items|type=artisan's tools;gaming set}, or learn another {@5etools language|languages.html} of your choice." ], "languageProficiencies": [ {}, @@ -1217,18 +1234,24 @@ { "choose": { "from": [ + "athletics", "acrobatics", + "sleight of hand", + "stealth", "arcana", - "deception", "history", - "insight", "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", "perception", + "survival", + "deception", + "intimidation", "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth" + "persuasion" ], "count": 1 } @@ -1301,7 +1324,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 20, "entries": [ - "At 20th level, you choose another of Bard class skill, {@item musical instrument|PHB}, or language. If you were not already, you gain the chosen proficiency, or learn to speak, read, and write that language." + "At 20th level, you learn more Folklore. You gain proficiency with one skill, {@item musical instrument|PHB|musical instruments}, {@filter tool|items|type=artisan's tools;gaming set}, or learn another {@5etools language|languages.html} of your choice." ], "languageProficiencies": [ {}, @@ -1314,18 +1337,24 @@ { "choose": { "from": [ + "athletics", "acrobatics", + "sleight of hand", + "stealth", "arcana", - "deception", "history", - "insight", "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", "perception", + "survival", + "deception", + "intimidation", "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth" + "persuasion" ], "count": 1 } @@ -1346,7 +1375,7 @@ "classSource": "LaserLlamaAlternateBard", "level": 20, "entries": [ - "At 20th level, your words and song inspire legendary feats of heroism. You can cast Magical Secrets spells by expending a number of your Bardic Inspiration dice equal to the level of the spell slot you would have expended to cast the spell." + "By 20th level, you have unlocked some of the most powerful and secret magics of the multiverse. You learn one 6th-level and one 7th-level spell of your choice from any spell list, and you can cast each spell once per long rest at its lowest level." ], "foundryImg": "icons/tools/instruments/harp-yellow-teal.webp" } @@ -1455,7 +1484,7 @@ "shortName": "Conspirator", "subclassFeatures": [ "Conspirator|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard", - "Extra Attack|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", + "Devious Strike|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", "Visage of Shadows|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|5|LaserLlamaAlternateBard", "Mental Anguish|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|11|LaserLlamaAlternateBard", "Sinister Manipulation|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|15|LaserLlamaAlternateBard" @@ -1823,7 +1852,7 @@ "header": 2, "entries": [ "{@i 15th-level Fool Tradition feature}", - "You can snatch defeat from victory to regain some of your bardic magic. Whenever you succeed on an ability check or saving throw, or hit with an attack roll, you can choose to fail or miss with your attack, often in comical fashion, and regain one of your expended Bardic Inspiration dice." + "You can snatch defeat from victory to regain some of your bardic magic. When the DM calls for you to make an ability check or forces you to make a saving throw and you succeed, you can instead choose to fail in comical fashion, and regain one of your expended Bardic Inspiration dice." ], "consumes": { "name": "Bardic Inspiration", @@ -1832,7 +1861,7 @@ "foundrySystem": { "activation": { "type": "special", - "condition": "Whenever you succeed on an ability check or saving throw, or hit with an attack roll" + "condition": "When the DM calls for you to make an ability check or forces you to make a saving throw and you succeed" } }, "foundryImg": "icons/magic/symbols/clover-luck-white-green.webp" @@ -1926,13 +1955,13 @@ "header": 2, "entries": [ "{@i 11th-level Loremaster Tradition feature}", - "Your skills are beyond reproach. When you use your Bardic Inspiration reaction to add to an ability check, you can invoke a magical success. When you do, the creature automatically succeeds on its ability check in an overtly magical fashion.", + "Your skills are beyond reproach. When you use your Bardic Inspiration reaction to add to an ability check, you can invoke a magical success and turn the creature's {@dice d20} roll into a 20. If the target succeeds, it does so in an overtly magical way.", "Once you use your Bardic Inspiration in this way you must finish a short or long rest before you can do so again.", { "type": "inset", "name": "Inspiration & Magical Success", "entries": [ - "With their Wondrous Success feature a Loremaster Bard can allow a creature to automatically succeed on any one ability check it makes once per rest.", + "With their Wondrous Success feature a Loremaster Bard can allow a creature to almost automatically succeed on one ability check once per rest.", "Remember, characters should only make ability checks when the DM calls for an ability check, and ability checks should not be called for unless there is a chance, however small, of a successful result." ] } @@ -2105,7 +2134,7 @@ ], "foundrySystem": { "activation": { - "type": "speical", + "type": "special", "condition": "Whenever you hit a creature with a weapon attack" }, "damage.parts": [ @@ -2154,8 +2183,9 @@ "subclassShortName": "Conspirator", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 1, "entries": [ - "The Bards known as Conspirators use their skills and talents for their own benefit. They abuse the trust most folks have for Bards and work their way into positions where they can find incriminating secrets to use for blackmail. Operating behind the scenes to accumulate wealth and influence, Conspirators rarely reveal their true motivations to others.", + "The Bards known as Conspirators use their skills and talents for their own benefit. They abuse the trust most folks have for Bards and work their way into positions where they can find incriminating secrets to use for blackmail. These narcissistic Bards often masquerade as practitioners of other Traditions, operating in secret to accumulate wealth and influence, and rarely, if ever, reveal their true motivations to others.", { "type": "refSubclassFeature", "subclassFeature": "Cunning Influence|Bard (Alternate)|LaserLlamaAlternateBard|Conspirator|LaserLlamaAlternateBard|3|LaserLlamaAlternateBard" @@ -2178,7 +2208,9 @@ "subclassShortName": "Conspirator", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 2, "entries": [ + "{@i 3rd-level Conspirator Tradition feature}", "You are an expert at manipulating creatures that make the mistake of trusting you. You gain proficiency in {@skill Deception} and with two of the following tools of your choice: {@item disguise kit|phb|disguise kits}, {@item forgery kit|phb|forgery kits}, {@item poisoner's kit|phb|poisoner's kits}, or {@item thieves' tools|phb}.", "Whenever you make an ability check that uses any of the skill or tool proficiencies listed above you gain a bonus to your roll equal to one roll of your Bardic Inspiration die." ], @@ -2210,7 +2242,9 @@ "subclassShortName": "Conspirator", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 2, "entries": [ + "{@i 3rd-level Conspirator Tradition feature}", "Your strikes assault body and mind. When you hit a creature with a weapon attack, you can expend a Bardic Inspiration die to deal additional psychic damage to the creature equal to two rolls of your Bardic Inspiration die." ], "consumes": { @@ -2238,7 +2272,9 @@ "subclassShortName": "Conspirator", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 2, "entries": [ + "{@i 3rd-level Conspirator Tradition feature}", "You can lace innocent speech with insidious bardic magic to inspire terror and paranoia. If you speak with a humanoid for at least 1 minute, you can expend one Bardic Inspiration die and force it to make a Wisdom saving throw. On a failed save, it is {@condition frightened} of a creature of your choice that it can see for 1 hour. This effect ends early if the frightened creature or its allies are attacked or damaged by you or your allies.", "Regardless of the outcome of the saving throw, the target is unaware that you tried to magically influence its feelings." ], @@ -2254,15 +2290,18 @@ "foundryImg": "icons/magic/unholy/barrier-fire-pink.webp" }, { - "name": "Extra Attack", + "name": "Devious Strike", "source": "LaserLlamaAlternateBard", "className": "Bard (Alternate)", "classSource": "LaserLlamaAlternateBard", "subclassShortName": "Conspirator", "subclassSource": "LaserLlamaAlternateBard", "level": 5, + "header": 2, "entries": [ - "You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one Bard cantrip you know in place of one of these attacks." + "{@i 5th-level Conspirator Tradition feature}", + "Once per turn, you can deal an additional {@damage 2d6} damage to one creature you hit with a weapon attack if another enemy of the target, other then you is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage.", + "This additional damage increases at certain levels in this class: at 9th level ({@damage 3d6}), 13th level ({@damage 4d6}), and 17th level ({@damage 5d6})." ] }, { @@ -2273,12 +2312,13 @@ "subclassShortName": "Conspirator", "subclassSource": "LaserLlamaAlternateBard", "level": 5, + "header": 2, "entries": [ + "{@i 5th-level Conspirator Tradition feature}", "You can use sinister magic to trap the visage of other people who fall victim to you. When a humanoid dies within 30 feet of you, you can use your reaction to capture its Shadow.", "As an action, you can expend this Shadow and magically transform so that you resemble that humanoid as it looked in life. The effect lasts for 1 hour or until you end it as an action.", "While you are transformed by a Shadow, you have access to any information that humanoid would have shared with a casual acquaintance, such as general details on its personal life and background, but not any secret information.", - "Creatures can attempt to see through this transformation by using their action to make an Intelligence ({@skill Investigation}) or Wisdom ({@skill Insight}) check against your Bard Spell save DC.", - "You can only have one Shadow captured at a time. Should you capture another Shadow, the previous Shadow is lost." + "Creatures can attempt to see through this transformation by using their action to make an Intelligence ({@skill Investigation}) or Wisdom ({@skill Insight}) check against your Bard Spell save DC." ], "foundrySystem": { "activation": { @@ -2296,9 +2336,11 @@ "subclassShortName": "Conspirator", "subclassSource": "LaserLlamaAlternateBard", "level": 11, + "header": 2, "entries": [ + "{@i 11th-level Conspirator Tradition feature}", "You weave manipulative magic into every strike. When you use Psychic Assault, you can force the creature to make a Wisdom saving throw against your Bard Spell save DC, or it becomes {@condition frightened} of you until the end of your next turn.", - "Also, when you hit a creature that is frightened of you with a weapon attack, you can end the frightened condition for it and turn your weapon attack into an automatic critical hit." + "Also, when you hit a creature that is {@condition frightened} of you with a weapon attack, you can end the {@condition frightened} condition for it and turn your weapon attack into an automatic critical hit." ], "foundrySystem": { "activation": { @@ -2316,11 +2358,13 @@ "subclassShortName": "Conspirator", "subclassSource": "LaserLlamaAlternateBard", "level": 15, + "header": 2, "entries": [ + "{@i 15th-level Conspirator Tradition feature}", "Your manipulative magic knows no bounds. As an action, you can whisper into the ear of a creature that can both hear and understand you within 5 feet and force it to make a Wisdom saving throw against your Bard Spell save DC.", "On a failed save, the creature believes that you know of its darkest secret, though you have no knowledge of it. It is then {@condition charmed} by you until you or your allies attack or damage it.", - "While charmed this way, a creature will secretly aid you in any way it can, short of fighting or risking its life for you.", - "You can only have one creature charmed in this way at a time, and attempting to charm another creature in this way ends this effect for the previous creature. You can also end these effects on the charmed creature as an action." + "While {@condition charmed} this way, a creature will secretly aid you in any way it can, short of fighting or risking its life for you.", + "You can only have one creature {@condition charmed} in this way at a time, and attempting to charm another creature in this way ends this effect for the previous creature. You can also end these effects on the {@condition charmed} creature as an action." ], "foundryImg": "icons/magic/control/debuff-energy-hold-pink.webp" }, @@ -2332,6 +2376,7 @@ "subclassShortName": "Mesmer", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 1, "entries": [ "Often hailing from the wondrous courts of the Feywild, these glamorous Bards use their magic to beguile and captivate all who look upon them. Never to be upstaged, Bards known as Mesmers use their powerful personalities to manipulate or motivate an audience to serve their goals.", { @@ -2352,7 +2397,9 @@ "subclassShortName": "Mesmer", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 2, "entries": [ + "{@i 3rd-level Mesmer Tradition feature}", "Your words are laced with seductive Fey magic. You learn the {@spell friends|LaserLlamaAlternateBard}, {@spell charm person}, and {@spell command} spells, but they do not count against your total number of Cantrips Known or Spells Known.", "Also, if you perform for, or speak with a creature for at least 1 minute, you can expend one Bardic Inspiration die to cast {@spell charm person} targeting that creature. When you cast the spell in this way, the target is unaware that you attempted to influence it with magic." ], @@ -2375,8 +2422,10 @@ "subclassShortName": "Mesmer", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 2, "entries": [ - "You can temporarily enhance your appearance with bardic magic. As a bonus action, you can expend a Bardic Inspiration die to empower yourself with Fey magic and choose any number of creatures, up to your Charisma modifier, that can see you within 60 feet.", + "{@i 3rd-level Mesmer Tradition feature}", + "You can momentarily enhance your appearance with bardic magic. As a bonus action, you can expend a Bardic Inspiration die to empower yourself with Fey magic and choose any number of creatures, up to your Charisma modifier, that can see you within 60 feet.", "Creatures gain temporary hit points equal to one roll of your Bardic Inspiration die and can instantly move up to their speed.", "This special movement does not provoke opportunity attacks." ], @@ -2401,9 +2450,11 @@ "subclassShortName": "Mesmer", "subclassSource": "LaserLlamaAlternateBard", "level": 5, + "header": 2, "entries": [ + "{@i 5th-level Mesmer Tradition feature}", "The seductive power of your bardic magic has grown. When you use Wondrous Performance it lasts for 1 minute, but it ends early if you are {@condition incapacitated} or you choose to end it.", - "While your Wondrous Performance lasts, you can use each subsequent bonus action to either grant a single creature the benefits of Wondrous Performance, or you can cast {@spell charm person} or {@spell command} without expending a spell slot." + "While your Wondrous Performance lasts, you can use each subsequent bonus action to either grant a single creature the benefits of Wondrous Performance, or you can cast {@spell charm person} or {@spell command} without expending a spell slot. When cast in this way these spells only last until the end of your Performance." ], "foundryImg": "icons/tools/instruments/chimes-wood-brown.webp" }, @@ -2415,7 +2466,9 @@ "subclassShortName": "Mesmer", "subclassSource": "LaserLlamaAlternateBard", "level": 5, + "header": 2, "entries": [ + "{@i 5th-level Mesmer Tradition feature}", "You can attempt to distract your foes with whimsical magic. As a reaction when a creature you can see targets you with a melee attack, you can add one roll of your Bardic Inspiration die to your Armor Class against that attack." ], "foundrySystem": { @@ -2431,7 +2484,9 @@ "subclassShortName": "Mesmer", "subclassSource": "LaserLlamaAlternateBard", "level": 11, + "header": 2, "entries": [ + "{@i 11th-level Mesmer Tradition feature}", "Your performances exude a powerful aura of protective Fey magic. Creatures of your choice within 30 feet that can see or hear you have advantage on saving throws to resist the {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition petrified}, and {@condition stunned} conditions while your Wondrous Performance lasts." ], "foundryImg": "icons/magic/defensive/barrier-shield-dome-blue-purple.webp" @@ -2444,7 +2499,9 @@ "subclassShortName": "Mesmer", "subclassSource": "LaserLlamaAlternateBard", "level": 15, + "header": 2, "entries": [ + "{@i 15th-level Mesmer Tradition feature}", "The bardic magic you draw from the Feywild has changed you, giving you a lovely yet fierce appearance. When you force a creature that can see you to make a saving throw to resist the {@condition charmed} or {@condition frightened} condition while your Wondrous Performance is active, it has disadvantage on its roll." ], "foundryImg": "icons/magic/light/explosion-star-glow-silhouette.webp" @@ -2457,6 +2514,7 @@ "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 1, "entries": [ "Known simply as Blades, the Bards that follow this Tradition are famous for their wondrous, yet deadly performances that incorporate bladed weapons. Far from mundane performers, these Bards use their skill with blades to find employment as duelists, vigilantes, and sometimes even turn to adventuring.", { @@ -2481,9 +2539,11 @@ "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 2, "entries": [ + "{@i 3rd-level Sword Dancer Tradition feature}", "You incorporate deadly blades and combat techniques into your performances. You gain proficiency with {@item scimitar|phb|scimitars}, and if you are proficient with a melee weapon, you can use it as a spellcasting focus for any Bard spell you know.", - "You also gain proficiency in {@skill Performance}, and whenever you would make a Charisma (Performance) check, you can make a Dexterity (Performance) check that incorporates a deadly bladed weapon you are proficient with instead." + "You also gain proficiency in {@skill Performance}, and whenever you would make a Charisma ({@skill Performance}) check, you can make a Dexterity ({@skill Performance}) check that incorporates a deadly bladed weapon you are proficient with instead." ], "skillProficiencies": [ { @@ -2505,7 +2565,9 @@ "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 2, "entries": [ + "{@i 3rd-level Sword Dancer Tradition feature}", "You gain one of the Fighting Styles listed below. You cannot learn the same Fighting Style more than once, even if you are able to learn another Fighting Style.", "Whenever you gain a Bard level, you can replace this Fighting Style with another option from the same list.", { @@ -2566,13 +2628,15 @@ "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 3, + "header": 2, "entries": [ + "{@i 3rd-level Sword Dancer Tradition feature}", "You have studied various exploits to improve your deadly bardic performances. You gain the following features:", { "type": "entries", "name": "Exploits", "entries": [ - "You learn two Martial Exploits of your choice from those available to the Alternate Fighter. The Exploits Known column of the Blade Dancer Exploits table shows when you learn more Martial Exploits of your choice.", + "You learn two {@filter Martial Exploits|optionalfeatures|feature type=ll:me} of your choice from those available to the Alternate Fighter. The Exploits Known column of the Blade Dancer Exploits table shows when you learn more Martial Exploits of your choice.", "To use an Exploit, you expend a Bardic Inspiration die. You can only use one Exploit per ability check, attack, or saving throw. When a Martial Exploit refers to an Exploit Die, you use your Bardic Inspiration die.", "When you gain a Bard level, you can replace one Exploit you know with another Martial Exploit of your choice of that degree." ] @@ -2597,6 +2661,13 @@ ] } ] + }, + { + "type": "inset", + "name": "Multiclassing & Exploits", + "entries": [ + "Your martial skill depends partly on your combined levels in classes that learn Exploits, and partly on your individual levels in each class. If your group uses the optional rule for multiclassing and you learn Exploits from more than one class, you use the following rules: {@link Alternate Martial Multiclassing|https://www.gmbinder.com/share/-NGUL51kfZCPlESxL1wq}." + ] } ], "consumes": { @@ -2611,8 +2682,10 @@ "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 5, + "header": 2, "entries": [ - "You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one Bard cantrip you know in place of one of these attacks." + "{@i 5th-level Sword Dancer Tradition feature}", + "You can attack twice, instead of once, whenever you take the {@action Attack} action on your turn. Moreover, you can cast one Bard cantrip you know in place of one of these attacks." ] }, { @@ -2623,7 +2696,9 @@ "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 11, + "header": 2, "entries": [ + "{@i 11th-level Sword Dancer Tradition feature}", "You wield your chosen weapons with deadly precision. When you deal damage with a melee weapon that you are proficient with, you can roll your Bardic Inspiration die in place of the weapon's normal damage die, unless its damage die is higher.", "In addition, when you use an Exploit as part of your action, you can take the {@action Dash} or {@action Disengage} action as a bonus action." ], @@ -2637,7 +2712,9 @@ "subclassShortName": "Sword Dancer", "subclassSource": "LaserLlamaAlternateBard", "level": 15, + "header": 2, "entries": [ + "{@i 15th-level Sword Dancer Tradition feature}", "You are a master of your deadly yet beautiful craft. Once per turn, you can use an Exploit you know without expending a Bardic Inspiration die, rolling a {@dice d6} in its place.", "Finally, at the end of each long rest, you can spend time practicing your techniques and replace one Martial Exploit you know with another Martial Exploit of your choice." ], From 4092c3018276dded8818dc9aaeb3f4dc8d662d4d Mon Sep 17 00:00:00 2001 From: James Walls Date: Wed, 31 May 2023 18:56:36 -0400 Subject: [PATCH 07/11] requested changes --- .../LaserLlama; Fighter Archetypes & Fighting Styles.json | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json b/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json index 163d75890e..17db9f5973 100644 --- a/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json +++ b/subclass/LaserLlama; Fighter Archetypes & Fighting Styles.json @@ -1258,7 +1258,7 @@ ], "resources": [ { - "name": "Superiority Dice", + "name": "Superiority Die", "type": "dicePool", "count": "floor((<$level$> + 30) / 8)", "number": 1, @@ -1407,7 +1407,7 @@ } ], "consumes": { - "name": "Superiority Dice", + "name": "Superiority Die", "amount": -1 }, "foundryImg": "icons/magic/movement/trail-streak-zigzag-yellow.webp" @@ -2202,7 +2202,7 @@ ], "resources": [ { - "name": "Superiority Dice", + "name": "Superiority Die", "type": "dicePool", "count": "floor((<$level$> + 30) / 8)", "number": 1, From 27dd6f8756d4e529d02335b77e195a62b90aafc7 Mon Sep 17 00:00:00 2001 From: James Walls Date: Mon, 26 Jun 2023 17:57:16 -0400 Subject: [PATCH 08/11] Laserllama Foundry support (pt 3) Shaman, Vessel (wip) --- class/LaserLlama; The Shaman.json | 2129 +++++++++++++++++++++++-- class/LaserLlama; The Vessel.json | 2446 +++++++++++++++++++++++++++++ 2 files changed, 4425 insertions(+), 150 deletions(-) create mode 100644 class/LaserLlama; The Vessel.json diff --git a/class/LaserLlama; The Shaman.json b/class/LaserLlama; The Shaman.json index 2971dd9b3b..b9e0fff7d4 100644 --- a/class/LaserLlama; The Shaman.json +++ b/class/LaserLlama; The Shaman.json @@ -1,5 +1,4 @@ { - "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", "_meta": { "sources": [ { @@ -11,12 +10,13 @@ ], "convertedBy": [ "ProfForp#0242", - "Dazzle#9021" + "Dazzle#9021", + "hakr14" ], "color": "35EF78", "version": "5.6.0", "url": "https://www.gmbinder.com/share/-M-6Rt87VW4p1cfPpPWO", - "targetSchema": "1.1.0" + "targetSchema": "1.10.9" }, { "json": "LLSH:E", @@ -26,12 +26,13 @@ "LaserLlama" ], "convertedBy": [ - "Dazzle#9021" + "Dazzle#9021", + "hakr14" ], "version": "5.6.0", "color": "316167", - "url": "https://www.gmbinder.com/share/-MyVERQKKbawlJLVjpyo", - "targetSchema": "1.2" + "url": "https://www.gmbinder.com/share/-N6Oo4k2AJmkFG06__DB", + "targetSchema": "1.10.9" } ], "dependencies": { @@ -47,11 +48,14 @@ "LL:GTM": "Greater Totem", "LL:SF": "Sacred Focus", "LL:TTM": "Totem", - "LL:TWS": "Totemic Weapon Spirit" + "LL:TWS": "Totemic Weapon Spirit", + "LL:EM": "Elemental Mastery", + "LL:ES": "Elementalist Spell", + "LL:EI": "Elemental Investiture", + "LL:EGT": "Elemental Greater Totem" }, "dateAdded": 1658237901, - "dateLastModified": 1686754541, - "_dateLastModifiedHash": "2299c953a2" + "dateLastModified": 1687816514 }, "class": [ { @@ -473,20 +477,6 @@ 12, 12 ], - "spellsKnownProgressionFixedByLevel": { - "11": { - "6": 1 - }, - "13": { - "7": 1 - }, - "15": { - "8": 1 - }, - "17": { - "9": 1 - } - }, "classSpells": [ "Blade Ward", "Chill Touch", @@ -615,6 +605,51 @@ "Skill Empowerment|XGE", "Spiritual Sundering|LLSH", "Wrath of Nature|XGE" + ], + "optionalfeatureProgression": [ + { + "name": "Totem", + "featureType": [ + "LL:TTM" + ], + "progression": { + "1": 2, + "4": 3, + "6": 4, + "9": 5, + "12": 6, + "15": 7, + "18": 8 + } + } + ], + "foundryAdvancement": [ + { + "name": "Totemic Assault Damage", + "type": "ScaleValue", + "configuration": { + "identifier": "totemic-assault", + "type": "dice", + "scale": { + "1": { + "n": 1, + "die": 8 + }, + "5": { + "n": 2, + "die": 8 + }, + "11": { + "n": 3, + "die": 8 + }, + "17": { + "n": 4, + "die": 8 + } + } + } + } ] } ], @@ -650,7 +685,8 @@ } ] } - ] + ], + "foundryImg": "icons/magic/holy/meditation-chi-focus-blue.webp" }, { "name": "Totems", @@ -673,15 +709,32 @@ ] }, { - "type": "entries", - "name": "Totemic Assault", - "entries": [ - "You can temporarily unleash the primal spirits bound within your Totems to assault your foes. While you are holding one of your Totems, you can use your action to force one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature takes {@dice 1d8} necrotic damage.", - "At certain Shaman levels, this damage increases: at 5th level ({@dice 2d8}), at 11th level ({@dice 3d8}), and at 17th level ({@dice 4d8})." - ] + "type": "refClassFeature", + "classFeature": "Totemic Assault|Shaman|LLSH|1" } ] }, + { + "name": "Totemic Assault", + "source": "LLSH", + "page": 4, + "className": "Shaman", + "classSource": "LLSH", + "level": 1, + "entries": [ + "You can temporarily unleash the primal spirits bound within your Totems to assault your foes. While you are holding one of your Totems, you can use your action to force one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature takes {@dice 1d8} necrotic damage.", + "At certain Shaman levels, this damage increases: at 5th level ({@dice 2d8}), at 11th level ({@dice 3d8}), and at 17th level ({@dice 4d8})." + ], + "foundrySystem": { + "damage.parts": [ + [ + "@scale.shaman.totemic-assault", + "necrotic" + ] + ] + }, + "foundryImg": "icons/creatures/unholy/demons-horned-glowing-pink.webp" + }, { "name": "Primal Magic", "source": "LLSH", @@ -749,7 +802,16 @@ "You channel spiritual power through your mind, manipulating the You can use any Totem to which you have bound a spirit as the spellcasting focus for your Shaman spells. See the Totem feature for a description of what can be used as a Totem." ] } - ] + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/symbols/mask-yellow-orange.webp" }, { "name": "Spirituality", @@ -791,7 +853,8 @@ "level": 5, "entries": [ "You have gained greater control over the spirit world. Starting at 5th level, at the end of a long rest, you can replace a {@filter Totem|optionalfeatures|feature type=LL:TTM} you know with another Totem of your choice." - ] + ], + "foundryImg": "icons/magic/symbols/circle-ouroboros.webp" }, { "name": "Spirituality Feature", @@ -882,7 +945,16 @@ } ] } - ] + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/unholy/orb-contained-pink.webp" }, { "name": "Ability Score Improvement", @@ -905,7 +977,16 @@ "level": 13, "entries": [ "At 13th level, you may cast the 7th-level spell granted to you by your chosen Greater Totem Spirit once, at its lowest level, without expending a spell slot. Once you do so you must finish a long rest before you can cast that spell again." - ] + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/unholy/orb-contained-pink.webp" }, { "name": "Spirituality Feature", @@ -927,7 +1008,16 @@ "level": 15, "entries": [ "At 15th level, you may cast the 8th-level spell granted to you by your chosen Greater Totem Spirit once, at its lowest level, without expending a spell slot. Once you do so you must finish a long rest before you can cast that spell again." - ] + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/unholy/orb-contained-pink.webp" }, { "name": "Ability Score Improvement", @@ -950,7 +1040,16 @@ "level": 17, "entries": [ "At 17th level, you may cast the 9th-level spell granted to you by your chosen Greater Totem Spirit once, without expending a spell slot. Once you do so you must finish a long rest before you can cast that spell again." - ] + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/unholy/orb-contained-pink.webp" }, { "name": "Ability Score Improvement", @@ -972,11 +1071,19 @@ "classSource": "LLSH", "level": 20, "entries": [ - "You have transcended the need for a corporeal form. At 20th level, your physical body no longer ages, and you are immune to all disease, the poisoned condition, and poison damage.", + "You have transcended the need for a corporeal form. At 20th level, your physical body no longer ages, and you are immune to all disease, the {@condition poisoned} condition, and poison damage.", "When you finish a long rest, you can choose to reduce your number of Bound Totems by one to create a special Totem that is attuned to your soul. Should you die, that Totem grows into an exact replica of your body, though it lacks a soul.", - "When you die, you become an incorporeal spirit, unable to interact with the world around you. If you can return to the replica of your body, you return to life at the following dawn", + "When you die, you become an incorporeal spirit, unable to interact with the world around you. If you can return to the replica of your body, you return to life at the following dawn.", "If you do not return to the replica of your body, you die at the following dawn." - ] + ], + "conditionImmune": [ + "disease", + "poisoned" + ], + "immune": [ + "poison" + ], + "foundryImg": "icons/magic/unholy/projectile-fireball-agile-purple.webp" } ], "subclass": [ @@ -1002,6 +1109,37 @@ "Phantasmal Killer", "Contagion", "Enervation|XGE" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "Blindness/Deafness", + "Ray of Enfeeblement" + ], + "5": [ + "Bestow Curse", + "Vampiric Touch" + ], + "7": [ + "Blight", + "Phantasmal Killer" + ], + "9": [ + "Contagion", + "Enervation|XGE" + ] + }, + "innate": { + "14": { + "daily": { + "1": [ + "create undead" + ] + } + } + } + } ] }, { @@ -1026,6 +1164,28 @@ "Staggering Smite", "Contact Other Plane", "Steel Wind Strike|XGE" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "Magic Weapon", + "Spiritual Weapon" + ], + "5": [ + "Clairvoyance", + "Spirit Shroud|TCE" + ], + "7": [ + "Guardian of Faith", + "Staggering Smite" + ], + "9": [ + "Contact Other Plane", + "Steel Wind Strike|XGE" + ] + } + } ] }, { @@ -1050,6 +1210,41 @@ "Locate Creature", "Hold Monster", "Tree Stride" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "Animal Messenger", + "Beast Sense" + ], + "5": [ + "Conjure Animals", + "Fear" + ], + "7": [ + "Dominate Beast", + "Locate Creature" + ], + "9": [ + "Hold Monster", + "Tree Stride" + ] + } + } + ], + "optionalfeatureProgression": [ + { + "name": "Bestial Adaptations", + "featureType": [ + "LL:BA" + ], + "progression": { + "3": 1, + "6": 2, + "10": 3 + } + } ] }, { @@ -1075,6 +1270,52 @@ "Death Ward", "Creation", "Greater Restoration" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "Lesser Restoration", + "Warding Bond" + ], + "5": [ + "Beacon of Hope", + "Revivify" + ], + "7": [ + "Aura of Life", + "Death Ward" + ], + "9": [ + "Creation", + "Greater Restoration" + ] + } + } + ], + "foundryAdvancement": [ + { + "name": "Totemic Blessing Uses", + "type": "ScaelValue", + "congfiguration": { + "identifier": "totemic-blessing", + "type": "number", + "scale": { + "3": { + "value": 1 + }, + "6": { + "value": 2 + }, + "12": { + "value": 3 + }, + "18": { + "value": 4 + } + } + } + } ] }, { @@ -1119,7 +1360,40 @@ "ice storm", "cone of cold" ] - } + }, + "optionalfeatureProgression": [ + { + "name": "Elemental Mastery", + "featureType": [ + "LL:EM" + ], + "progression": { + "3": 1 + } + }, + { + "name": "Elementalist Progression", + "featureType": [ + "LL:EM", + "LL:ES" + ], + "progression": { + "6": 1, + "10": 2 + } + }, + { + "name": "Elemental Ascension", + "featureType": [ + "LL:EM", + "LL:EI", + "LL:EGT" + ], + "progression": { + "14": 1 + } + } + ] }, { "name": "Far Seer", @@ -1143,6 +1417,56 @@ "divination", "contact other plane", "scrying" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "augury", + "detect thoughts" + ], + "5": [ + "clairvoyance", + "tongues" + ], + "7": [ + "arcane eye", + "divination" + ], + "9": [ + "contact other plane", + "scrying" + ] + } + } + ], + "foundryAdvancement": [ + { + "name": "Spirits of Fate", + "type": "ScaleValue", + "configuration": { + "identifier": "spirits-of-fate", + "type": "dice", + "scale": { + "3": { + "n": 2, + "die": 4 + }, + "6": { + "n": 2, + "die": 6 + }, + "10": { + "n": 2, + "die": 8 + }, + "14": { + "n": 2, + "die": 12 + } + } + } + } ] }, { @@ -1167,6 +1491,28 @@ "guardian of faith", "arcane hand", "wall of light|XGE" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "spritual weapon", + "warding bond" + ], + "5": [ + "blink", + "spirit guardians" + ], + "7": [ + "death ward", + "guardian of faith" + ], + "9": [ + "arcane hand", + "wall of light|xge" + ] + } + } ] }, { @@ -1191,6 +1537,28 @@ "polymorph", "geas", "summon draconic spirit|FTD" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "dragon's breath|XGE", + "suggestion" + ], + "5": [ + "fear", + "fly" + ], + "7": [ + "dominate beast", + "polymorph" + ], + "9": [ + "geas", + "summon draconic spirit|FTD" + ] + } + } ] } ], @@ -1267,7 +1635,8 @@ "{@i 3rd-level Curse Binder feature}", "You can curse with a glance. As a reaction, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can impose disadvantage on its roll.", "You can use this reaction a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest." - ] + ], + "foundryImg": "icons/magic/perception/eye-slit-pink.webp" }, { "name": "Totemic Curse", @@ -1290,7 +1659,14 @@ ] }, "The conditions inflicted by this feature can be ended early with {@spell lesser restoration} or {@spell remove curse}. The afflicted creature can repeat the saving throw as an action on its turn, ending the effect on a success." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When a creature fails its saving throw against Totemic Assault" + } + }, + "foundryImg": "icons/magic/control/debuff-chains-purple.webp" }, { "name": "Sinister Spellcasting", @@ -1305,7 +1681,8 @@ "entries": [ "{@i 6th-level Curse Binder feature}", "Dark spirits empower your magic. When you deal damage to a creature with a shaman cantrip or Totemic Assault, you add your Wisdom modifier (minimum of +1) to your damage roll." - ] + ], + "foundryImg": "icons/magic/symbols/runes-star-magenta.webp" }, { "name": "Shamanistic Ward", @@ -1321,7 +1698,8 @@ "{@i 10th-level Curse Binder feature}", "Sinister spirits ward you against elemental assaults. At the end of each long rest, choose either acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of your next long rest, you are resistant to that damage.", "When you take damage of a type that you resist, you can use Totemic Assault as a reaction, targeting your attacker." - ] + ], + "foundryImg": "icons/magic/defensive/shield-barrier-blades-teal.webp" }, { "name": "Foul Conjuration", @@ -1337,7 +1715,19 @@ "{@i 14th-level Curse Binder feature}", "You have reached the apex of sinister shamanism, the ability to create corporeal bodies for the spirits you conjure. As an action on your turn, you can cast {@spell create undead} at 6th-level, without expending a spell slot or the material components.", "Once you cast create undead in this way, you must finish a long rest before you can cast it in this way again." - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + }, + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/death/hand-undead-skeleton-fire-green.webp" }, { "name": "Spirit Warrior", @@ -1410,7 +1800,18 @@ "entries": [ "{@i 3rd-level Spirit Warrior feature}", "When you adopt this Spirituality, spirits of ancient warriors grant you their lifetimes' worth of combat experience. You gain proficiency with medium armor and all martial weapons." - ] + ], + "armorProficiencies": [ + { + "medium": true + } + ], + "weaponProficiencies": [ + { + "martial": true + } + ], + "foundryImg": "icons/sundries/books/book-backed-wood-tan.webp" }, { "name": "Totemic Weapon", @@ -1443,7 +1844,8 @@ } ] } - ] + ], + "foundryImg": "icons/skills/melee/strike-morningstar-gray.webp" }, { "name": "Extra Attack", @@ -1473,7 +1875,19 @@ "entries": [ "{@i 10th-level Spirit Warrior feature}", "You can offer your very life force to the spirit realm to resist the grasp of death. When you are reduced to 0 hit points but not killed outright, you can expend one of your Hit Dice to drop to 1 hit point instead of falling to 0." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you are reduced to 0 hit points but not killed outright" + }, + "consume": { + "amount": 1, + "type": "hitDice", + "target": "smallest" + } + }, + "foundryImg": "icons/magic/unholy/strike-body-life-soul-purple.webp" }, { "name": "Spiritual Champion", @@ -1497,7 +1911,8 @@ ] }, "Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a Primal Magic slot to use this feature again." - ] + ], + "foundryImg": "icons/magic/control/silhouette-hold-change-blue.webp" }, { "name": "Wild Heart", @@ -1577,7 +1992,6 @@ "You gain another Adaptation at 6th level and 10th level.", { "type": "options", - "count": 1, "entries": [ { "type": "refOptionalfeature", @@ -1593,7 +2007,8 @@ } ] } - ] + ], + "foundryImg": "icons/creatures/abilities/bull-head-horns-glowing.webp" }, { "name": "Totemic Wild Shape", @@ -1620,7 +2035,8 @@ ] }, "Your Great Beast form lasts for 1 hour. You then revert to your normal form unless you expend another Primal Magic slot to extend the duration of your transformation. You can also revert to your normal form as a bonus action." - ] + ], + "foundryImg": "icons/creatures/abilities/wolf-heads-swirl-purple.webp" }, { "name": "Bestial Traits", @@ -1684,7 +2100,8 @@ } ] } - ] + ], + "foundryImg": "icons/creatures/abilities/paw-print-yellow.webp" }, { "name": "Savage Strikes", @@ -1699,7 +2116,8 @@ "entries": [ "{@i 6th-level Wild Heart feature}", "When you are in Great Beast form and you take the Bite or Claw action, you can make one additional Bite or Claw attack as part of that action. Attacks in your Great Beast form also count as magical for overcoming resistances and immunities." - ] + ], + "foundryImg": "icons/creatures/abilities/paw-print-pair-purple.webp" }, { "name": "Fury of the Wild", @@ -1715,7 +2133,8 @@ "{@i 10th-level Wild Heart feature}", "You can draw upon your pain to fuel your drive. As a bonus action, you can expend a Hit Die to regain hit points equal to your Hit Die roll + your Wisdom modifier (minimum of 1).", "Any hit points you regain from this feature that exceed your maximum hit points become temporary hit points for you." - ] + ], + "foundryImg": "icons/creatures/abilities/fang-tooth-blood-red.webp" }, { "name": "Apex Predator", @@ -1731,7 +2150,8 @@ "{@i 14th-level Wild Heart feature}", "Your Great Beast stands as a legendary guardian of the wild. When you transform into your Great Beast form, its Strength, Dexterity, and Constitution scores are all increased by 2, to a maximum of 20 (this increases both the attack and a damage bonus of the Great Beast's Bite and Claw attack by 1).", "Also, the damage of its Bite and Claw increase by {@dice 1d6}." - ] + ], + "foundryImg": "icons/creatures/abilities/fangs-teeth-bite.webp" }, { "name": "Witch Doctor", @@ -1805,7 +2225,18 @@ "{@i 3rd-level Witch Doctor feature}", "You can channel spirits of abundance and life to heal others. As an action, you can touch a creature and cause it to regain hit points equal to {@dice 1d8} + your Wisdom modifier. This feature has no effect on undead creatures or constructs.", "You can use this feature a number of times equal to your level, and you regain all uses when you finish a long rest." - ] + ], + "foundrySystem": { + "actionType": "heal", + "damage.parts": [ + [ + "1d8 + @mod", + "healing" + ] + ], + "uses.max": "@details.level" + }, + "foundryImg": "icons/magic/life/heart-cross-strong-flame-blue.webp" }, { "name": "Totemic Blessing", @@ -1822,7 +2253,12 @@ "You can also bind Totems to your allies, allowing them to make use of their mystical power. At the end of a long rest, you can bind one of your Bound Totems to a willing creature you touch, losing the Totem abilities for yourself. The Totem remains bound to the creature until the end of your next long rest, at which point the power of the Totem returns to you.", "At certain shaman levels, the number of Totems you can bind to other creatures increases: at 6th level (2 Totems), at 12th level (3 Totems), and finally 18th level (4 Totems).", "A single Totem can only be bound to one creature at a time, and a creature can only have a single Totem bound to them." - ] + ], + "foundrySystem": { + "activation.type": "special", + "uses.max": "@scale.witch-doctor.totemic-blessing" + }, + "foundryImg": "icons/magic/holy/chalice-glowing-gold.webp" }, { "name": "Mystical Focus", @@ -1837,7 +2273,14 @@ "entries": [ "{@i 6th-level Witch Doctor feature}", "You work in tandem with the spirits bound to you, drawing out more of their power. When you use your action to cast one of your Witch Doctor spells, or to restore hit points to a creature, you can use Totemic Assault as a bonus action on that turn." - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + } + }, + "foundryImg": "icons/magic/holy/prayer-hands-glowing-yellow-green.webp" }, { "name": "Empowered Blessing", @@ -1853,7 +2296,14 @@ "{@i 10th-level Witch Doctor feature}", "Your allies can channel the spiritual power within your Totems. As an action on its turn, a creature that has one of your Totems bound to it can use Totemic Assault, using your Totemic save DC.", "Other creatures only gain the benefits from Totems that improve Totemic Assault if they are bound to the Totem that grants those benefits." - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + } + }, + "foundryImg": "icons/magic/holy/prayer-hands-glowing-yellow.webp" }, { "name": "Selfless Ward", @@ -1869,7 +2319,8 @@ "{@i 10th-level Witch Doctor feature}", "Your spirit is invigorated by the binding of Totems to your allies. You gain a +1 bonus to all saving throws for each of the Totems that you bind to another creature.", "This includes any death saving throws you make." - ] + ], + "foundryImg": "icons/magic/holy/barrier-shield-winged-blue.webp" }, { "name": "Spiritual Awakening", @@ -1886,7 +2337,16 @@ "Your spiritual practice has filled you with an abundance of life-giving energy. As a reaction when a creature you can see makes a death saving throw, you can move up to your full speed and touch the creature, imbuing it with life-giving energy. The creature instantly regains hit points equal to your Shaman level + your Wisdom modifier and can stand up.", "You can use this feature on yourself, without requiring your reaction, when you are forced to make a death saving throw.", "Once you use this feature, you can't use it again until you finish a long rest. When you have no uses remaining, you can expend a Primal Magic spell slot to use this feature again." - ] + ], + "foundrySystem": { + "damage.parts": [ + [ + "@classes.shaman.levels + @mod", + "healing" + ] + ] + }, + "foundryImg": "icons/magic/life/heart-hand-gold-green-light.webp" }, { "name": "Elementalist", @@ -2031,7 +2491,8 @@ "Your Totemic Assault deals cold damage in place of necrotic damage, and when you use Totemic Assault you can target two creatures that are within 5 feet of each other." ] } - ] + ], + "foundryImg": "icons/magic/symbols/elements-air-earth-fire-water.webp" }, { "name": "Greater Mastery", @@ -2053,7 +2514,8 @@ ] }, "Also, whenever you cast a Shaman spell or use a Shaman feature that deals the damage type of any element you have mastered, you add your Wisdom modifier to the damage roll." - ] + ], + "foundryImg": "icons/magic/symbols/ring-circle-smoke-blue.webp" }, { "name": "Primal Conduit", @@ -2076,7 +2538,8 @@ ] }, "Additionally, whenever you cast a Shaman spell of 1st-level or higher that deals the damage type of any element you have mastered, you gain temporary hit points equal to the level of the spell slot you expended + your Wisdom modifier" - ] + ], + "foundryImg": "icons/magic/symbols/cross-circle-blue.webp" }, { "name": "Elemental Ascension", @@ -2099,7 +2562,8 @@ "If you have mastered only one element, you gain all the benefits of the Greater Totem Spirit of the element: Air (Storm), Earth (Fissure), Fire (Inferno), or Water (Sea). This Greater Totem Spirit doesn't count against the total number of Greater Totem Spirits you can have bound at one time." ] } - ] + ], + "foundryImg": "icons/magic/symbols/star-inverted-yellow.webp" }, { "name": "Far Seer", @@ -2173,7 +2637,8 @@ "{@i 3rd-level Far Seer feature}", "You can draw on the power within your Totems to enhance your ritual magic. When you cast the ritual version of a spell, you can use a Totem in place of the material components of that spell. When you do, the ritual version of that spell only takes 1 additional minute to cast instead of 10 minutes.", "Also, when you cast a divination spell and use a Totem as your spellcasting focus, it can replace material components with a gold value so long as they are not consumed." - ] + ], + "foundryImg": "icons/commodities/wood/wood-carved-runes.webp" }, { "name": "Spirits of Fate", @@ -2186,8 +2651,12 @@ "level": 3, "entries": [ "{@i 3rd-level Far Seer feature}", - "You have learned to bind minor spirits of Fate and unleash them to influence the world around you in minor ways. Each time you finish a short or long rest, roll two d4s and record the numbers you rolled. When you or a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to apply one of these Fate rolls to the triggering roll, adding or subtracting it from the result. You can use this reaction after you know the result of the roll, but before you know if the roll succeeds or fails. Each of your Fate rolls can be used only once. When you finish a short or long rest, you lose any unused Fate rolls. At certain levels in this class, the dice you roll for these Fate rolls increase in size: at 6th level (d6s), at 10th level (d8s), and finally at 14th level (d12s)." - ] + "You have learned to bind minor spirits of Fate and unleash them to influence the world around you in minor ways. Each time you finish a short or long rest, roll two {@dice d4}s and record the numbers you rolled. When you or a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to apply one of these Fate rolls to the triggering roll, adding or subtracting it from the result. You can use this reaction after you know the result of the roll, but before you know if the roll succeeds or fails. Each of your Fate rolls can be used only once. When you finish a short or long rest, you lose any unused Fate rolls. At certain levels in this class, the dice you roll for these Fate rolls increase in size: at 6th level ({@dice d6}s), at 10th level ({@dice d8}s), and finally at 14th level ({@dice d12}s)." + ], + "foundrySystem": { + "formula": "@scale.far-seer.spirits-of-fate" + }, + "foundryImg": "icons/magic/control/debuff-energy-snare-brown.webp" }, { "name": "Ascended Awareness", @@ -2200,8 +2669,9 @@ "level": 6, "entries": [ "{@i 6th-level Far Seer feature}", - "The spirits of Fate constantly whisper their secrets to you. You cannot be surprised while you are conscious, and you gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are conscious." - ] + "The spirits of Fate constantly whisper their secrets to you. You cannot be {@quickref surprise|phb|3||surprised} while you are conscious, and you gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are conscious." + ], + "foundryImg": "icons/magic/perception/eye-ringed-green.webp" }, { "name": "Certain Fate", @@ -2216,7 +2686,15 @@ "entries": [ "{@i 10th-level Far Seer feature}", "The future is fickle and constantly changing, but once you glimpse something, it nearly always comes to pass. When you use your reaction to add a Fate die to a roll and it does not change the outcome of that roll, the die is not expended." - ] + ], + "foundrySystem": { + "acitvation": { + "cost": "", + "type": "", + "condition": "" + } + }, + "foundryImg": "icons/magic/control/debuff-energy-hold-levitate-yellow.webp" }, { "name": "Tip the Scales", @@ -2232,7 +2710,11 @@ "{@i 14th-level Far Seer feature}", "You can effect Fate in ways that rival the greatest spirits of the multiverse, if only for a moment. When a creature you can see within 60 feet finishes its turn, you can use your reaction to expend one of your Fate dice, and force that creature to repeat its turn exactly as it did before.", "Anything the creature did on that turn is undone, and it must repeat its turn exactly, taking the same exact course of action, but it any dice rolled on that turn are rolled again, and all creatures must use the new results." - ] + ], + "foundrySystem": { + "activation.condition": "When a creature you can see within 60 feet finishes its turn" + }, + "foundryImg": "icons/sundries/gaming/dice-pair-white-green.webp" }, { "name": "Spirit Guide", @@ -2300,12 +2782,20 @@ "level": 3, "entries": [ "{@i 3rd-level Spirit Guide feature}", - "You have bound your soul with a unique spirit known as a Geist. You determine its spectral appearance, but the choice has no effect on its game statistics. Your Geist is friendly to you and your allies, and it obeys your commands. It uses the Geist stat block on the following page, its abilities use your Totemic Save DC, and it uses your proficiency bonus (PB).", - "In combat, the Giest acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take one of the actions listed in its stat block, or another action", + "You have bound your soul with a unique spirit known as a Geist. You determine its spectral appearance, but the choice has no effect on its game statistics. Your Geist is friendly to you and your allies, and it obeys your commands. It uses the {@creature Geist|LLSH:E} stat block on the following page, its abilities use your Totemic Save DC, and it uses your proficiency bonus (PB).", + "In combat, the Giest acts during your turn. It can move and use its reaction on its own, but it only takes the {@action Dodge} action unless you use a bonus action to command it to take one of the actions listed in its stat block, or another action", "At the end of a long rest, you can choose for any Totems you know to be bound to your Giest in place of you. You lose any benefits from those Totems and the Giest gains them.", "If your Giest is reduced to 0 hit points it is banished back to the Outer Planes. As an action, you can expend a Primal Magic spell slot to conjure the Giest in an unoccupied space within 5 feet of you, restoring it to its full hit points.", "At the end of each long rest the Giest is restored to full hit points, and reappears next to you if it had been banished." - ] + ], + "foundrySystem": { + "consume": { + "amount": 1, + "target": "spells.pact.value", + "type": "attribute" + } + }, + "foundryImg": "icons/creatures/magical/spirit-undead-ghost-purple.webp" }, { "name": "Spectral Empowerment", @@ -2319,8 +2809,16 @@ "entries": [ "{@i 6th-level Spirit Guide feature}", "You can infuse your Giest with spiritual power. As an action, you can expend a Primal Magic spell slot to empower it. For 1 minute, the Giest gains resistance to bludgeoning, piercing, and slashing damage from nonsilvered attacks, and can move through creatures and objects as if they were difficult terrain.", - "If the Giest ends its turn inside a creature or object, it is instantly shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet it was forced to travel." - ] + "If the Giest ends its turn inside a creature or object, it is instantly shunted to the nearest unoccupied space and takes {@damage 1d10} force damage for every 5 feet it was forced to travel." + ], + "foundrySystem": { + "consume": { + "amount": 1, + "target": "spells.pact.value", + "type": "attribute" + } + }, + "foundryImg": "icons/creatures/magical/spirit-mischief-fire-ice-blue.webp" }, { "name": "Soul Bond", @@ -2336,7 +2834,15 @@ "{@i 10th-level Spirit Guide feature}", "The bond between kindred soul and spirit empowers your resolve. When a creature you can see hits you with an attack, and the Giest is within 30 feet of you, you can use a reaction to instantly switch places with the Giest, causing it to become the target of the triggering attack in your place.", "The Giest can also use this same reaction when it is hit by an attack to instantly switch places with you." - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When a creature you can see hits you with an attack, and the Giest is within 30 feet of you" + } + }, + "foundryImg": "icons/creatures/magical/spirit-fire-orange.webp" }, { "name": "Ghastly Strikes", @@ -2352,7 +2858,8 @@ "{@i 14th-level Spirit Guide feature}", "The spiritual bond between you and the Giest has reached its full potential. Whenever you command the Giest to use its Spectral Touch, it can use its Spectral Touch action twice.", "Also, the Giest permanently gains the benefits of Spectral Empowerment, and you can expend a Primal Magic spell slot to gain the benefits of Spectral Empowerment yourself." - ] + ], + "foundryImg": "icons/magic/death/undead-ghost-strike-white.webp" }, { "name": "Wyrmbound", @@ -2425,7 +2932,7 @@ "entries": [ "{@i 3rd-level Wyrmbound feature}", "You draw on draconic power to transform for a short time. As a bonus action, you can transform into a Spirit Dragon.", - "While transformed, you use the Spirit Dragon stat block. It uses your Totemic save DC and proficiency bonus (PB) in several places. You determine the appearance of your Spirit Dragon form, but this has no effect on its abilities. For the duration of your transformation, the following rules apply:", + "While transformed, you use the {@creature Spirit Dragon|LLSH:E} stat block. It uses your Totemic save DC and proficiency bonus (PB) in several places. You determine the appearance of your Spirit Dragon form, but this has no effect on its abilities. For the duration of your transformation, the following rules apply:", { "type": "list", "items": [ @@ -2438,7 +2945,8 @@ }, "Your transformation lasts for 1 minute, and it ends early if you use a bonus action to revert to your normal form.", "Once you transform you must finish a short or long rest before you can do so again. When you have no uses left, you can expend a Primal Magic spell slot to transform again." - ] + ], + "foundryImg": "icons/creatures/reptiles/dragon-horned-blue.webp" }, { "name": "Totemic Conduit", @@ -2451,8 +2959,14 @@ "level": 3, "entries": [ "{@i 3rd-level Wyrmbound feature}", - "The draconic spirit bound to your soul grants you ambient power. You can speak, read, and write Draconic. Whenever you make a Charisma check to interact with dragons, you gain a bonus to your roll equal to your Wisdom modifier." - ] + "The draconic spirit bound to your soul grants you ambient power. You can speak, read, and write {@language Draconic}. Whenever you make a Charisma check to interact with dragons, you gain a bonus to your roll equal to your Wisdom modifier." + ], + "languageProficiencies": [ + { + "draconic": true + } + ], + "foundryImg": "icons/creatures/reptiles/lizard-mouth-glowing-red.webp" }, { "name": "Savage Strikes", @@ -2466,7 +2980,8 @@ "entries": [ "{@i 6th-level Wyrmbound feature}", "The ferocity of your draconic spirit has grown. When you are in Spirit Dragon form and you take the Spectral Slash action, you can make two Spectral Slash attacks. Also, your attacks in Spirit Dragon form also count as magical for overcoming resistance and immunity to nonmagical attacks and damage" - ] + ], + "foundryImg": "icons/creatures/claws/claw-scaled-red.webp" }, { "name": "Serpentine Speed", @@ -2480,9 +2995,10 @@ "header": 2, "entries": [ "{@i 10th-level Wyrmbound feature}", - "Your movements are enhanced by the power of your draconic spirit. You can take the Dash action as a bonus action on your turn, and when you do so, all opportunity attacks against you have disadvantage until the end of your current turn.", + "Your movements are enhanced by the power of your draconic spirit. You can take the {@action Dash} action as a bonus action on your turn, and when you do so, all opportunity attacks against you have disadvantage until the end of your current turn.", "Moreover, when you transform into your Spirit Dragon form, you can choose to become Large in size, causing your Spirit Dragon form to double in length, much like a snake" - ] + ], + "foundryImg": "icons/creatures/reptiles/serpent-horned-green.webp" }, { "name": "Ascended Conduit", @@ -2496,9 +3012,10 @@ "header": 2, "entries": [ "{@i 14th-level Wyrmbound feature}", - "TYour physical form can handle the full might of your draconic spirit. When you are in Spirit Dragon form you retain your ability to cast spells as if you were in your normal form.", - "In addition, Your Spirit Dragon's Spirit Breath no longer requires you to expend a Primal Magic spell slot in order to use it. Instead, once you use it, you roll a d6 at the start of each of your turns. On a roll of 5 or 6, you regain the use of the Spirit Dragon's Spirit Breath ability." - ] + "Your physical form can handle the full might of your draconic spirit. When you are in Spirit Dragon form you retain your ability to cast spells as if you were in your normal form.", + "In addition, Your Spirit Dragon's Spirit Breath no longer requires you to expend a Primal Magic spell slot in order to use it. Instead, once you use it, you roll a {@dice d6} at the start of each of your turns. On a roll of 5 or 6, you regain the use of the Spirit Dragon's Spirit Breath ability." + ], + "foundryImg": "icons/creatures/reptiles/dragon-winged-blue.webp" } ], "spell": [ @@ -2569,7 +3086,8 @@ ], "areaTags": [ "ST" - ] + ], + "foundryImg": "icons/magic/unholy/hand-light-green.webp" }, { "name": "Seance", @@ -2611,7 +3129,8 @@ "Ley lines within range briefly reveal themselves as they flicker with otherworldly light." ] } - ] + ], + "foundryImg": "icons/magic/perception/orb-crystal-ball-scrying-blue.webp" }, { "name": "Ghastly Flight", @@ -2662,7 +3181,8 @@ ], "areaTags": [ "L" - ] + ], + "foundryImg": "icons/magic/death/undead-ghost-scream-teal.webp" }, { "name": "Totemic Cowl", @@ -2708,7 +3228,8 @@ "When you cast this spell using a spell slot of 3rd-level or higher, the damage reduction from the cowl increases by 1 for each slot level above 2nd." ] } - ] + ], + "foundryImg": "icons/magic/defensive/barrier-shield-dome-blue-purple.webp" }, { "name": "Dire Wail", @@ -2761,7 +3282,8 @@ ], "areaTags": [ "MT" - ] + ], + "foundryImg": "icons/magic/sonic/scream-wail-shout-teal.webp" }, { "name": "Spectral Passage", @@ -2813,7 +3335,8 @@ ], "areaTags": [ "ST" - ] + ], + "foundryImg": "icons/magic/movement/trail-streak-impact-blue.webp" }, { "name": "Spiritual Sundering", @@ -2855,7 +3378,8 @@ ], "areaTags": [ "S" - ] + ], + "foundryImg": "icons/magic/control/silhouette-hold-beam-blue.webp" } ], "optionalfeature": [ @@ -2868,7 +3392,21 @@ ], "entries": [ "Your speed, long jump, and high jump distances increase by 10 feet, and you can ignore the effects of all difficult terrain." - ] + ], + "foundryEffects": [ + { + "name": "Speed Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.all", + "mode": "CUSTOM", + "value": "+10" + } + ] + } + ], + "foundryImg": "icons/skills/movement/figure-running-gray.webp" }, { "name": "Alpine Adaptation", @@ -2879,7 +3417,21 @@ ], "entries": [ "You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including sheer surfaces and upside down on ceilings, without making an ability check." - ] + ], + "foundryEffects": [ + { + "name": "Climbing Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ], + "foundryImg": "icons/skills/movement/arrows-up-trio-red.webp" }, { "name": "Aquatic Adaptation", @@ -2890,7 +3442,21 @@ ], "entries": [ "You gain a swimming speed equal to your walking speed, and while you are underwater you can take the {@action Dash} action as a bonus action, and you can hold your breath for up to 1 hour." - ] + ], + "foundryEffects": [ + { + "name": "Swimming Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.swim", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ], + "foundryImg": "icons/magic/water/bubbles-air-water-blue.webp" }, { "name": "Aggressive", @@ -2901,7 +3467,8 @@ ], "entries": [ "As a bonus action, the Great Beast can move up to its speed toward a hostile creature that it can see, hear, or smell." - ] + ], + "foundryImg": "icons/creatures/abilities/bear-roar-bite-brown.webp" }, { "name": "Amphibious", @@ -2912,7 +3479,21 @@ ], "entries": [ "The Great Beast gains a swimming speed equal to its walking speed, and it can breathe both air and water." - ] + ], + "foundryEffects": [ + { + "name": "Swimming Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.swim", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ], + "foundryImg": "icons/creatures/amphibians/frog-water-teal.webp" }, { "name": "Charge", @@ -2923,7 +3504,18 @@ ], "entries": [ "When the Great Beast moves at least 20 feet in a straight line toward a target and hits it with a Claw attack it deals an extra {@dice 1d6} damage. A creature that is the Great Beast's size, or smaller, must make a Strength saving throw or fall {@condition prone}." - ] + ], + "foundrySystem": { + "actionType": "save", + "damage.parts": [ + [ + "1d6", + "" + ] + ], + "save.ability": "str" + }, + "foundryImg": "icons/creatures/mammals/ox-bull-horned-glowing-orange.webp" }, { "name": "Keen Senses", @@ -2934,7 +3526,8 @@ ], "entries": [ "The Great Beast has advantage on Wisdom ({@skill Perception}) or Wisdom ({@skill Survival}) checks that rely on its hearing or smell." - ] + ], + "foundryImg": "icons/creatures/eyes/lizard-single-slit-blue.webp" }, { "name": "Large", @@ -2945,7 +3538,8 @@ ], "entries": [ "The Great Beast becomes a Large creature. If it is ridden as a mount, the Great Beast can act independently of its rider." - ] + ], + "foundryImg": "icons/magic/control/silhouette-grow-shrink-tan.webp" }, { "name": "Light Step", @@ -2956,7 +3550,8 @@ ], "entries": [ "The Great Beast has advantage on Dexterity ({@skill Stealth}) checks while it is lightly obscured by natural foliage or weather." - ] + ], + "foundryImg": "icons/skills/movement/feet-winged-boots-brown.webp" }, { "name": "Pack Tactics", @@ -2967,7 +3562,8 @@ ], "entries": [ "The Great Beast has advantage on attack rolls against any target that has one of its conscious allies within 5 feet of it." - ] + ], + "foundryImg": "icons/creatures/mammals/wolf-shadow-black.webp" }, { "name": "Powerful Build", @@ -2978,7 +3574,8 @@ ], "entries": [ "The Great Beast counts as one size larger when determining creatures it can grapple, and the weight it can move or lift." - ] + ], + "foundryImg": "icons/creatures/mammals/bull-horns-eyes-glowin-orange.webp" }, { "name": "Vicious Bite", @@ -2989,7 +3586,8 @@ ], "entries": [ "If the Great Beast hits a creature equal to its size or smaller with a Bite attack, it can grapple the target. Until the grapple ends, the target is {@condition restrained}, and the Great Beast cannot Bite targets other than the creature it is currently grappling." - ] + ], + "foundryImg": "icons/creatures/abilities/fangs-teeth-bite.webp" }, { "name": "Savage Grip", @@ -2999,8 +3597,22 @@ "LL:BT" ], "entries": [ - "The Great Beast gains a climbing speed equal to its walking speed, and it can climb sheer surfaces and upside down on ceilings without making an ability check. The Great Beast also has advantage on saving throws to resist being moved against its will, grappled, {@condition restrained}, or knocked {@condition prone}." - ] + "The Great Beast gains a climbing speed equal to its walking speed, and it can climb sheer surfaces and upside down on ceilings without making an ability check. The Great Beast also has advantage on saving throws to resist being moved against its will, {@condition grappled}, {@condition restrained}, or knocked {@condition prone}." + ], + "foundryEffects": [ + { + "name": "Climbing Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ], + "foundryImg": "icons/creatures/abilities/paw-print-orange.webp" }, { "name": "Standing Leap", @@ -3011,7 +3623,8 @@ ], "entries": [ "The Great Beast has a minimum long jump of 15 feet, and a minimum high jump of 10 feet, even without a running start." - ] + ], + "foundryImg": "icons/skills/movement/arrow-upward-yellow.webp" }, { "name": "Greater Spirit of Death", @@ -3053,6 +3666,40 @@ ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "flesh to stone" + ] + } + }, + "13": { + "daily": { + "1": [ + "finger of death" + ] + } + }, + "15": { + "daily": { + "1": [ + "abi-dalzim's horrid wilting|XGE" + ] + } + }, + "17": { + "daily": { + "1": [ + "power word kill" + ] + } + } + } + } ] }, { @@ -3095,6 +3742,40 @@ ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "heal" + ] + } + }, + "13": { + "daily": { + "1": [ + "regenerate" + ] + } + }, + "15": { + "daily": { + "1": [ + "holy aura" + ] + } + }, + "17": { + "daily": { + "1": [ + "power word heal" + ] + } + } + } + } ] }, { @@ -3137,6 +3818,40 @@ ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "primordial ward|XGE" + ] + } + }, + "13": { + "daily": { + "1": [ + "reverse gravity" + ] + } + }, + "15": { + "daily": { + "1": [ + "antimagic field" + ] + } + }, + "17": { + "daily": { + "1": [ + "astral projection" + ] + } + } + } + } ] }, { @@ -3179,6 +3894,40 @@ ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "sunbeam" + ] + } + }, + "13": { + "daily": { + "1": [ + "resurrection" + ] + } + }, + "15": { + "daily": { + "1": [ + "sunburst" + ] + } + }, + "17": { + "daily": { + "1": [ + "true resurrection" + ] + } + } + } + } ] }, { @@ -3213,7 +3962,7 @@ ], [ "15th", - "{@spell maddenning darkness|XGE}" + "{@spell maddening darkness|XGE}" ], [ "17th", @@ -3221,6 +3970,40 @@ ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "soul cage|XGE" + ] + } + }, + "13": { + "daily": { + "1": [ + "prismatic spray" + ] + } + }, + "15": { + "daily": { + "1": [ + "maddening darkness|XGE" + ] + } + }, + "17": { + "daily": { + "1": [ + "psychic scream|XGE" + ] + } + } + } + } ] }, { @@ -3229,7 +4012,8 @@ "page": 5, "foundryImg": "icons/magic/earth/lava-explosion-orange.webp", "featureType": [ - "LL:GTM" + "LL:GTM", + "LL:EGT" ], "entries": [ "Spirits of Fissure are conjured from the realms on the Plane of Earth. They lend Shamans the unyielding power of stone.", @@ -3263,6 +4047,40 @@ ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "bones of the earth|XGE" + ] + } + }, + "13": { + "daily": { + "1": [ + "symbol" + ] + } + }, + "15": { + "daily": { + "1": [ + "earthquake" + ] + } + }, + "17": { + "daily": { + "1": [ + "invulnerability|XGE" + ] + } + } + } + } ] }, { @@ -3271,7 +4089,8 @@ "page": 5, "foundryImg": "icons/magic/fire/flame-burning-creature-skeleton.webp", "featureType": [ - "LL:GTM" + "LL:GTM", + "LL:EGT" ], "entries": [ "Spirits of the Inferno are summoned from the great Plane of Fire. They grant Shamans overwhelming destructive power.", @@ -3305,6 +4124,40 @@ ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "investiture of flame|XGE" + ] + } + }, + "13": { + "daily": { + "1": [ + "fire storm" + ] + } + }, + "15": { + "daily": { + "1": [ + "incendiary cloud" + ] + } + }, + "17": { + "daily": { + "1": [ + "meteor swarm" + ] + } + } + } + } ] }, { @@ -3313,7 +4166,8 @@ "page": 5, "foundryImg": "icons/magic/water/projectile-water-rings.webp", "featureType": [ - "LL:GTM" + "LL:GTM", + "LL:EGT" ], "entries": [ "Spirits of the Sea are called up from the depths of the Plane of Water. They bestow Shamans with frigid ethereal magics.", @@ -3331,7 +4185,7 @@ "rows": [ [ "11th", - "{@spell freezing sphere}" + "{@spell otiluke's freezing sphere|phb|freezing sphere}" ], [ "13th", @@ -3343,10 +4197,44 @@ ], [ "17th", - "{@spell invulnerability}" + "{@spell invulnerability|xge}" ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "otiluke's freezing sphere" + ] + } + }, + "13": { + "daily": { + "1": [ + "etherealness" + ] + } + }, + "15": { + "daily": { + "1": [ + "tsunami" + ] + } + }, + "17": { + "daily": { + "1": [ + "invulnerability|xge" + ] + } + } + } + } ] }, { @@ -3355,7 +4243,8 @@ "page": 5, "foundryImg": "icons/magic/lightning/bolts-salvo-clouds-sky.webp", "featureType": [ - "LL:GTM" + "LL:GTM", + "LL:EGT" ], "entries": [ "Spirits of the Storm are drawn from the great tempests of the Plane of Air. They lend Shamans the wild magic of storms.", @@ -3377,7 +4266,7 @@ ], [ "13th", - "{@spell whirlwind}" + "{@spell whirlwind|xge}" ], [ "15th", @@ -3389,6 +4278,40 @@ ] ] } + ], + "additionalSpells": [ + { + "innate": { + "11": { + "daily": { + "1": [ + "chain lightning" + ] + } + }, + "13": { + "daily": { + "1": [ + "whirlwind|xge" + ] + } + }, + "15": { + "daily": { + "1": [ + "control weather" + ] + } + }, + "17": { + "daily": { + "1": [ + "storm of vengeance" + ] + } + } + } + } ] }, { @@ -3400,7 +4323,21 @@ ], "entries": [ "You channel spiritual power through your body, bending the spirits to your will with physical might. When you choose this Sacred Focus your hit point maximum increases by 1, and it increases by 1 again each time you gain a level in this class." - ] + ], + "foundryEffects": [ + { + "name": "HP Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.hp.bonuses.level", + "mode": "ADD", + "value": "+1" + } + ] + } + ], + "foundryImg": "icons/magic/life/ankh-shadow-green.webp" }, { "name": "Heart", @@ -3410,8 +4347,9 @@ "LL:SF" ], "entries": [ - "You channel spiritual power into your heart and overwhelm spirits with powerful emotions. When you are forced to make a saving throw to resist the charmed or frightened condition, you gain a bonus to your roll equal to your Wisdom modifier" - ] + "You channel spiritual power into your heart and overwhelm spirits with powerful emotions. When you are forced to make a saving throw to resist the {@condition charmed} or {@condition frightened} condition, you gain a bonus to your roll equal to your Wisdom modifier" + ], + "foundryImg": "icons/magic/life/heart-glowing-red.webp" }, { "name": "Mind", @@ -3422,7 +4360,26 @@ ], "entries": [ "You channel spiritual power through your mind, manipulating the spirits with your wit. When you make an ability check or saving throw that uses your Intelligence, you gain a bonus to your roll equal to your Wisdom modifier." - ] + ], + "foundryEffects": [ + { + "name": "Intelligence Check/Save Bonus", + "transfer": true, + "changes": [ + { + "key": "system.abilities.int.bonuses.check", + "mode": "ADD", + "value": "+@abilities.wis.mod" + }, + { + "key": "system.abilities.int.bonuses.save", + "mode": "ADD", + "value": "+@abilities.wis.mod" + } + ] + } + ], + "foundryImg": "icons/commodities/biological/organ-brain-pink.webp" }, { "name": "Soul", @@ -3433,9 +4390,28 @@ ], "entries": [ "You channel spiritual power through your soul, your inner serenity soothes wild spirits and wards you from harm. While not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier." - ] - }, - { + ], + "foundryEffects": [ + { + "name": "Unarmored Defense", + "transfer": true, + "changes": [ + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "10 + @abilities.dex.mod + @abilities.wis.mod" + }, + { + "key": "system.attributes.ac.calc", + "mode": "OVERRIDE", + "value": "custom" + } + ] + } + ], + "foundryImg": "icons/creatures/magical/spirit-mischief-fire-blue.webp" + }, + { "name": "Totem of the Bear", "source": "LLSH", "page": 10, @@ -3444,8 +4420,24 @@ "LL:TTM" ], "entries": [ - "You bind a minor bestial spirit that grants you the ferocity of a bear. As a bonus action, you can grow claws from your fingers. With your claws, your unarmed strikes deal magical slashing damage equal to {@dice 1d6} + your Strength modifier on hit. If you have two free hands, the d6 becomes a d8. You can use another bonus action to cause your claws to disappear." - ] + "You bind a minor bestial spirit that grants you the ferocity of a bear. As a bonus action, you can grow claws from your fingers. With your claws, your unarmed strikes deal magical slashing damage equal to {@dice 1d6} + your Strength modifier on hit. If you have two free hands, the d6 becomes a {@dice d8}. You can use another bonus action to cause your claws to disappear." + ], + "foundrySystem": { + "actionType": "mwak", + "activation": { + "cost": 1, + "type": "action" + }, + "damage": { + "parts": [ + [ + "1d6", + "slashing" + ] + ], + "versatile": "1d8" + } + } }, { "name": "Totem of the Crossroads", @@ -3477,6 +4469,11 @@ ], "entries": [ "You bind a minor bestial spirit that grants you the sight of an eagle. You gain proficiency in {@skill Perception}, and you have advantage on Wisdom ({@skill Perception}) checks that rely on sight." + ], + "skillProficiencies": [ + { + "perception": true + } ] }, { @@ -3490,7 +4487,20 @@ "entries": [ "You bind a spirit of earth that grants you destructive power. Once per turn when you hit with a melee weapon attack, you can deal an additional {@dice 1d6} damage of your weapon's type.", "This damage bonus increases as you gain shaman levels; at 6th level ({@dice 1d8}), 11th level ({@dice 1d10}), and 17th level ({@dice 1d12})." - ] + ], + "foundrySystem": { + "actionType": "util", + "activation": { + "type": "special", + "condition": "Once per turn when you hit with a melee weapon attack" + }, + "damage.parts": [ + [ + "1d(2 * floor(min((@classes.shaman.levels + 14) / 5, (@classes.shaman.levels + 19) / 6)))", + "" + ] + ] + } }, { "name": "Totem of the Harvest", @@ -3522,6 +4532,11 @@ ], "entries": [ "You bind a minor bestial spirit that grants you the senses of a hound. You gain proficiency in {@skill Survival} and have advantage on Wisdom ({@skill Survival}) checks while in natural environments." + ], + "skillProficiencies": [ + { + "survival": true + } ] }, { @@ -3541,6 +4556,24 @@ "Body Sacred Focus" ] } + ], + "foundryEffects": [ + { + "name": "Unarmored Defense", + "transfer": true, + "changes": [ + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "max(13, 13 + @abilities.con.mod)" + }, + { + "key": "system.attributes.ac.calc", + "mode": "OVERRIDE", + "value": "custom" + } + ] + } ] }, { @@ -3553,6 +4586,11 @@ ], "entries": [ "You bind a minor bestial spirit that grants you the steps of a panther. You gain proficiency in {@skill Stealth}, and have advantage on Dexterity ({@skill Stealth}) checks to hide in natural environments." + ], + "skillProficiencies": [ + { + "stealth": true + } ] }, { @@ -3596,6 +4634,10 @@ ], "entries": [ "You bind a minor spirit of water that washes poison away like rain. You gain resistance to acid and poison damage, and you have advantage on saving throws to resist being {@condition poisoned}." + ], + "resist": [ + "acid", + "poison" ] }, { @@ -3609,6 +4651,11 @@ "entries": [ "You bind a minor spirit of darkness that grants you enhanced sight in the shadows. You gain {@sense Darkvision} out to a radius of 120 feet, within which you can see in dim light as if it were bright light, and in darkness as if it were dim light.", "Starting at 9th level, you can see in magical darkness." + ], + "senses": [ + { + "darkvision": 120 + } ] }, { @@ -3622,7 +4669,18 @@ "entries": [ "You bind a minor spirit of water that allows you to shift like the sea. As a reaction when you take a critical hit, you can to turn it into a normal hit. Once you use this feature you must finish a short or long rest before you can do so again.", "When you reach 12th level in this class, you can use this reaction twice between each short or long rest." - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When you take a critical hit" + }, + "uses": { + "max": "1 + (@classes.shaman.levels >= 12)", + "per": "sr" + } + } }, { "name": "Totem of the Whirlwind", @@ -3634,7 +4692,14 @@ ], "entries": [ "You bind a minor spirit of air that speeds your strikes. When you score a critical hit with a melee weapon attack, you can use your reaction to make another attack against that target." - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When you score a critical hit with a melee weapon attack" + } + } }, { "name": "Totem of the Winds", @@ -3647,6 +4712,20 @@ "entries": [ "You bind a minor spirit of the air which lends speed to your steps with a gust of mighty wind. Your walking speed increases by 5 feet.", "This bonus to your speed increases as you gain shaman levels; at 5th level (10 feet), 11th level (15 feet), and finally at 17th level (20 feet)." + ], + "foundryEffects": [ + { + "name": "Walking Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.walk", + "mode": "ADD", + "value": "+ 5 * floor((@classes.shaman.levels + 7) / 6)", + "priority": 3 + } + ] + } ] }, { @@ -3676,6 +4755,19 @@ "Soul Sacred Focus" ] } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "rest": { + "1": [ + "plant growth" + ] + } + } + } + } ] }, { @@ -3701,7 +4793,25 @@ } } } - ] + ], + "foundrySystem": { + "actionType": "other", + "activation": { + "type": "special", + "condition": "When you hit a creature with a melee weapon attack" + }, + "consume": { + "amount": 1, + "target": "spells.pact.value", + "type": "attribute" + }, + "damage.parts": [ + [ + "(@spells.pact.level)d8", + "" + ] + ] + } }, { "name": "Totem of Growth", @@ -3729,7 +4839,18 @@ "Body Sacred Focus" ] } - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "bonus" + }, + "uses": { + "value": 1, + "max": 1, + "per": "sr" + } + } }, { "name": "Totem of the Grave", @@ -3754,6 +4875,19 @@ } } } + ], + "additionalSpells": [ + { + "known": { + "_": { + "daily": { + "1": [ + "animate dead" + ] + } + } + } + } ] }, { @@ -3778,7 +4912,21 @@ } } } - ] + ], + "foundrySystem": { + "ability": "wis", + "actionType": "heal", + "activation": { + "type": "special", + "condition": "When you cast a spell of 1st-level or higher that restores hit points to a creature other then yourself" + }, + "damage.parts": [ + [ + "@mod", + "temphp" + ] + ] + } }, { "name": "Totem of the Mirth", @@ -3805,7 +4953,25 @@ "Heart Sacred Focus" ] } - ] + ], + "foundrySystem": { + "actionType": "heal", + "activation": { + "cost": 1, + "type": "bonus" + }, + "damage.parts": [ + [ + "@classes.shaman.levels", + "temphp" + ] + ], + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + } }, { "name": "Totem of the Mystic", @@ -3833,6 +4999,19 @@ "Mind Sacred Focus" ] } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "rest": { + "1": [ + "detect thoughts" + ] + } + } + } + } ] }, { @@ -3857,7 +5036,15 @@ } } } - ] + ], + "foundrySystem": { + "actionType": "save", + "activation": { + "cost": 1, + "type": "action" + }, + "save.ability": "con" + } }, { "name": "Totem of the Wild", @@ -3882,6 +5069,19 @@ } } } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "summon beast|tce" + ] + } + } + } + } ] }, { @@ -3930,7 +5130,13 @@ } } } - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "Once per turn, if your target is within 5 feet of one of your allies." + } + } }, { "name": "Totem of the Ooze", @@ -3954,7 +5160,13 @@ } } } - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "bonus" + } + } }, { "name": "Totem of the River", @@ -3978,6 +5190,19 @@ } } } + ], + "foundryEffects": [ + { + "name": "Swimming Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.swim", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } ] }, { @@ -4002,6 +5227,11 @@ } } } + ], + "senses": [ + { + "tremorsense": 30 + } ] }, { @@ -4051,6 +5281,19 @@ } } } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "summon fey|tce" + ] + } + } + } + } ] }, { @@ -4077,7 +5320,16 @@ } } } - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you fail a saving throw" + }, + "uses": { + "max": "1 + (@classes.shaman.levels >= 15)" + } + } }, { "name": "Totem of the Vine", @@ -4101,6 +5353,15 @@ } } } + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "ensnaring strike" + ] + } + } ] }, { @@ -4125,7 +5386,23 @@ } } } - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "consume": { + "amount": -1, + "target": "spells.pact.value", + "type": "attribute" + }, + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + } }, { "name": "Totem of the Eclipse", @@ -4174,6 +5451,19 @@ } } } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "rest": { + "1": [ + "summon elemental|tce" + ] + } + } + } + } ] }, { @@ -4199,7 +5489,21 @@ } } } - ] + ], + "foundrySystem": { + "ability": "wis", + "actionType": "heal", + "activation": { + "type": "special", + "condition": "At the start of each of your turns, so long as you have no more than half of your hit points left." + }, + "damage.parts": [ + [ + "@mod", + "healing" + ] + ] + } }, { "name": "Totem of the Skies", @@ -4223,6 +5527,19 @@ } } } + ], + "foundryEffects": [ + { + "name": "Flying Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.fly", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } ] }, { @@ -4235,7 +5552,15 @@ ], "entries": [ "You bind a minor spirit of death that comes with the changing of the seasons. When you hit a creature with an attack, you can force it to make a Constitution saving throw. On a failed save, it can't regain hit points until the start of your next turn." - ] + ], + "foundrySystem": { + "actionType": "save", + "activation": { + "type": "special", + "condition": "When you hit a creature with an attack" + }, + "save.ability": "con" + } }, { "name": "Totem of Drought", @@ -4366,7 +5691,7 @@ "LL:TTM" ], "entries": [ - "You bind a sinister spirit which you can call to you. You can cast summon shadowspawn at the level of your Primal Magic slots, without expending a spell slot or material components. Once you cast summon shadowspawn this way, you must finish a long rest before you can cast it in this way again." + "You bind a sinister spirit which you can call to you. You can cast {@spell summon shadowspawn|tce} at the level of your Primal Magic slots, without expending a spell slot or material components. Once you cast summon shadowspawn this way, you must finish a long rest before you can cast it in this way again." ], "prerequisite": [ { @@ -4379,6 +5704,19 @@ } } } + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + "summon shadowspawn|tce" + ] + } + } + } + } ] }, { @@ -4390,7 +5728,8 @@ ], "entries": [ "This spirit compels your foes to stand and fight against you. When you hit a creature with an attack with this weapon, it has disadvantage on any attacks it makes against creatures other than you until the beginning of your next turn." - ] + ], + "foundryImg": "icons/magic/symbols/runes-etched-steel-blade.webp" }, { "name": "Spirit of Draining", @@ -4401,7 +5740,8 @@ ], "entries": [ "This spirit siphons the life force of other creatures to restore you. Once per turn when you hit a creature with this weapon, you can cause the damage of the attack to be necrotic, and you gain temporary hit points equal to your Wisdom modifier." - ] + ], + "foundryImg": "icons/skills/melee/strike-sword-blood-red.webp" }, { "name": "Spirit of Might", @@ -4413,7 +5753,472 @@ "entries": [ "This spirit draws out the full potential of your body. While wielding this weapon you gain a bonus to Strength checks and saving throws equal to your Wisdom modifier.", "Moreover, you have advantage on attack rolls with this weapon against any creature that is grappled by you." - ] + ], + "foundryEffects": [ + { + "name": "Strength Check/Save Bonus", + "transfer": true, + "changes": [ + { + "key": "system.abilities.str.bonuses.check", + "mode": "ADD", + "value": "+@abilities.wis.mod" + }, + { + "key": "system.abilities.str.bonuses.save", + "mode": "ADD", + "value": "+@abilities.wis.mod" + } + ] + } + ], + "foundryImg": "icons/magic/control/buff-strength-muscle-damage-red.webp" + }, + { + "name": "Mastery of Air", + "source": "LLSH:E", + "featureType": [ + "LL:EM" + ], + "entries": [ + "This mastery grants you the following benefits:", + { + "type": "list", + "items": [ + "You gain resistance to thunder damage.", + "Your {@classFeature Totemic Assault|Shaman|LLSH|1} deals thunder damage in place of necrotic damage, and on a failed save, a Large or smaller creature is moved 5 feet in a direction of your choice.", + { + "type": "entries", + "entries": [ + "You gain the Spirituality Spells from the table below. When you gain a level in this class, you can replace one spell from this feature with another spell of the same level from any spell list that deals only the damage type of its element.", + "Alternatively, you can replace the spell with another spell of a similar elemental theme at the discretion of your DM.", + { + "type": "table", + "colLabels": [ + "Shaman Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell thunderwave}, {@spell shatter}" + ], + [ + "5th", + "{@spell lightning bolt}" + ], + [ + "7th", + "{@spell storm sphere|xge}" + ], + [ + "9th", + "{@spell control winds|xge}" + ] + ] + } + ] + } + ] + } + ], + "additionalSpells": [ + { + "known": { + "3": [ + "thunderwave", + "shatter" + ], + "5": [ + "lightning bolt" + ], + "7": [ + "storm sphere|xge" + ], + "9": [ + "control winds|xge" + ] + } + } + ], + "resist": [ + "thunder" + ], + "foundryImg": "icons/magic/air/wind-vortex-swirl-blue-purple.webp" + }, + { + "name": "Mastery of Earth", + "source": "LLSH:E", + "featureType": [ + "LL:EM" + ], + "entries": [ + "This mastery grants you the following benefits:", + { + "type": "list", + "items": [ + "You gain resistance to bludgeoning damage.", + "Your {@classFeature Totemic Assault|Shaman|LLSH|1} deals magical bludgeoning damage in place of necrotic damage, and on a failed save, a Large or smaller creature is knocked {@condition prone} in its space.", + { + "type": "entries", + "entries": [ + "You gain the Spirituality Spells from the table below. When you gain a level in this class, you can replace one spell from this feature with another spell of the same level from any spell list that deals only the damage type of its element.", + "Alternatively, you can replace the spell with another spell of a similar elemental theme at the discretion of your DM.", + { + "type": "table", + "colLabels": [ + "Shaman Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell earth tremor|xge}, {@spell earthen grasp|xge}" + ], + [ + "5th", + "{@spell erupting earth|xge}" + ], + [ + "7th", + "{@spell stone shape}" + ], + [ + "9th", + "{@spell wall of stone}" + ] + ] + } + ] + } + ] + } + ], + "additionalSpells": [ + { + "known": { + "3": [ + "earth tremor|xge", + "earthen grasp|xge" + ], + "5": [ + "erupting earth|xge" + ], + "7": [ + "stone shape" + ], + "9": [ + "wall of stone" + ] + } + } + ], + "resist": [ + "bludgeoning" + ], + "foundryImg": "icons/magic/earth/explosion-lava-stone-green.webp" + }, + { + "name": "Mastery of Fire", + "source": "LLSH:E", + "featureType": [ + "LL:EM" + ], + "entries": [ + "This mastery grants you the following benefits:", + { + "type": "list", + "items": [ + "You gain resistance to fire damage.", + "Your {@classFeature Totemic Assault|Shaman|LLSH|1} deals fire damage in place of necrotic damage, and the damage dice you roll for Totemic Assault become {@dice d12}s (instead of the normal {@dice d8}s).", + { + "type": "entries", + "entries": [ + "You gain the Spirituality Spells from the table below. When you gain a level in this class, you can replace one spell from this feature with another spell of the same level from any spell list that deals only the damage type of its element.", + "Alternatively, you can replace the spell with another spell of a similar elemental theme at the discretion of your DM.", + { + "type": "table", + "colLabels": [ + "Shaman Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell burning hands}, {@spell flaming sphere}" + ], + [ + "5th", + "{@spell fireball}" + ], + [ + "7th", + "{@spell wall of fire}" + ], + [ + "9th", + "{@spell immolation|xge}" + ] + ] + } + ] + } + ] + } + ], + "additionalSpells": [ + { + "known": { + "3": [ + "burning hands", + "flaming sphere" + ], + "5": [ + "fireball" + ], + "7": [ + "wall of fire" + ], + "9": [ + "immolation|xge" + ] + } + } + ], + "resist": [ + "fire" + ], + "foundryImg": "icons/magic/fire/barrier-shield-explosion-yellow.webp" + }, + { + "name": "Mastery of Water", + "source": "LLSH:E", + "featureType": [ + "LL:EM" + ], + "entries": [ + "This mastery grants you the following benefits:", + { + "type": "list", + "items": [ + "You gain resistance to cold damage.", + "Your {@classFeature Totemic Assault|Shaman|LLSH|1} deals cold damage in place of necrotic damage, and when you use Totemic Assault you can target two creatures that are within 5 feet of each other.", + { + "type": "entries", + "entries": [ + "You gain the Spirituality Spells from the table below. When you gain a level in this class, you can replace one spell from this feature with another spell of the same level from any spell list that deals only the damage type of its element.", + "Alternatively, you can replace the spell with another spell of a similar elemental theme at the discretion of your DM.", + { + "type": "table", + "colLabels": [ + "Shaman Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell ice knife|xge}, {@spell snowball storm|xge}" + ], + [ + "5th", + "{@spell tidal wave|xge}" + ], + [ + "7th", + "{@spell ice storm}" + ], + [ + "9th", + "{@spell cone of cold}" + ] + ] + } + ] + } + ] + } + ], + "additionalSpells": [ + { + "known": { + "3": [ + "ice knife|xge", + "snowball storm|xge" + ], + "5": [ + "tidal wave|xge" + ], + "7": [ + "ice storm" + ], + "9": [ + "cone of cold" + ] + } + } + ], + "resist": [ + "cold" + ], + "foundryImg": "icons/magic/water/wave-water-teal.webp" + }, + { + "name": "Elementalist Spell", + "source": "LLSH:E", + "featureType": [ + "LL:ES" + ], + "entries": [ + "You can cast one Elementalist Spell at the level of your Primal Magic spell slots, without expending a spell slot. Once you do so, you must finish a long rest before you can cast an Elementalist spell in this way again. If you chose this feature previously you can cast two spells in this way." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "daily": { + "1": [ + { + "choose": "subclass=shaman: elementalist (llsh:e), fire;shaman: elementalist (llsh:e), water;shaman: elementalist (llsh:e), air;shaman: elementalist (llsh:e), earth" + } + ] + } + } + } + } + ], + "foundryImg": "icons/magic/symbols/runes-star-orange-purple.webp" + }, + { + "name": "Air Ascension", + "source": "LLSH:E", + "featureType": [ + "LL:EI" + ], + "entries": [ + "You learn the spell {@spell Investiture of Wind|xge}. The spell counts as a Shaman spell for you, but does not count against your number of Spells Known. Once per long rest, you can cast it without expending a spell slot." + ], + "additionalSpells": [ + { + "known": { + "_": [ + "investiture of wind|xge" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + "investiture of wind|xge" + ] + } + } + } + } + ], + "foundryImg": "icons/skills/trades/music-singing-voice-blue.webp" + }, + { + "name": "Earth Ascension", + "source": "LLSH:E", + "featureType": [ + "LL:EI" + ], + "entries": [ + "You learn the spell {@spell Investiture of Stone|xge}. The spell counts as a Shaman spell for you, but does not count against your number of Spells Known. Once per long rest, you can cast it without expending a spell slot." + ], + "additionalSpells": [ + { + "known": { + "_": [ + "investiture of stone|xge" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + "investiture of stone|xge" + ] + } + } + } + } + ], + "foundryImg": "icons/magic/earth/construct-stone-long-arms.webp" + }, + { + "name": "Fire Ascension", + "source": "LLSH:E", + "featureType": [ + "LL:EI" + ], + "entries": [ + "You learn the spell {@spell Investiture of Flame|xge}. The spell counts as a Shaman spell for you, but does not count against your number of Spells Known. Once per long rest, you can cast it without expending a spell slot." + ], + "additionalSpells": [ + { + "known": { + "_": [ + "investiture of flame|xge" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + "investiture of flame|xge" + ] + } + } + } + } + ], + "foundryImg": "icons/magic/fire/elemental-fire-humanoid.webp" + }, + { + "name": "Water Ascension", + "source": "LLSH:E", + "featureType": [ + "LL:EI" + ], + "entries": [ + "You learn the spell {@spell Investiture of Ice|xge}. The spell counts as a Shaman spell for you, but does not count against your number of Spells Known. Once per long rest, you can cast it without expending a spell slot." + ], + "additionalSpells": [ + { + "known": { + "_": [ + "investiture of ice|xge" + ] + }, + "innate": { + "_": { + "daily": { + "1": [ + "investiture of ice|xge" + ] + } + } + } + } + ], + "foundryImg": "icons/magic/water/elemental-water.webp" } ], "monster": [ @@ -4488,7 +6293,7 @@ }, { "name": "Giest", - "source": "LLSH", + "source": "LLSH:E", "page": 8, "summonedByClass": "Shaman|LLSH", "size": [ @@ -4555,7 +6360,7 @@ }, { "name": "Spirit Dragon", - "source": "LLSH", + "source": "LLSH:E", "page": 8, "summonedByClass": "Shaman|LLSH", "size": [ @@ -4617,5 +6422,29 @@ } ] } + ], + "foundrySubclassFeature": [ + { + "name": "Ascended Awareness", + "source": "LLSH:E", + "className": "Shaman", + "classSource": "LLSH", + "subclassShortName": "Far Seer", + "subclassSource": "LLSH:E", + "level": 6, + "effects": [ + { + "name": "Initiative Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.init.bonus", + "mode": "ADD", + "value": "+@abilities.wis.mod" + } + ] + } + ] + } ] -} +} \ No newline at end of file diff --git a/class/LaserLlama; The Vessel.json b/class/LaserLlama; The Vessel.json new file mode 100644 index 0000000000..8c90f32a8e --- /dev/null +++ b/class/LaserLlama; The Vessel.json @@ -0,0 +1,2446 @@ +{ + "_meta": { + "sources": [ + { + "json": "llvessel", + "authors": [ + "LaserLlama" + ], + "convertedBy": [ + "hakr14" + ], + "abbreviation": "LL:V", + "full": "The Vessel", + "url": "https://www.gmbinder.com/share/-N0CFGpDdib-M1mFNBLU", + "dateReleased": "2022-12-04", + "version": "1.0.0", + "targetSchema": "1.10.9", + "color": "7D3B00" + } + ], + "optionalFeatureTypes": { + "V:UA": "Unsealed Aspect" + }, + "dateAdded": 0, + "dateLastModified": 0, + "status": "wip" + }, + "class": [ + { + "name": "Vessel", + "source": "llvessel", + "fluff": [ + { + "source": "llvessel", + "entries": [ + "A ragged young man fled down an alley in a vain attempt to lose the thugs that pursued him. As their shadows grew longer, he realized that he had no choice. As the ruffians pinned him against the wall, he looked inward and called upon the sinister entity bound to his soul. When he finally regained his senses, the smell of sulfur was overwhelming. He fled the alleyway, leaving the charred remains of the brigands behind. They were but the latest victims of the dark presence he harbored within.", + "An austere elven woman stood on a raised dais at the center of a crowded amphitheater. Members of the church hierarchy and common folk alike had come to witness her awesome transformation. She did not know why she was chosen, but within her soul was bound a fallen heavenly being, charged to perform one hundred and one good deeds in order to regain its status in the celestial courts. As the crowd gathered round, she said a prayer and gave herself over to the overwhelming radiance.", + "The strange elderly halfling knew that he did not belong in the tower he called home. The tower's keeper, a reclusive old archmage, only kept him around as a reminder of what would happen to any who dared cross him. At night, the halfling could hear crying inside of his head, the sounds of a former student who had attempted to overthrow the great archmage, now bound to the aging body and soul of the lowliest student.", + "All three people described above are Vessels, bearers of wondrous otherworldly power in the form of Spirits bound within their body and soul. With training, these adventurers can learn to wield a fraction of their Spirit's amazing power.", + { + "type": "entries", + "name": "Otherworldly Power", + "entries": [ + "Within every Vessel is bound an extraplanar being of strange and wondrous power. No matter their origin, these immortal Spirits cannot be killed by conventional means. Instead, they are often bound to mortal flesh, forced to dwell within a body on the material plane. While many such Spirits are bound to their Vessel against their will, some choose to dwell within a mortal, lending them power in causes that align with theirs.", + "No matter the reason, these otherworldly beings are the source of the power for the adventurers known as Vessels." + ] + }, + { + "type": "entries", + "name": "Mortal Vessel", + "entries": [ + "A rare occurrence in most worlds, mortal Vessels will likely never meet another of their kind unless they seek them out. The binding of an otherworldly Spirit is a deadly task, and is almost always done by a higher power or legendary mortal.", + "Bearers of this extraplanar power can learn to channel the wondrous abilities of the Spirit inside them. Through their force of will, they can allow small amounts of this power out, channeling it to defend themselves, produce eldritch magic, enhance their physical abilities, and influence friend and foe.", + "However, the mark of a true Vessel is their ability to take on the appearance of the Spirit bound to their soul, known as an Archon Form. Through this wondrous transformation, they are able to directly wield the power of the Spirit within, and use its power to overcome obstacles and thwart foes." + ] + }, + { + "type": "entries", + "name": "Creating Your Vessel", + "entries": [ + "When creating a Vessel, the most important thing to consider is how you came to be bound to the Spirit within you. Are you the Acolyte of a god, chosen to bear one of its angels that has fallen from grace? Are you a prophetic child of a cult, forced to bear the sinister power of their infernal lord? Or, are you descended from a bloodline of Vessels, each parent passing the Spirit on to their child when they have reached old age?", + "Secondly, consider the nature of your Sealed Spirit and its relationship to you. Does your Spirit communicate with you freely, hoping that your goals will align? Is your Spirit bound against its will and seeking your demise so it can once again be free? Or, is the nature of your Sealed Spirit a mystery that you have struck out into the world to uncover more about?" + ] + } + ] + } + ], + "multiclassing": { + "requirements": { + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ] + } + }, + "classFeatures": [ + { + "classFeature": "Sealed Spirit|Vessel|llvessel|1", + "gainSubclassFeature": true + }, + "Unsealed Aspects|Vessel|llvessel|1", + "Vessel Magic|Vessel|llvessel|2", + { + "classFeature": "Sealed Spirit Spells|Vessel|llvessel|2", + "gainSubclassFeature": true + }, + "Archon Form|Vessel|llvessel|3", + { + "classFeature": "Sealed Spirit Archon|Vessel|llvessel|3", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Vessel|llvessel|4", + "Extra Attack|Vessel|llvessel|5", + { + "classFeature": "Sealed Spirit Feature|Vessel|llvessel|6", + "gainSubclassFeature": true + }, + "Controlled Transformation|Vessel|llvessel|7", + "Ability Score Improvement|Vessel|llvessel|8", + "Twin Consciousness|Vessel|llvessel|9", + "Cyclical Sacrifice|Vessel|llvessel|11", + "Ability Score Improvement|Vessel|llvessel|12", + { + "classFeature": "Sealed Spirit Feature|Vessel|llvessel|14", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Vessel|llvessel|16", + "Twin Soul|Vessel|llvessel|18", + "Ability Score Improvement|Vessel|llvessel|19", + { + "classFeature": "Sealed Spirit Feature|Vessel|llvessel|20", + "gainSubclassFeature": true + } + ], + "spellsKnownProgression": [ + 0, + 2, + 3, + 4, + 5, + 5, + 6, + 6, + 7, + 7, + 8, + 8, + 9, + 9, + 9, + 9, + 10, + 10, + 10, + 10 + ], + "casterProgression": "pact", + "optionalfeatureProgression": [ + { + "name": "Unsealed Aspect", + "featureType": [ + "V:UA" + ], + "progression": { + "1": 1, + "3": 2, + "6": 3, + "9": 4, + "12": 5, + "15": 6, + "18": 7 + } + } + ], + "classTableGroups": [ + { + "colLabels": [ + "Spells Known", + "Spell Slots", + "Slot Level", + "Unsealed Aspects" + ], + "rows": [ + [ + 0, + 0, + "", + 1 + ], + [ + 2, + 1, + "{@filter 1st|spells|level=1|class=Vessel}", + 1 + ], + [ + 3, + 2, + "{@filter 1st|spells|level=1|class=Vessel}", + 2 + ], + [ + 4, + 2, + "{@filter 1st|spells|level=1|class=Vessel}", + 2 + ], + [ + 5, + 2, + "{@filter 2nd|spells|level=2|class=Vessel}", + 2 + ], + [ + 5, + 2, + "{@filter 2nd|spells|level=2|class=Vessel}", + 3 + ], + [ + 6, + 2, + "{@filter 2nd|spells|level=2|class=Vessel}", + 3 + ], + [ + 6, + 2, + "{@filter 2nd|spells|level=2|class=Vessel}", + 3 + ], + [ + 7, + 2, + "{@filter 3rd|spells|level=3|class=Vessel}", + 4 + ], + [ + 7, + 3, + "{@filter 3rd|spells|level=3|class=Vessel}", + 4 + ], + [ + 8, + 3, + "{@filter 3rd|spells|level=3|class=Vessel}", + 4 + ], + [ + 8, + 3, + "{@filter 3rd|spells|level=3|class=Vessel}", + 5 + ], + [ + 9, + 3, + "{@filter 4th|spells|level=4|class=Vessel}", + 5 + ], + [ + 9, + 3, + "{@filter 4th|spells|level=4|class=Vessel}", + 5 + ], + [ + 9, + 3, + "{@filter 4th|spells|level=4|class=Vessel}", + 6 + ], + [ + 9, + 3, + "{@filter 4th|spells|level=4|class=Vessel}", + 6 + ], + [ + 10, + 3, + "{@filter 5th|spells|level=5|class=Vessel}", + 6 + ], + [ + 10, + 3, + "{@filter 5th|spells|level=5|class=Vessel}", + 7 + ], + [ + 10, + 4, + "{@filter 5th|spells|level=5|class=Vessel}", + 7 + ], + [ + 10, + 4, + "{@filter 5th|spells|level=5|class=Vessel}", + 7 + ] + ] + } + ], + "hd": { + "number": 1, + "faces": 10 + }, + "startingProficiencies": { + "armor": [ + "light", + "medium" + ], + "weapons": [ + "simple", + "{@item flail|phb|flails}", + "{@item morningstar|phb|morningstars}", + "{@item scimitar|phb|scimitars}", + "{@item shortsword|phb|shortswords}", + "{@item trident|phb|tridents}", + "{@item war pick|phb|warpicks}", + "{@item whip|phb|whips}" + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "insight", + "intimidation", + "perception", + "stealth", + "survival" + ], + "count": 2 + } + } + ] + }, + "proficiency": [ + "con", + "cha" + ], + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item quarterstaff|phb} or (b) two {@item dagger|phb|daggers}", + "(a) a {@filter simple weapon|items|source=phb|category=basic|type=simple weapon} or (b) a {@item shortbow|phb|shorbow} and {@item arrows (20)|phb|20 arrows}", + "(a) {@item leather armor|phb} or (b) {@item hide armor|phb}", + "(a) an {@item explorer's pack|phb} or (b) a {@item priest's pack|phb}" + ], + "defaultData": [ + { + "a": [ + "quarterstaff|phb" + ], + "b": [ + { + "quantity": 2, + "item": "dagger|phb" + } + ] + }, + { + "a": [ + { + "equipmentType": "weaponSimple" + } + ], + "b": [ + "shortbow|phb", + "arrows (20)" + ] + }, + { + "a": [ + "leather armor|phb" + ], + "b": [ + "hide armor|phb" + ] + }, + { + "a": [ + "explorer's pack|phb" + ], + "b": [ + "priest's pack|phb" + ] + } + ] + }, + "spellcastingAbility": "cha", + "classSpells": [ + "absorb elements|xge", + "armor of agathys", + "arms of hadar", + "bane", + "cause fear|xge", + "command", + "compelled duel", + "dissonant whispers", + "entangle", + "faerie fire", + "false life", + "feather fall", + "fog cloud", + "hellish rebuke", + "inflict wounds", + "jump", + "longstrider", + "sanctuary", + "shimmering lance|llvessel", + "thunderwave", + "alter self", + "augury", + "blindness/deafness", + "detect thoughts", + "enhance ability", + "enlarge/reduce", + "enthrall", + "flaming whip|llvessel", + "invisibility", + "mind spike|xge", + "misty step", + "nystul's magic aura", + "see invisibility", + "shadow blade|xge", + "silence", + "spider climb", + "suggestion", + "tasha's mind whip|tce", + "warding wind|xge", + "web", + "bestow curse", + "blink", + "clairvoyance", + "dispel magic", + "fear", + "fly", + "gaseous form", + "haste", + "hunger of hadar", + "intellect fortress|tce", + "life transference|xge", + "slow", + "spectral passage|llvessel", + "spirit shroud|tce", + "thunder step|xge", + "vampiric touch", + "banishment", + "blight", + "death ward", + "dimension door", + "divination", + "evard's black tentacles", + "fire shield", + "freedom of movement", + "greater invisibility", + "phantasmal killer", + "polymorph", + "shadow of moil|xge", + "bigby's hand", + "circle of power", + "contact other plane", + "contagion", + "destructive wave", + "enervation|xge", + "far step|xge", + "geas", + "scrying", + "skill empowerment|xge" + ], + "foundryImg": "icons/magic/control/voodoo-doll-pain-damage-purple.webp" + } + ], + "classFeature": [ + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Sealed Spirit", + "source": "llvessel", + "level": 1, + "entries": [ + "Within you dwells a purely spiritual being of immense power. At 1st level, choose the type of Sealed Spirit that you serve as the Vessel for: the Ascended, the Cursed, or the Fallen.", + "Your Sealed Spirit grants you features at 1st level, and again when you reach 6th, 14th, and 20th level in this class.", + { + "type": "entries", + "name": "Sealed Spirit Goals", + "entries": [ + "Sealed Spirits are bound within a mortal Vessel for many reasons, and many of these spiritual beings have goals of their own apart from their mortal host. To decide on a goal for your Spirit, you can either choose your own or roll a {@dice d6}.", + { + "type": "table", + "colStyles": [ + "col-1 text-center", + "col-11 text-center" + ], + "colLabels": [ + "{@dice d6}", + "Sealed Spirit Goal" + ], + "rows": [ + [ + 1, + "This malicious Spirit was sealed against its will, and wishes your death so it may be free." + ], + [ + 2, + "This honor-bound Spirit is the guardian of your bloodline and is passed from parent to child." + ], + [ + 3, + "This Spirit sought you out so that you could accomplish its goals on the material plane." + ], + [ + 4, + "This repentant Spirit must help you save the lives of 101 innocent mortals to atone for its sins." + ], + [ + 5, + "This Spirit wishes to experience everything it can, you are simply a tool for entertainment." + ], + [ + 6, + "This Spirit has chosen you to be its champion that will stand against its eternal foe." + ] + ] + } + ] + } + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Unsealed Aspects", + "source": "llvessel", + "level": 1, + "entries": [ + "You are able to exert limited control over the Spirit bound to your soul and can partially release its power. Also at 1st level, you master one Unsealed Aspect of your choice from the list at the end of this class. When you gain certain Vessel levels, you master additional Aspects of your choice, as indicated in the Unsealed Aspects column of the Vessel table. If an Aspect has a prerequisite, like another Aspect or a certain Vessel level, you must meet those prerequisites to master it.", + "When you gain a level in this class you can replace one of your Unsealed Aspects with another Aspect of your choice." + ], + "foundryImg": "icons/magic/control/silhouette-hold-change-blue.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Vessel Magic", + "source": "llvessel", + "level": 2, + "entries": [ + "Beginning at 2nd level, you can draw on the immense power of the Sealed Spirit bound within you to produce spells.", + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Vessel table shows how many spell slots you have to cast your Vessel spells, and the level of those spell slots. All of your spell slots are the same level. To cast a Vessel spell of 1st-level or higher, you must expend a spell slot. You regain all of your spell slots when you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st-Level and Higher", + "entries": [ + "At 2nd level, you learn two 1st-level spells of your choice from the Vessel Spell List at the end of this class description.", + "The Spells Known column of the Vessel table shows when you learn additional Vessel spells of 1st-level and higher. Any spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your Vessel level. For example, when you reach 5th level in this class you learn a new Vessel spell, which can be of 1st or 2nd-level.", + "Additionally, whenever you gain a level in this class, you can choose one of the Vessel spells you know and replace it with another spell of your choice from the Vessel spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spirit Spells", + "entries": [ + "Your Sealed Spirit has a list of Spirit Spells that you learn at the Vessel levels noted in the Sealed Spirit description. These Spirit Spells count as Vessel spells for you, but they do not count against your total number of Spells Known. You cannot switch your Spirit Spells out for another spell when you gain a level in this class." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your Vessel spells, as you are using your will to draw on the power of the Spirit that dwells within you. You use your Charisma whenever a spell refers to your spellcasting ability, when you set the saving throw DC for a spell, and when you make a spell attack roll.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "Since your magic is drawn from the Spirit sealed within you, your body is the spellcasting focus for your Vessel spells. You must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed or have a gold cost.", + { + "type": "inset", + "name": "Vessel Magic Manifest", + "entries": [ + "When casting Vessel spells consider the nature of your Sealed Spirit from which you draw your magic. Do you emanate the radiant magic of a celestial? Or, is your magic the diabolic power of the Abyss?" + ] + } + ] + } + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/control/sihouette-hold-beam-green.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Sealed Spirit Spells", + "source": "llvessel", + "level": 2, + "entries": [ + "At 2nd level, you gain a spells granted by your Sealed Spirit." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Archon Form", + "source": "llvessel", + "level": 3, + "entries": [ + "Upon reaching 3rd level, you can completely transform into a being that resembles the true form of the Spirit sealed within you. As an action, you can transform into the Archon Form of your Spirit, which uses the specific Archon stat block in your Sealed Spirit description. Your Archon Form will use your proficiency bonus (PB) and Vessel Spellcasting modifier.", + "You can maintain your Archon Form for 1 minute. You then revert to your normal form unless you expend a Vessel Magic spell slot. You instantly revert to your normal form if you fall unconscious or use a bonus action on your turn to do so.", + { + "type": "entries", + "entries": [ + "While in your Archon Form, the following rules apply:", + { + "type": "list", + "items": [ + "Your game statistics are replaced by the statistics in the Archon Form stat block, but you retain your alignment, personality, and your ability scores. You also keep all skill and saving throw proficiencies, in addition to gaining those of your Archon. If your Archon has the same proficiency as you, you use the higher bonus.", + "When you transform, you assume the hit points of your Archon Form. When you revert to your normal form, you return to the number of hit points you had before your transformation. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as this excess damage does not reduce your normal form to 0 hit points, you are not knocked unconscious when you revert.", + "You retain the benefit of any features from the Vessel class, your race, or any other source, and you can use them if your Archon Form is capable of doing so, including Vessel Magic. However, you can't use any special senses you may have, such as darkvision, unless your Archon Form also has that special sense.", + "You choose whether your equipment falls to the ground in your space, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for the Archon to use it. Your equipment doesn't change size or shape to match the Archon, and any equipment that your Archon can't wear must either fall to the ground or merge with it. Equipment that merges has no effect until you leave the form." + ] + } + ] + }, + "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses remaining, you can expend a Vessel Magic spell slot to transform one additional time." + ], + "foundrySystem": { + "duration": { + "value": 1, + "units": "minute" + } + }, + "foundryImg": "icons/equipment/head/mask-carved-bird-grey-pink.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Sealed Spirit Archon", + "source": "llvessel", + "level": 3, + "entries": [ + "At 3rd level, you gain an Archon Form granted by your Sealed Spirit." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Ability Score Improvement", + "source": "llvessel", + "level": 4, + "entries": [ + "At 4th level, and again when you reach 8th, 12th, 16th, and 19th level, you can increase one of your ability scores by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Extra Attack", + "source": "llvessel", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.", + "Moreover, when you are in your {@classFeature Archon Form|Vessel|llvessel|3} and you use your action to use one of the Spell Attack options detailed in the Actions section of your Archon Form stat block, you can make two Spell Attacks instead of one." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Sealed Spirit Feature", + "source": "llvessel", + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Sealed Spirit." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Controlled Transformation", + "source": "llvessel", + "level": 7, + "entries": [ + "You have gained a greater amount of control over your Spirit transformation. Starting at 7th level, if you end your {@classFeature Archon Form|Vessel|llvessel|3} transformation before it runs out of hit points, you can transform into your Archon Form again without expending a use of that feature or a Vessel Magic spell slot.", + "However, if you transform again before you finish a short or long rest, the Archon Form retains the number of hit points it had when you last reverted from Archon to your normal form.", + "If you expend a Vessel Magic spell slot to transform, your Archon Form has its maximum hit points upon transforming." + ], + "foundrySystem": { + "activation.type": "", + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/control/silhouette-hold-beam-blue.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Ability Score Improvement", + "source": "llvessel", + "level": 8, + "entries": [ + "At 8th level, and again when you reach 12th, 16th, and 19th level, you can increase one of your ability scores by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Twin Consciousness", + "source": "llvessel", + "level": 9, + "entries": [ + "Your Sealed Spirit offers you its mental abilities alongside its spiritual power. Beginning at 9th level, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw, or a Constitution saving throw to maintain your concentration on a Vessel spell, you have advantage on your roll." + ], + "foundryImg": "icons/magic/perception/hand-eye-fire-blue.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Cyclical Sacrifice", + "source": "llvessel", + "level": 11, + "entries": [ + "The souls of Vessel and Spirit have begun to merge, allowing each individual siphon vitality from the other in times of need. Starting at 11th level, when you are in {@classFeature Archon Form|Vessel|llvessel|3}, you can use a bonus action to expend any number of hit points from your normal form, causing your Archon Form to immediately regain a number of hit points equal to the amount expended.", + "Also, when you revert to your normal form, you can expend any number of your Archon Form's remaining hit points to gain temporary hit points equal to the amount expended." + ], + "foundryImg": "icons/magic/control/energy-stream-link-orange.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Ability Score Improvement", + "source": "llvessel", + "level": 12, + "entries": [ + "At 12th level, and again when you 16th and 19th level, you can increase one of your ability scores by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Sealed Spirit Feature", + "source": "llvessel", + "level": 14, + "entries": [ + "At 14th level, you gain a feature granted by your Sealed Spirit." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Ability Score Improvement", + "source": "llvessel", + "level": 16, + "entries": [ + "At 16th level, and again when you reach 19th level, you can increase one of your ability scores by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Twin Soul", + "source": "llvessel", + "level": 18, + "entries": [ + "You and the Spirit bound to your soul have merged to become an entirely new and unique creature. Beginning at 18th level, your {@classFeature Archon Form|Vessel|llvessel|3} transformation only ends if it is reduced to 0 hit points or you use a bonus action to end it." + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + } + }, + "foundryImg": "icons/magic/control/energy-stream-link-spiral-blue.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Ability Score Improvement", + "source": "llvessel", + "level": 19, + "entries": [ + "At 19th level, you can increase one of your ability scores by 2, or two different ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "Sealed Spirit Feature", + "source": "llvessel", + "level": 20, + "entries": [ + "At 20th level, you gain a feature granted by your Sealed Spirit." + ] + } + ], + "subclass": [ + { + "className": "Vessel", + "classSource": "llvessel", + "name": "The Ascended", + "source": "llvessel", + "shortName": "Ascended", + "subclassFeatures": [ + "The Ascended|Vessel|llvessel|Ascended|llvessel|1", + "Ascended Spells|Vessel|llvessel|Ascended|llvessel|2", + "Ascended Archon|Vessel|llvessel|Ascended|llvessel|3", + "Astral Step|Vessel|llvessel|Ascended|llvessel|6", + "Potent Magicks|Vessel|llvessel|Ascended|llvessel|6", + "Ascended Arcanum|Vessel|llvessel|Ascended|llvessel|14", + "Archmage Reborn|Vessel|llvessel|Ascended|llvessel|20" + ], + "additionalSpells": [ + { + "known": { + "_": [ + { + "choose": "level=0|class=Wizard", + "count": 2 + } + ], + "2": [ + "magic missile", + "shield" + ], + "5": [ + "detect thoughts", + "levitate" + ], + "9": [ + "claivoyance", + "counterspell" + ], + "13": [ + "arcane eye", + "otiluke's resilient sphere" + ], + "17": [ + "legend lore", + "wall of force" + ] + } + } + ], + "subclassSpells": [ + "magic missile", + "shield", + "detect thoughts", + "levitate", + "claivoyance", + "counterspell", + "arcane eye", + "otiluke's resilient sphere", + "legend lore", + "wall of force" + ], + "foundryImg": "icons/magic/perception/third-eye-blue-red.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "The Cursed", + "source": "llvessel", + "shortName": "Cursed", + "subclassFeatures": [ + "The Cursed|Vessel|llvessel|Cursed|llvessel|1", + "Cursed Spells|Vessel|llvessel|Cursed|llvessel|2", + "Cursed Archon|Vessel|llvessel|Cursed|llvessel|3", + "Dark Sacrifice|Vessel|llvessel|Cursed|llvessel|6", + "Hellfire|Vessel|llvessel|Cursed|llvessel|14", + "Lord of Darkness|Vessel|llvessel|Cursed|llvessel|20" + ], + "additionalSpells": [ + { + "known": { + "2": [ + "cause fear|xge", + "hellish rebuke" + ], + "5": [ + "flaming whip|llvessel", + "scorching ray" + ], + "9": [ + "fireball", + "vampiric touch" + ], + "13": [ + "dominate beast", + "wall of fire" + ], + "17": [ + "flame strike", + "insect plague" + ] + } + } + ], + "subclassSpells": [ + "cause fear|xge", + "hellish rebuke", + "flaming whip|llvessel", + "scorching ray", + "fireball", + "vampiric touch", + "dominate beast", + "wall of fire", + "flame strike", + "insect plague" + ], + "foundryImg": "icons/magic/unholy/silhouette-robe-evil-glow.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "name": "The Fallen", + "source": "llvessel", + "shortName": "Fallen", + "subclassFeatures": [ + "The Fallen|Vessel|llvessel|Fallen|llvessel|1", + "Fallen Spells|Vessel|llvessel|Fallen|llvessel|2", + "Fallen Archon|Vessel|llvessel|Fallen|llvessel|3", + "Condemnation|Vessel|llvessel|Fallen|llvessel|6", + "Divine Wrath|Vessel|llvessel|Fallen|llvessel|14", + "Holy Judgment|Vessel|llvessel|Fallen|llvessel|14", + "Be Not Afraid|Vessel|llvessel|Fallen|llvessel|20" + ], + "additionalSpells": [ + { + "known": { + "2": [ + "guiding bolt", + "searing smite" + ], + "5": [ + "branding smite", + "spiritual weapon" + ], + "9": [ + "blinding smite", + "spirit guardians" + ], + "13": [ + "guardian of faith", + "staggering smite" + ], + "17": [ + "banishing smite", + "flame strike" + ] + } + } + ], + "subclassSpells": [ + "guiding bolt", + "searing smite", + "branding smite", + "spiritual weapon", + "blinding smite", + "spirit guardians", + "guardian of faith", + "staggering smite", + "banishing smite", + "flame strike" + ], + "foundryImg": "icons/magic/holy/angel-wings-gray.webp" + } + ], + "subclassFeature": [ + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "The Ascended", + "source": "llvessel", + "level": 1, + "entries": [ + "When mortals attain heights of arcane power that allow them to ascend beyond their physical forms, they make themselves vulnerable to being sealed away. Often, these great sorcerers and archmages are punished by the deities of magic, and are imprisoned where they can no longer violate arcane laws.", + { + "type": "refSubclassFeature", + "subclassFeature": "Ancient Knowledge|Vessel|llvessel|Ascended|llvessel|1" + } + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "Ancient Knowledge", + "source": "llvessel", + "level": 1, + "entries": [ + "The once-mortal mage sealed within your soul imparts you with its forbidden knowledge. You gain proficiency in {@skill Arcana}, and whenever you make an Intelligence ({@skill Arcana}) check, you gain a bonus to the roll equal to your Charisma modifier.", + "You also learn two {@filter cantrips of your choice from the Wizard spell list|spells|level=0|class=Wizard}, and Charisma is your spellcasting ability for them." + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "foundryImg": "icons/sundries/books/book-backed-wood-tan.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "Ascended Spells", + "source": "llvessel", + "level": 2, + "entries": [ + "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", + { + "type": "table", + "colLabels": [ + "Vessel Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "2nd", + "{@spell magic missile}, {@spell shield}" + ], + [ + "5th", + "{@spell detect thoughts}, {@spell levitate}" + ], + [ + "9th", + "{@spell clairvoyance}, {@spell counterspell}" + ], + [ + "13th", + "{@spell arcane eye}, {@spell otiluke's resilient sphere|phb|resilient sphere}" + ], + [ + "17th", + "{@spell legend lore}, {@spell wall of force}" + ] + ] + } + ], + "foundryImg": "icons/magic/control/sihouette-hold-beam-green.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "Ascended Archon", + "source": "llvessel", + "level": 3, + "entries": [ + "You take on the luminous form of the ancient spellcaster that is bound to you. Your Archon Form uses the stat block below:", + { + "type": "statblock", + "style": "inset", + "name": "Ascended Archon", + "tag": "creature", + "source": "llvessel" + } + ], + "foundryImg": "icons/equipment/head/mask-carved-bird-grey-pink.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "Astral Step", + "source": "llvessel", + "level": 6, + "entries": [ + "You can draw on the power of your Ascended Spirit to move through the astral plane. As a bonus action while you are in your {@classFeature Archon Form|Vessel|llvessel|3}, you can sacrifice your Archon's hit points to teleport to an unoccupied space you can see.", + "For each hit point you sacrifice, up to a maximum equal to your Charisma modifier (minimum of 1), you teleport 5 feet." + ], + "foundryImg": "icons/magic/movement/trail-streak-zigzag-yellow.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "Potent Magicks", + "source": "llvessel", + "level": 6, + "entries": [ + "The Ascended bound within your soul empowers your magic. Whenever you cast a Vessel spell or your {@classFeature Archon Form|Vessel|llvessel|3} uses Arcane Blast, you gain a bonus to one damage roll equal to your Charisma modifier (minimum of +1)." + ], + "foundryImg": "icons/magic/symbols/rune-sigil-horned-blue.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "Ascended Arcanum", + "source": "llvessel", + "level": 14, + "entries": [ + "You are able to wrest even greater magics from the Ascended mage imprisoned within you. You gain a single 6th-level spell slot which you can use to cast your Vessel spells. Unlike your other Vessel Magic spell slots, you only regain the use of this special Arcanum spell slot when you finish a long rest.", + "At 20th level you gain a 7th-level Arcanum spell slot." + ], + "foundryImg": "icons/magic/symbols/chevron-elipse-circle-blue.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "Archmage Reborn", + "source": "llvessel", + "level": 20, + "entries": [ + "Your soul is able to channel the full power of the Ascended bound to your mortal flesh, if only temporarily. When you are in your {@classFeature Archon Form|Vessel|llvessel|3} you gain the following benefits:", + { + "type": "list", + "items": [ + "You assume the appearance your Ascended had in life.", + "You gain resistance to all damage from spells.", + "When you use your action to cast a spell of 1st-level or higher you can use Arcane Blast as a bonus action.", + "You can use {@subclassFeature Astral Step|Vessel|llvessel|Ascended|llvessel|6}, without sacrificing the hit points of your Archon Form, to teleport up to 30 feet as a bonus action on each of your turns. You can still sacrifice your Archon Form's hit points as normal to increase the distance that you teleport." + ] + } + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + } + }, + "foundryImg": "icons/magic/unholy/silhouette-robe-evil-power.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Cursed", + "subclassSource": "llvessel", + "name": "The Cursed", + "source": "llvessel", + "level": 1, + "entries": [ + "Condemned by the gods for their transgressions at the dawn of time, beings known as Cursed were wielders of dark and sinister power. Counted among the Cursed are the demons, devils, and all other nefarious spirits of the lower planes. To be counted among the Cursed, these sinister spirits posed a particular threat to the order of the cosmos, and were often sealed away to prevent untold calamity and suffering.", + { + "type": "refSubclassFeature", + "subclassFeature": "Malignant Aura|Vessel|llvessel|Cursed|llvessel|1" + }, + { + "type": "inset", + "name": "Sins of a Cursed Spirit", + "entries": [ + "When creating your Cursed Spirit, determine what it did to warrant being sealed away unlike the many Devils, Demons, and other evils that remain free." + ] + } + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Cursed", + "subclassSource": "llvessel", + "name": "Malignant Aura", + "source": "llvessel", + "level": 1, + "entries": [ + "The aura of the sinister spirit sealed within you bleeds into the world around you. You gain proficiency in {@skill Intimidation} and learn to speak, read, and write {@language Abyssal} and {@language Infernal}.", + "Moreover, whenever you make a Charisma ({@skill Intimidation}) check, or any Charisma check to interact with fiends of any sort, you can treat a roll of 7 or lower on the {@dice d20} as an 8." + ], + "languageProficiencies": [ + { + "abyssal": true, + "infernal": true + } + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "foundryImg": "icons/magic/control/silhouette-aura-energy.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Cursed", + "subclassSource": "llvessel", + "name": "Cursed Spells", + "source": "llvessel", + "level": 2, + "entries": [ + "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", + { + "type": "table", + "colLabels": [ + "Vessel Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "2nd", + "{@spell cause fear|xge}, {@spell hellish rebuke}" + ], + [ + "5th", + "{@spell flaming whip|llvessel}, {@spell scorching ray}" + ], + [ + "9th", + "{@spell fireball}, {@spell vampiric touch}" + ], + [ + "13th", + "{@spell dominate beast}, {@spell wall of fire}" + ], + [ + "17th", + "{@spell flame strike}, {@spell insect plague}" + ] + ] + } + ], + "foundryImg": "icons/magic/control/sihouette-hold-beam-green.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Cursed", + "subclassSource": "llvessel", + "name": "Cursed Archon", + "source": "llvessel", + "level": 3, + "entries": [ + "You can take on a sinister form wreathed in the infernal flame and shadow of your Cursed Spirit. When you transform into Archon Form, you use the Cursed Archon stat block below:", + { + "type": "statblock", + "tag": "creature", + "source": "llvessel", + "name": "Cursed Archon", + "style": "inset" + } + ], + "foundryImg": "icons/equipment/head/mask-carved-bird-grey-pink.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Cursed", + "subclassSource": "llvessel", + "name": "Dark Sacrifice", + "source": "llvessel", + "level": 6, + "entries": [ + "You can sacrifice your vitality to channel more power from your Cursed Spirit. As a bonus action, you can regain one of your expended Vessel Magic spell slots by reducing both the current and maximum hit points of your normal form by an amount equal to twice the level of the spell slot you regain.", + "At the end of your next long rest any reduction to your maximum hit points from this feature returns to normal." + ], + "foundryImg": "icons/magic/unholy/strike-beam-blood-small-red-purple.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Cursed", + "subclassSource": "llvessel", + "name": "Hellfire", + "source": "llvessel", + "level": 14, + "entries": [ + "You can access the true power of the dark Spirit imprisoned within, conjuring cursed infernal flames. When you cast a Vessel spell or use a Vessel ability that deals fire damage, you can choose to deal necrotic damage instead.", + "When you do so while in your {@classFeature Archon Form|Vessel|llvessel|3}, this infernal flame ignores resistance to necrotic damage, and whenever you deal fire or necrotic damage and roll a 1 on the damage die, you re-roll the die until you get a result greater than 1." + ], + "foundryImg": "icons/magic/unholy/barrier-fire-pink.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Cursed", + "subclassSource": "llvessel", + "name": "Lord of Darkness", + "source": "llvessel", + "level": 20, + "entries": [ + "Your combined power allows this Cursed Spirit to walk in the material world once again. When you are in your {@classFeature Archon Form|Vessel|llvessel|3} you gain the following benefits:", + { + "type": "list", + "items": [ + "You assume the appearance of your Cursed Spirit.", + "You gain immunity to the {@condition poisoned}, {@condition frightened}, and {@condition charmed} conditions, and to poison damage.", + "When you transform, you gain the benefits of {@spell flaming whip|llvessel|flame whip}, as if cast it at 5th-level, without expending a Vessel Magic spell slot or requiring concentration.", + "As a bonus action, you can force one creature that can see you to make a Wisdom saving throw. On a failed save, the creature is {@condition frightened} of you until the beginning of your next turn." + ] + } + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + } + }, + "foundryImg": "icons/magic/unholy/silhouette-robe-evil-glow.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Fallen", + "subclassSource": "llvessel", + "name": "The Fallen", + "source": "llvessel", + "level": 1, + "entries": [ + "Not all denizens of the upper planes serve the will of the gods that created them. Those who stray to far from their divinely ordained purpose invoke divine wrath. Known as the Fallen, these wayward celestials are hurled down from the heavens and imprisoned in mortal form to atone for their many sins.", + { + "type": "refSubclassFeature", + "subclassFeature": "Piercing Sight|Vessel|llvessel|Fallen|llvessel|1" + }, + { + "type": "inset", + "name": "Fall From Grace", + "entries": [ + "What caused your Fallen's fall from grace? Do they regret their actions and seek atonement? Or have they vowed revenge upon the celestial powers?" + ] + } + ] + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Fallen", + "subclassSource": "llvessel", + "name": "Piercing Sight", + "source": "llvessel", + "level": 1, + "entries": [ + "The Fallen Spirit bound to your soul grants you the ability to see reality as it truly is. Whenever you make an ability check to intuit a creature's true intentions, determine if a creature is lying to you, or to see through an illusion, you gain a bonus to your roll equal to your Charisma modifier (minimum of +1).", + "You also learn to speak, read and write Celestial, and you have advantage on any Charisma check you make to interact with celestials, priests, Clerics, or other religious disciples." + ], + "languageProficiencies": [ + { + "celestial": true + } + ], + "foundryImg": "icons/magic/perception/eye-ringed-glow-angry-teal.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Fallen", + "subclassSource": "llvessel", + "name": "Fallen Spells", + "source": "llvessel", + "level": 2, + "entries": [ + "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", + { + "type": "table", + "colLabels": [ + "Vessel Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "2nd", + "{@spell guiding bolt}, {@spell searing smite}" + ], + [ + "5th", + "{@spell branding smite}, {@spell spiritual weapon}" + ], + [ + "9th", + "{@spell blinding smite}, {@spell spirit guardians}" + ], + [ + "13th", + "{@spell guardian of faith}, {@spell staggering smite}" + ], + [ + "17th", + "{@spell banishing smite}, {@spell flame strike}" + ] + ] + } + ], + "foundryImg": "icons/magic/control/sihouette-hold-beam-green.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Fallen", + "subclassSource": "llvessel", + "name": "Fallen Archon", + "source": "llvessel", + "level": 3, + "entries": [ + "You take on a form wreathed in rings of fire or a humanoid that radiates golden light. When you transform into Archon Form, you use the Fallen Archon stat block on this page.", + { + "type": "statblock", + "name": "Fallen Archon", + "style": "inset", + "source": "llvessel", + "tag": "creature" + } + ], + "foundryImg": "icons/equipment/head/mask-carved-bird-grey-pink.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Fallen", + "subclassSource": "llvessel", + "name": "Condemnation", + "source": "llvessel", + "level": 6, + "entries": [ + "You can channel the divine wrath of the Spirit within you to mark foes for judgment. When you deal radiant damage to a creature you can Condemn it. A Condemned creature suffers the effects below until the beginning of your next turn:", + { + "type": "list", + "items": [ + "Its speed is reduced by a number of feet equal to 5 times your Charisma modifier (minimum of 5 feet).", + "When it makes an ability check, attack roll, damage roll, or saving throw it must roll a d4 and subtract it from its roll." + ] + }, + "Once you Condemn a creature it cannot be Condemned again until the next dawn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ], + "foundryImg": "icons/magic/control/debuff-energy-hold-yellow.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Fallen", + "subclassSource": "llvessel", + "name": "Divine Wrath", + "source": "llvessel", + "level": 14, + "entries": [ + "Creatures that draw your divine ire rarely survive your wrath. When you {@subclassFeature Condemnation|Vessel|llvessel|Fallen|llvessel|6||Condemn} a creature the effects last for 1 minute. A creature you Condemn can make a Charisma saving throw at the end of each of its turns, ending the effect on a success." + ], + "foundryImg": "icons/magic/fire/barrier-wall-flame-ring-blue.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Fallen", + "subclassSource": "llvessel", + "name": "Holy Judgment", + "source": "llvessel", + "level": 14, + "entries": [ + "You are able to channel the searing wrath of the Fallen Spirit. While you are in your {@classFeature Archon Form|Vessel|llvessel|3}, you can use your Blade of Judgment as a ranged spell attack with a range of 60 feet." + ], + "foundryImg": "icons/magic/holy/projectiles-blades-salvo-yellow.webp" + }, + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Fallen", + "subclassSource": "llvessel", + "name": "Be Not Afraid", + "source": "llvessel", + "level": 20, + "entries": [ + "Your soul is able to fully channel the radiant light of the Fallen bound to your mortal flesh, if only temporarily. When you are in your {@classFeature Archon Form|Vessel|llvessel|3} you gain the following benefits:", + { + "type": "list", + "items": [ + "You assume the true appearance of your Fallen Spirit.", + "You have advantage on any ability checks or Blade of Judgment attack rolls against {@subclassFeature Condemnation|Vessel|llvessel|Fallen|llvessel|6||Condemned} creatures.", + "When you transform into Archon Form you can force creatures of your choice that can see you within 60 feet to make a Constitution saving throw. On a failed save, creatures take radiant damage equal to your Charisma score and are {@condition blinded} and {@condition deafened} for up to 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending this on a success." + ] + } + ], + "foundryImg": "icons/magic/holy/angel-winged-humanoid-blue.webp" + } + ], + "monster": [ + { + "name": "Ascended Archon", + "source": "llvessel", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "shapechanger" + ] + }, + "ac": [ + { + "special": "10 + your Constitution modifier" + } + ], + "hp": { + "special": "your base Constitution score + three times your Vessel level" + }, + "speed": 30, + "skill": { + "arcana": "+PB", + "history": "+PB", + "religion": "+PB" + }, + "resist": [ + "force" + ], + "languages": [ + "Primordial", + "and any languages you know" + ], + "trait": [ + { + "name": "Forbidden Power", + "entries": [ + "Once per turn, when the Archon casts a spell of 1st-level or higher, or uses Arcane Blast, it can roll a {@dice d8} and add it to the damage roll." + ] + }, + { + "name": "Sorcerous Mantle", + "entries": [ + "When the Archon takes damage from a spell, it can use its reaction to halve any damage that it would have taken from that spell." + ] + } + ], + "action": [ + { + "name": "Arcane Blast", + "entries": [ + "{@atk rs} your Spell Attack Modifier to hit, range 120 ft., one target. {@h}{@damage 1d8} acid, cold, fire, or lightning damage (your choice)." + ] + } + ], + "summonedByClass": "Vessel|llvessel", + "str": 10, + "dex": 10, + "con": 10, + "int": 10, + "wis": 10, + "cha": 10 + }, + { + "name": "Cursed Archon", + "source": "llvessel", + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "shapechanger" + ] + }, + "ac": [ + { + "special": "14 + your Constitution modifier" + } + ], + "hp": { + "special": "your base Constitution score + four times your Vessel level" + }, + "speed": 40, + "skill": { + "deception": "+PB", + "stealth": "+PB" + }, + "resist": [ + "fire", + "poison" + ], + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Any languages you know" + ], + "trait": [ + { + "name": "Infernal Drain", + "entries": [ + "Once per turn when the Archon hits a living creature with a Cursed Claw attack, it gains temporary hit points equal to half the damage dealt." + ] + }, + { + "name": "Savage Strikes", + "entries": [ + "When the Archon uses its action to make a Cursed Claw attack, it makes one additional Cursed Claw attack as part of that same action." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "action": [ + { + "name": "Cursed Claw", + "entries": [ + "{@atk ms} your Spell Attack Modifier to hit, reach 5 ft., one target. {@h}{@damage 1d6} + your Spellcasting modifier fire or slashing damage." + ] + } + ], + "summonedByClass": "Vessel|llvessel", + "str": 10, + "dex": 10, + "con": 10, + "int": 10, + "wis": 10, + "cha": 10 + }, + { + "name": "Fallen Archon", + "source": "llvessel", + "size": [ + "M" + ], + "type": { + "type": "celestial", + "tags": [ + "shapechanger" + ] + }, + "ac": [ + { + "special": "15 + your Constitution modifier" + } + ], + "hp": { + "special": "your base Constitution score + four times your Vessel level" + }, + "speed": 30, + "skill": { + "insight": "+PB", + "medicine": "+PB", + "religion": "+PB" + }, + "resist": [ + "necrotic", + "radiant" + ], + "senses": [ + "darkvision 120 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Any languages you know" + ], + "trait": [ + { + "name": "Healing Touch", + "entries": [ + "As an action, the Archon can touch a willing creature and expend a number of its own hit points (up to your Spellcasting modifier), to grant the creature temporary hit points equal to the number of hit points expended." + ] + }, + { + "name": "Radiant Wrath", + "entries": [ + "Whenever the Archon hits a fiend or undead with a Blade of Judgment attack, it deals an additional {@damage 1d6} radiant damage on hit." + ] + } + ], + "action": [ + { + "name": "Blade of Judgment", + "entries": [ + "{@atk ms} your Spell Attack Modifier to hit, reach 5 ft., one target. {@h}{@damage 2d6} + your Spellcasting modifier radiant damage." + ] + } + ], + "summonedByClass": "Vessel|llvessel", + "str": 10, + "dex": 10, + "con": 10, + "int": 10, + "wis": 10, + "cha": 10 + } + ], + "optionalfeature": [ + { + "name": "Disarming Voice", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "entries": [ + "Your speech is enhanced with the magnetism of the being bound to your soul. You gain proficiency in your choice of {@skill Deception} or {@skill Persuasion}, and when you make a check with that skill you treat a roll of 7 or lower on the {@dice d20} as an 8." + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "persuasion" + ] + } + } + ], + "foundryImg": "icons/magic/sonic/scream-wail-shout-teal.webp" + }, + { + "name": "Ethereal Tendril", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "entries": [ + "As a bonus action, you can sprout an ethereal tendril from any point on your body. This tendril has a reach of 10 feet, and it can lift a number of pounds equal to your Charisma score. This tendril can't use weapons or shields, but it can manipulate simple objects, tools, and other mechanisms.", + "The tendril is incorporeal and cannot be damaged." + ], + "foundryImg": "icons/creatures/tentacles/tentacles-octopus-black-pink.webp" + }, + { + "name": "Iridescent Strike", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "entries": [ + "As part of an unarmed strike, you can cloak your empty hand or foot in shimmering otherworldly power. On hit, your target takes radiant damage equal to {@damage 1d6} + your Charisma modifier in place of the normal damage of your unarmed strike. The spiritual energy instantly fades after this attack.", + "The damage die of this Aspect increases at certain levels: at 5th level ({@damage 1d8}), 11th level ({@damage 1d10}), and 17th level ({@damage 1d12})." + ], + "foundrySystem": { + "actionType": "mwak", + "activation": { + "cost": 1, + "type": "action" + }, + "damage.parts": [ + [ + "1d(2 * floor((@details.level + 19) / 6))", + "radiant" + ] + ] + }, + "foundryImg": "icons/skills/melee/unarmed-punch-fist-yellow-red.webp" + }, + { + "name": "Minor Magicks", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "entries": [ + "You can draw out a small amount of your Spirit's power. You learn two {@filter cantrips of your choice from the Warlock spell list|spells|level=0|class=Warlock}, and Charisma is your spellcasting ability for these spells.", + "You can master this Aspect multiple times, learning one additional Warlock cantrip of your choice each time you do." + ], + "additionalSpells": [ + { + "name": "First time (2 warlock cantrips)", + "ability": "cha", + "known": { + "_": [ + { + "choose": "level=0|class=Warlock", + "count": 2 + } + ] + } + }, + { + "name": "Additional times (1 warlock cantrip)", + "ability": "cha", + "known": { + "_": [ + { + "choose": "level=0|class=Warlock", + "count": 1 + } + ] + } + } + ], + "foundryImg": "icons/magic/symbols/runes-triangle-orange-purple.webp" + }, + { + "name": "Uncanny Strength", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "entries": [ + "The spiritual power you harbor within your body grants you inordinate strength. You gain proficiency in {@skill Athletics}, and whenever you make a Strength ({@skill Athletics}) check you gain a bonus equal to your Charisma modifier (minimum of +1)." + ], + "foundryEffects": [ + { + "name": "Athletics Bonus", + "transfer": true, + "changes": [ + { + "key": "system.skills.ath.bonuses.check", + "mode": "ADD", + "value": "max(1, @abilities.cha.mod)" + } + ] + } + ], + "foundryImg": "icons/skills/melee/unarmed-punch-fist-blue.webp" + }, + { + "name": "Opalescent Armor", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You can draw forth the true fortitude of your Sealed Spirit. Your {@classFeature Archon Form|Vessel|llvessel|3} is resistant to all bludgeoning, piercing, and slashing damage from nonmagical attacks." + ], + "foundryImg": "icons/equipment/chest/breastplate-helmet-metal.webp" + }, + { + "name": "Otherworldly Maw", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You wield the hunger of your Spirit against foes, wreathing your head in terrible power. When you are in {@classFeature Archon Form|Vessel|llvessel|3}, you can use an action to force a creature within your reach to make a Charisma saving throw. On a failed save, it takes {@damage 2d4} necrotic damage and your Archon Form regains hit points equal to half the necrotic damage dealt.", + "At 10th level, you can use this as a bonus action." + ], + "foundrySystem": { + "actionType": "save", + "activation": { + "cost": 1, + "type": "action" + }, + "damage.parts": [ + [ + "2d4", + "necrotic" + ] + ], + "save.ability": "cha" + }, + "foundryImg": "icons/creatures/abilities/mouth-teeth-rows-needles-purple.webp" + }, + { + "name": "Spirit Sense", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "Your familiarity with the Spirit bound to your soul grants you the ability to sense other such beings. When you observe a Celestial, Elemental, Fey, or Fiend with a CR equal to your Charisma score or lower for 1 minute, you learn its creature type, its spellcasting ability (if it has one), and the level of the highest level spell it can cast." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "minute" + } + }, + "foundryImg": "icons/magic/perception/eye-tendrils-web-purple.webp" + }, + { + "name": "Umbral Sight", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You draw upon the enhanced sight of the Spirit within you. Both you and your Archon Form gain {@sense darkvision} out to a radius of 60 feet. If you or your {@classFeature Archon Form|Vessel|llvessel|3} already have darkvision its radius increases by an additional 60 feet.", + "Also, magical darkness doesn't impede your darkvision." + ], + "foundryEffects": [ + { + "name": "Darkvision", + "transfer": true, + "changes": [ + { + "key": "system.attributes.senses.darkvision", + "mode": "ADD", + "value": 60 + } + ] + } + ], + "foundryImg": "icons/magic/perception/eye-ringed-glow-angry-red.webp" + }, + { + "name": "Dazzling Strike", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Vessel", + "source": "llvessel" + } + }, + "otherSummary": { + "entry": "{@optfeature Iridescent Strike|llvessel}", + "entrySummary": "Iridescent Strike" + } + } + ], + "entries": [ + "The power of your Archon Form enhances your Iridescent Strike. When you make an Iridescent Strike attack while in {@classFeature Archon Form|Vessel|llvessel|3}, the reach of that attack increases by 10 feet.", + "Moreover, when you hit a creature with Iridescent Strike, the creature has disadvantage on any attack rolls against creatures other than you until the start of your next turn." + ], + "foundryImg": "icons/skills/melee/unarmed-punch-fist-white.webp" + }, + { + "name": "Dire Stature", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You draw on the otherworldly power of your Spirit to grow in size. When you transform into {@classFeature Archon Form|Vessel|llvessel|3}, you can choose to grow by one size category if there is room for you to do so. For example, you would grow from Medium to Large.", + "For each size category you grow above Medium, the reach of your Archon increases by 5 feet, its Armor Class increases by 1, and its melee attacks deal an additional {@damage 1d4} damage." + ], + "foundryImg": "icons/magic/control/silhouette-grow-shrink-tan.webp" + }, + { + "name": "Ethereal Grasp", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You can manifest the power of your Spirit to enhance your grip. Both you and your {@classFeature Archon Form|Vessel|llvessel|3} gain a climbing speed equal to your walking speed, and can climb difficult surfaces including upside down, without making an ability check.", + "Moreover, when you are in your Archon Form, you have advantage on ability checks you make to grapple and shove." + ], + "foundryEffects": [ + { + "name": "Climbing Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ], + "foundryImg": "icons/magic/unholy/hand-grasping-green.webp" + }, + { + "name": "Evoke Spirit", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You can release a minor form of the Spirit sealed within you. As an action, you can expend a Vessel Magic spell slot to cast {@spell find familiar}. However, the familiar you summon resembles a miniature version of your Sealed Spirit. It uses the stat block for an {@creature Imp}, but its creature type is that of your Archon Form." + ], + "additionalSpells": [ + { + "known": { + "_": [ + "find familiar" + ] + } + } + ], + "foundryImg": "icons/creatures/unholy/demon-fanged-horned-yellow.webp" + }, + { + "name": "Incorporeal Step", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You can temporarily merge your physical form with that of your Spirit, if only temporarily. As a bonus action, you can become incorporeal until the end of your current turn. While you are incorporeal, you can move through solid creatures and objects as if they were difficult terrain.", + "If you end your movement inside an object or creature, you are shunted to the nearest unoccupied space and take {@damage 1d10} force damage for every 5 feet you were forced to travel." + ], + "foundryImg": "icons/magic/movement/trail-streak-impact-blue.webp" + }, + { + "name": "Perilous Visage", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 9, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You can reveal a fraction of your Sealed Spirit's true power, horrifying all who behold it. When you transform into {@classFeature Archon Form|Vessel|llvessel|3}, you can force creatures of your choice that can see you within 60 feet to make a Wisdom saving throw. On a failed save, a creature is {@condition frightened} of you for 1 minute.", + "A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. If the creature is still able to see you it has disadvantage on its saving throw." + ], + "foundrySystem": { + "actionType": "save", + "activation.type": "special", + "save.ability": "wis" + }, + "foundryImg": "icons/creatures/unholy/demons-horned-glowing-pink.webp" + }, + { + "name": "Primeval Thirst", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 9, + "class": { + "name": "Vessel", + "source": "llvessel" + } + }, + "otherSummary": { + "entry": "{@optfeature Otherworldly Maw|llvessel}", + "entrySummary": "Otherworldly Maw" + } + } + ], + "entries": [ + "The ancient being within you can absorb magic to restore its vitality. When you are in {@classFeature Archon Form|Vessel|llvessel|3} and a creature that you can see within 60 feet casts a spell, you can expend a Vessel Magic spell slot as a reaction to attempt to absorb the spell.", + "The caster of the triggering spell must immediately make a saving throw using its spellcasting ability. On a failed save, its spell is dispelled as if by {@spell counterspell}, and if it was cast using a spell slot of a level equal to your Vessel Magic spell slots or higher, you regain one expended Vessel Magic spell slot." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction" + } + }, + "foundryImg": "icons/magic/movement/portal-vortex-orange.webp" + }, + { + "name": "Aether Wings", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Vessel", + "source": "llvessel" + } + } + } + ], + "entries": [ + "You can manifest spectral wings reminiscent of the great Spirit bound to your soul. Both you and your {@classFeature Archon Form|Vessel|llvessel|3} gain a 60-foot flying speed and can hover." + ], + "foundryEffects": [ + { + "name": "Flying Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.fly", + "mode": "UPGRADE", + "value": 60 + } + ] + } + ], + "foundryImg": "icons/creatures/abilities/wings-birdlike-blue.webp" + }, + { + "name": "Primordial Bulwark", + "source": "llvessel", + "featureType": [ + "V:UA" + ], + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Vessel", + "source": "llvessel" + } + }, + "otherSummary": { + "entry": "{@optfeature Opalescent Armor|llvessel}", + "entrySummary": "Opalescent Armor" + } + } + ], + "entries": [ + "You can draw forth the full defensive power of your Sealed Spirit. Your {@classFeature Archon Form|Vessel|llvessel|3} gains resistance to all damage except for force, psychic, and radiant damage." + ], + "foundryImg": "icons/magic/defensive/shield-barrier-flaming-pentagon-magenta.webp" + } + ], + "spell": [ + { + "source": "llvessel", + "name": "Shimmering Lance", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "amount": 120, + "type": "feet" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "As an action, you can hurl a bolt of pure spirit at a creature within range. Make a ranged spell attack against your target. On hit, the target takes radiant damage equal to {@damage 1d4} + your spellcasting modifier and glows with bright light until the start of your next turn. The first creature to attack the target before the start of your next turn gains a {@dice 1d4} bonus to its attack roll, and the damage of its attack becomes radiant." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd-level or higher, the radiant damage and bonus to attack rolls increases by {@damage 1d4} for each slot level above 1st." + ] + } + ], + "areaTags": [ + "ST" + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD", + "SCL" + ], + "spellAttack": [ + "R" + ], + "foundrySystem": { + "damage.parts": [ + [ + "1d4 + @mod", + "radiant" + ] + ], + "scaling": { + "mode": "level", + "formula": "1d4" + } + }, + "foundryImg": "icons/weapons/polearms/spear-flared-silver-pink.webp" + }, + { + "source": "llvessel", + "name": "Flaming Whip", + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a charred wooden hilt" + } + }, + "duration": [ + { + "concentration": true, + "duration": { + "upTo": true, + "amount": 10, + "type": "minute" + }, + "type": "timed" + } + ], + "entries": [ + "You evoke a fiery whip in a free hand. The whip appears as if it were made of flames, and lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action without expending a spell slot.", + "Whenever you would make a melee attack, you can instead make a melee spell attack with the fiery whip against a target within 10 feet. On a hit, the target takes {@damage 2d6} fire damage, and if it is Large or smaller it is considered {@condition grappled} by you.", + "A creature grappled by the whip takes {@damage 1d6} fire damage at the start of its turn and can use its action to make a Strength check against your spell save DC, escaping on a success.", + "While in your hand, your fiery whip sheds bright light in a 10-foot radius and dim light for an additional 10 feet." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the fire damage dealt on hit, and at the start of each turn for a creature grappled by it, increases by {@damage 1d6} for every two slot levels above 2nd." + ] + } + ], + "abilityCheck": [ + "strength" + ], + "conditionInflict": [ + "grappled" + ], + "damageInflict": [ + "fire" + ], + "miscTags": [ + "SCL" + ], + "spellAttack": [ + "M" + ], + "foundrySystem": { + "damage.parts": [ + [ + "(floor((@item.level) / 2) + 1)d6", + "fire" + ] + ], + "formula": "(floor((@item.level) / 2))d6", + "save.ability": "str" + }, + "foundryImg": "icons/magic/fire/explosion-flame-lightning-strike.webp" + }, + { + "source": "llvessel", + "name": "Spectral Passage", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "an object a spirit has passed through" + }, + "duration": [ + { + "concentration": true, + "duration": { + "upTo": true, + "amount": 1, + "type": "minute" + }, + "type": "timed" + } + ], + "entries": [ + "You touch a willing creature. Until the spell ends, it becomes semi-incorporeal and can move through other creatures and objects as if they were difficult terrain. If the creature ends its movement inside another object or creature, it is immediately shunted to the nearest unoccupied space, taking {@damage 1d10} force damage for every 5 feet it was forced to travel." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th-level or higher, you can target one additional creature for each slot level above 3rd." + ] + } + ], + "areaTags": [ + "ST" + ], + "damageInflict": [ + "force" + ], + "foundryImg": "icons/creatures/magical/spirit-undead-ghost-purple.webp" + } + ], + "foundrySubclassFeature": [ + { + "className": "Vessel", + "classSource": "llvessel", + "subclassShortName": "Ascended", + "subclassSource": "llvessel", + "name": "Potent Magicks", + "source": "llvessel", + "level": 6, + "effects": [ + { + "name": "Spell Damage Bonus", + "transfer": true, + "changes": [ + { + "key": "system.bonuses.msak.damage", + "mode": "ADD", + "value": "max(1, @abilities.cha.mod)" + }, + { + "key": "system.bonuses.rsak.damage", + "mode": "ADD", + "value": "max(1, @abilities.cha.mod)" + } + ] + } + ] + } + ] +} \ No newline at end of file From e7752320c12b04542ccdbb5fc630447d9a3b35fb Mon Sep 17 00:00:00 2001 From: James Walls Date: Mon, 26 Jun 2023 18:00:46 -0400 Subject: [PATCH 09/11] vessel timestamp --- class/LaserLlama; The Vessel.json | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/class/LaserLlama; The Vessel.json b/class/LaserLlama; The Vessel.json index 8c90f32a8e..665333b532 100644 --- a/class/LaserLlama; The Vessel.json +++ b/class/LaserLlama; The Vessel.json @@ -21,8 +21,8 @@ "optionalFeatureTypes": { "V:UA": "Unsealed Aspect" }, - "dateAdded": 0, - "dateLastModified": 0, + "dateAdded": 1687816514, + "dateLastModified": 1687816514, "status": "wip" }, "class": [ From 74c43fa8a748ec04bb5dfdf1d84822c469c7c800 Mon Sep 17 00:00:00 2001 From: James Walls Date: Fri, 30 Jun 2023 19:55:26 -0400 Subject: [PATCH 10/11] fix --- class/LaserLlama; Alternate Bard.json | 2 +- class/LaserLlama; The Shaman.json | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/class/LaserLlama; Alternate Bard.json b/class/LaserLlama; Alternate Bard.json index 4f4b2605b0..8def0eafd5 100644 --- a/class/LaserLlama; Alternate Bard.json +++ b/class/LaserLlama; Alternate Bard.json @@ -3538,4 +3538,4 @@ "foundryImg": "icons/skills/melee/hand-grip-sword-red.webp" } ] -} \ No newline at end of file +} diff --git a/class/LaserLlama; The Shaman.json b/class/LaserLlama; The Shaman.json index bef118b4a7..1bf75af20e 100644 --- a/class/LaserLlama; The Shaman.json +++ b/class/LaserLlama; The Shaman.json @@ -6448,4 +6448,4 @@ ] } ] -} \ No newline at end of file +} From 8a30e79666b20b9a5ca951a7a34ace8432cb5f2e Mon Sep 17 00:00:00 2001 From: James Walls Date: Mon, 6 Nov 2023 16:16:29 -0500 Subject: [PATCH 11/11] LaserLlama; Savant: Foundry & formatting --- class/LaserLlama; Savant.json | 2866 +++++++++++++++++++++++++++++---- 1 file changed, 2511 insertions(+), 355 deletions(-) diff --git a/class/LaserLlama; Savant.json b/class/LaserLlama; Savant.json index 1eded0b9df..0a90ff8161 100644 --- a/class/LaserLlama; Savant.json +++ b/class/LaserLlama; Savant.json @@ -16,11 +16,12 @@ "Jarett R.", "maybejake", "DrGoo282", - "Crazy Ivan#3242" + "Crazy Ivan#3242", + "hakr14" ], "version": "4.7.1", "url": "https://www.gmbinder.com/share/-M0ZVK6ndhFyImQPF_aJ", - "targetSchema": "1.2.8" + "targetSchema": "1.10.16" }, { "json": "LLSavE", @@ -30,22 +31,24 @@ "/u/laserllama" ], "convertedBy": [ - "Crazy Ivan#3242" + "Crazy Ivan#3242", + "hakr14" ], "version": "4.7.1", "color": "eaab30", "url": "https://www.gmbinder.com/share/-MzD8t8Wt2S232M_WBVC", - "targetSchema": "1.2" + "targetSchema": "1.10.16" } ], "optionalFeatureTypes": { "LL:SP": "Scholarly Pursuits", "LL:Runes": "Runes", - "LL:CP": "Creature Recipes" + "LL:CP": "Creature Recipes", + "LL:SWSP": "Student of War Scholarly Pursuits", + "LL:SLSP": "Student of Logic Scholarly Pursuits" }, "dateAdded": 1549715846, - "dateLastModified": 1685143702, - "_dateLastModifiedHash": "cf546e7add" + "dateLastModified": 1699305056 }, "class": [ { @@ -146,20 +149,31 @@ }, { "a": [ - "light crossbow", - "bolts|phb" + "light crossbow|phb", + "crossbow bolts (20)|phb" ], "b": [ - "dagger|phb" + { + "item": "dagger|phb", + "quantity": 2 + } ] }, { - "_": [] + "_": [ + { + "equipmentType": "toolArtisan" + } + ] }, { - "_": [] + "_": [ + "leather armor|phb", + "scholar's pack|phb" + ] } - ] + ], + "goldAlternative": "{@dice 5d4*10|5d4 × 10|Starting Gold}" }, "optionalfeatureProgression": [ { @@ -191,6 +205,34 @@ ] } ], + "foundryAdvancement": [ + { + "type": "ScaleValue", + "title": "Intellect Die", + "configuration": { + "identifier": "intellect-die", + "type": "dice", + "scale": { + "1": { + "n": 1, + "die": 6 + }, + "5": { + "n": 1, + "die": 8 + }, + "10": { + "n": 1, + "die": 10 + }, + "15": { + "n": 1, + "die": 12 + } + } + } + } + ], "classTableGroups": [ { "colLabels": [ @@ -415,7 +457,8 @@ } ] } - ] + ], + "foundryImg": "icons/sundries/scrolls/scroll-yellow-teal.webp" } ], "classFeature": [ @@ -438,7 +481,21 @@ "The creature remains your Mark indefinitely. This Mark ends early if the creature is Hidden from you, if you lose your concentration, or if you use this feature on another creature." ] } - ] + ], + "foundrySystem": { + "target": { + "value": 1, + "type": "creature" + }, + "range": { + "value": 60, + "units": "ft" + } + }, + "foundryFlags": { + "concentrationnotifier.data.requiresConcentration": true + }, + "foundryImg": "icons/skills/targeting/crosshair-bars-yellow.webp" }, { "name": "Predictive Defense", @@ -450,7 +507,8 @@ "{@i 1st-level Savant class feature}", "Your observant way of fighting allows you to anticipate and dodge attacks. When calculating your Armor Class you can use your Intelligence modifier, in place of your Dexterity.", "Moreover, so long as you are not incapacitated, your Mark has disadvantage on any attack roll it makes against you." - ] + ], + "foundryImg": "icons/equipment/shield/heater-steel-boss-red.webp" }, { "name": "Scholarly Pursuits", @@ -462,7 +520,8 @@ "{@i 2nd-level Savant class feature}", "Never satisfied with your current knowledge you are always looking to expand your horizons. You master two Scholarly Pursuits of your choice from the list at end of this class.", "When you reach certain levels in this class, as indicated in the Scholarly Pursuits column of the Savant table above, you master additional Scholarly Pursuits of your choice." - ] + ], + "foundryImg": "icons/sundries/books/book-tooled-gold-brown.webp" }, { "name": "Wondrous Intellect", @@ -475,7 +534,16 @@ "Your mind is capable of wondrous bursts of intuition. When you make an ability check or saving throw that uses Wisdom or Intelligence, or when you make a damage roll against your Mark, you add your Intellect Die, which is a d6, to the roll.", "Moreover, when a creature that can see or hear you hits your Mark with an attack, you can use your reaction to grant it a bonus to its damage roll equal to your Intellect Die.", "At certain savant levels, your Intellect Die increases: at 5th level (d8), at 10th level (d10), and at 15th level (d12)." - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "special", + "condition": "When you make an ability check or saving throw that uses Wisdom or Intelligence, or when you make a damage roll against your Mark, or as a reaction when a creature that can see or hear you hits your Mark with an attack" + }, + "formula": "@scale.savant.intellect-die" + }, + "foundryImg": "icons/sundries/gaming/dice-runed-brown.webp" }, { "name": "Academic Discipline", @@ -587,7 +655,8 @@ "{@i 5th-level Savant class feature}", "Your ability to process and react to your surroundings is near supernatural. You gain a bonus to initiative rolls equal to your Intelligence modifier, and you gain a second reaction you can take each round. A single effect can only trigger one reaction.", "When you reach 17th level in this class, you gain another reaction you can use each round (for a total of 3 reactions)." - ] + ], + "foundryImg": "icons/magic/perception/eye-ringed-glow-angry-small-teal.webp" }, { "name": "Quick Study", @@ -599,7 +668,41 @@ "{@i 5th-level Savant class feature}", "You are able to gain a working knowledge of new concepts exceptionally fast. You gain proficiency with one skill, tool, or weapon, or learn to speak one language of your choice.", "Over the course of 1 hour, which can be during a short or long rest, you can replace this proficiency or language with another proficiency or language of your choice, so long as you have an example to learn from. Examples include a willing teacher, a book in another language, or a tool set manual." - ] + ], + "skillProficiencies": [ + {}, + { + "any": 1 + } + ], + "toolProficiencies": [ + {}, + { + "any": 1 + } + ], + "weaponProficiencies": [ + {}, + { + "choose": { + "count": 1, + "fromFilter": "type=melee weapon;ranged weapon|miscellaneous=mundane" + } + } + ], + "languageProficiencies": [ + {}, + { + "any": 1 + } + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "hour" + } + }, + "foundryImg": "icons/sundries/books/book-red-exclamation.webp" }, { "name": "Keen Awareness", @@ -613,12 +716,20 @@ { "type": "list", "items": [ - "Use Adroit Analysis to Mark a creature you can see.", + "Use {@classFeature Adroit Analysis|Savant|LLSav|1} to Mark a creature you can see.", "Make an Intelligence ability check to recall information.", - "Take either the Help, Ready, or Search action." + "Take either the {@action Help}, {@action Ready}, or {@action Search} action." ] } - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When you roll initiative" + } + }, + "foundryImg": "icons/magic/perception/eye-ringed-glow-angry-teal.webp" }, { "name": "Flash of Brilliance", @@ -630,7 +741,20 @@ "{@i 9th-level Savant class feature}", "As a reaction when a creature within 30 feet makes a saving throw, you can shout a snippet of potent advice, granting it a bonus to its roll equal to one roll of your Intellect Die.", "The creature must be able to hear you to gain this benefit." - ] + ], + "foundrySystem": { + "activation.condition": "When a creature within 30 feet makes a saving throw", + "target": { + "value": 1, + "type": "creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "formula": "@scale.savant.intellect-die" + }, + "foundryImg": "icons/magic/light/orb-lightbulb-gray.webp" }, { "name": "Predictive Expert", @@ -641,7 +765,8 @@ "entries": [ "{@i 10th-level Savant class feature}", "You always seem to be one step ahead of your foes. So long as you aren't incapacitated, you have advantage on any ability checks or saving throws that your Mark forces you to make." - ] + ], + "foundryImg": "icons/skills/targeting/target-strike-gray.webp" }, { "name": "Potent Observation", @@ -653,7 +778,17 @@ "{@i 11th-level Savant class feature}", "You are able to identify even the smallest weaknesses and exploit them with ruthless efficiency. You can use a reaction to add a roll of your Intellect Die to any damage roll, so long as you can see the target and the attacker can hear you.", "Also, whenever you use your reaction to add an Intellect Die to another creature's damage roll against your Mark, you can roll your Intellect Die twice and use the higher result." - ] + ], + "foundrySystem": { + "activation.condition": "", + "damage.parts": [ + [ + "@scale.savant.intellect-die", + "" + ] + ] + }, + "foundryImg": "icons/magic/perception/eye-ringed-glow-angry-large-teal.webp" }, { "name": "Unyielding Will", @@ -665,7 +800,19 @@ "{@i 14th-level Savant class feature}", "You gain proficiency in Charisma saving throws. Whenever you are forced make a Charisma saving throw you gain a bonus to your roll equal to one roll of your Intellect Die.", "Also, when an effect allows you to make an Intelligence, Wisdom, or Charisma saving throw to avoid damage, you take no damage on a successful save and half on a failure." - ] + ], + "savingThrowProficiencies": [ + { + "cha": true + } + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When an effect allows you to make an Intelligence, Wisdom, or Charisma saving throw to avoid damage" + } + }, + "foundryImg": "icons/magic/control/buff-flight-wings-runes-blue.webp" }, { "name": "Profound Insight", @@ -676,7 +823,8 @@ "entries": [ "As an action, you can predict your Mark's next move and alert your allies to its plans. Until the start of your next turn, your Mark has disadvantage on all ability checks, attack rolls, and saving throws, and creatures of your choice have advantage on any saving throw your Mark forces them to make.", "Once you use this feature you must finish a short or long rest before you can use it again." - ] + ], + "foundryImg": "icons/skills/targeting/target-strike-triple-blue.webp" }, { "name": "Undisputed Genius", @@ -686,10 +834,38 @@ "level": 20, "entries": [ "You realize your true genius potential. Your Intelligence score increases by 4, up to a maximum of 24. Also, when you roll an Intellect Die and roll lower than your Intelligence modifier, you can replace the roll with your Intelligence modifier." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "consition": "When you roll an Intellect Die and roll lower than your Intelligence modifier" + }, + "formula": "@abilities.int.mod" + }, + "foundryImg": "icons/skills/wounds/anatomy-organ-brain-pink-red.webp" } ], "subclassFeature": [ + { + "name": "Archaeologist", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Archaeologist", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "Specializing in the study of forgotten civilizations, uncharted lands, and ancient places, Archaeologists bring the light of knowledge to the dark and deadly places of the world. Doing their best to uncover the wisdom of ages long past, they often tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory.", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of History|Savant|LLSav|Archaeologist|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Adventuring Academic|Savant|LLSav|Archaeologist|LLSav|3|LLSav" + } + ] + }, { "name": "Student of History", "source": "LLSav", @@ -698,12 +874,24 @@ "subclassShortName": "Archaeologist", "subclassSource": "LLSav", "level": 3, - "header": 2, "entries": [ "{@i 3rd-level Archaeologist feature}", "You gain proficiency in {@skill History} and {@skill Investigation}, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.", "Also, if you spend 1 minute examining an object you are holding, you can ascertain its value, origin, and age. If it has magic properties, you learn them as if you had cast {@spell identify}." - ] + ], + "expertise": [ + { + "history": true, + "investigation": true + } + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "minute" + } + }, + "foundryImg": "icons/sundries/books/book-worn-purple.webp" }, { "name": "Adventuring Academic", @@ -713,7 +901,6 @@ "subclassShortName": "Archaeologist", "subclassSource": "LLSav", "level": 3, - "header": 2, "entries": [ "{@i 3rd-level Archaeologist feature}", "The places you explore have honed your instincts and given you insights into ancient items. You gain the benefits below:", @@ -723,10 +910,11 @@ "You gain a climbing speed equal to your walking speed.", "You ignore class, race, and alignment requirements for attunement and use of magic items, scrolls, and potions.", "You count as a spellcaster for the purposes of attuning to magic items, using Intelligence as your spellcasting ability.", - "When you use your action to Use an Object, scroll, potion, or magic item, you can make one attack as a bonus action." + "When you use your action to {@action Use an Object}, scroll, potion, or magic item, you can make one attack as a bonus action." ] } - ] + ], + "foundryImg": "icons/sundries/documents/document-symbol-triangle-pink.webp" }, { "name": "Daring Determination", @@ -741,7 +929,16 @@ "{@i 6th-level Archaeologist feature}", "You are well acquainted with danger. Your Wondrous Intellect bonus applies to Dexterity ability checks and saving throws.", "In addition, when you are forced to make a saving throw to resist the effects of a trap, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1). If a trap allows you to take only half damage on a success, you instead take no damage if you succeed, and only half damage if you fail." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you are forced to make a saving throw to resist the effects of a trap" + }, + "actionType": "util", + "formula": "max(1, @abilities.int.mod)" + }, + "foundryImg": "icons/skills/movement/figure-running-gray.webp" }, { "name": "Lore Master", @@ -754,9 +951,11 @@ "header": 2, "entries": [ "{@i 13th-level Archaeologist feature}", - "You constantly study every myth, legend, and folk tale you come across. If you observe a person, place, or object for at least 1 hour, you can mystically recall information about it as if it were the target of a {@spell legend lore} spell. The target of this feature does not need to be of legendary importance in order for you to gain information. Though, if there is no relevant lore about the target you learn nothing.", + "You constantly study every myth, legend, and folk tale you come across. If you observe a person, place, or object for at least 1 hour, you can mystically recall information about it as if it were the target of a {@spell legend lore} spell.", + "The target of this feature does not need to be of legendary importance in order for you to gain information. Though, if there is no relevant lore about the target you learn nothing.", "Finally, when you use a magic item, its save DC is equal to 8 + your proficiency bonus + your Intelligence modifier." - ] + ], + "foundryImg": "icons/sundries/books/book-clasp-spiral-green.webp" }, { "name": "Master Archaeologist", @@ -771,6 +970,34 @@ "{@i 17th-level Archaeologist feature}", "Your exposure to ancient magics has caused you to develop an innate ward. You gain resistance to damage from spells.", "In addition, each time you finish a short rest, you can cause a magic item you are attuned to to regain expended charges equal to your Intelligence modifier (minimum of 1 charge)." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "Each time you finish a short rest" + }, + "formula": "max(1, @abilities.int.mod)" + }, + "foundryImg": "icons/magic/defensive/shield-barrier-flaming-pentagon-purple-orange.webp" + }, + { + "name": "Investigator", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Investigator", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "Excelling at unraveling mysteries, conspiracies, and secrets, Investigators possess an uncanny ability to read the intent of others. They often spend their lives working to thwart those who deceive the innocent and take advantage of the common trust. Their considerable minds and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of Truth|Savant|LLSav|Investigator|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rough & Tumble|Savant|LLSav|Investigator|LLSav|3|LLSav" + } ] }, { @@ -782,17 +1009,24 @@ "subclassSource": "LLSav", "level": 3, "entries": [ - "You gain proficiency in Insight and Investigation, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.", + "You gain proficiency in {@skill Insight} and {@skill Investigation}, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.", "Your intuitive nature grants you the following benefits:", { "type": "list", "items": [ - "Whenever you would make a Wisdom (Insight) check, you can make an Intelligence (Insight) check instead.", + "Whenever you would make a Wisdom ({@skill Insight}) check, you can make an Intelligence ({@skill Insight}) check instead.", "You have advantage on any ability check you make to detect illusions, shapeshifters, or if a creature is lying.", "You gain a bonus to your Passive Perception equal to your Intelligence modifier (minimum of +1)." ] } - ] + ], + "expertise": [ + { + "insight": true, + "investigation": true + } + ], + "foundryImg": "icons/sundries/books/book-eye-purple.webp" }, { "name": "Rough & Tumble", @@ -812,9 +1046,25 @@ "int" ] }, - "On a failure, your Mark is blinded, deafened, or silenced (your choice) for 1 minute. It can repeat the saving throw at the start of each of its turns, ending the effect on a success.", + "On a failure, your Mark is {@condition blinded}, {@condition deafened}, or silenced (your choice) for 1 minute. It can repeat the saving throw at the start of each of its turns, ending the effect on a success.", "Should you score a critical hit against your Mark and use this feature, it has disadvantage on its initial saving throw." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "Once per turn when you hit your Mark with a weapon attack, instead of adding your Intellect Die to the damage roll of the attack" + }, + "actionType": "save", + "save": { + "ability": "con", + "scaling": "int" + }, + "duration": { + "value": 1, + "units": "minute" + } + }, + "foundryImg": "icons/skills/movement/ball-spinning-blue.webp" }, { "name": "Astute Defense", @@ -824,11 +1074,31 @@ "subclassShortName": "Investigator", "subclassSource": "LLSav", "level": 6, + "header": 2, "entries": [ "Your wondrous intuition grants you a heightened sense for danger. When a creature that you can see targets you with a melee attack and misses, you can force it to make a Dexterity saving throw against your Investigator save DC as a reaction.", - "On a failed save, you can cause the creature to be blinded, deafened, or silenced until the start of your next turn, or if the creature is Large or smaller, you can knock it prone instead.", + "On a failed save, you can cause the creature to be {@condition blinded}, {@condition deafened}, or silenced until the start of your next turn, or if the creature is Large or smaller, you can knock it {@condition prone} instead.", "If you use this reaction against your Mark, it also takes bludgeoning damage equal to your Intellect Die on a failure." - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "Condition": "When a creature that you can see targets you with a melee attack and misses" + }, + "actionType": "save", + "save": { + "ability": "dex", + "scaling": "int" + }, + "damage.parts": [ + [ + "@scale.savant.intellect-die", + "bludgeoning" + ] + ] + }, + "foundryImg": "icons/magic/defensive/shield-barrier-glowing-triangle-orange.webp" }, { "name": "Ear to the Ground", @@ -838,11 +1108,29 @@ "subclassShortName": "Investigator", "subclassSource": "LLSav", "level": 6, + "header": 2, "entries": [ - "Your line of work has granted you a unique familiarity with the underbelly of civilized society. You learn to speak, read, decipher, and write in Thieves' Cant.", + "Your line of work has granted you a unique familiarity with the underbelly of civilized society. You learn to speak, read, decipher, and write in {@language Thieves' Cant}.", "Also, once you spend a long rest in a settlement, you have advantage on any ability checks you make to gather information on that settlement and its culture, active factions, or important figures.", "Finally, if you spend at least 10 minutes talking with your Mark, you can force it to (unknowingly) make a Wisdom saving throw against your Investigator save DC. On a failed save, your Mark cannot willingly lie to you for the remainder of that conversation." - ] + ], + "languageProficiencies": [ + { + "thieves' cant": true + } + ], + "foundrySystem": { + "activation": { + "cost": 10, + "type": "minute" + }, + "actionType": "save", + "save": { + "ability": "wis", + "sacling": "int" + } + }, + "foundryImg": "icons/environment/settlement/house-city.webp" }, { "name": "Peerless Focus", @@ -852,10 +1140,12 @@ "subclassShortName": "Investigator", "subclassSource": "LLSav", "level": 13, + "header": 2, "entries": [ "Your gaze uncovers even the most well-hidden secrets and weaknesses. You instantly detect the presence of shapeshifters and illusions, and your weapon attacks against your Mark are a critical hit on rolls of 18-20 on the d20.", - "In addition, if your Mark fails its saving throw against your Rough & Tumble feautre, you can choose for it to be stunned instead of being blinded, deafened, or silenced." - ] + "In addition, if your Mark fails its saving throw against your {@subclassFeature Rough & Tumble|Savant|LLSav|Investigator|LLSav|3|LLSav} feautre, you can choose for it to be {@condition stunned} instead of being {@condition blinded}, {@condition deafened}, or silenced." + ], + "foundryImg": "icons/magic/perception/eye-ringed-glow-angry-small-red.webp" }, { "name": "Master Investigator", @@ -865,10 +1155,44 @@ "subclassShortName": "Investigator", "subclassSource": "LLSav", "level": 17, + "header": 2, "entries": [ - "Your sense for the truth has reached near- supernatural levels. You gain Truesight in a 60-foot radius. Though, your Truesight from this feature cannot see into the Ethereal Plane.", + "Your sense for the truth has reached near-supernatural levels. You gain {@sense Truesight} in a 60-foot radius. Though, your Truesight from this feature cannot see into the Ethereal Plane.", "Also, when you, or a creature you can see, hits your Mark with a weapon attack, you can use your reaction to turn that attack into an automatic critical hit.", "Once you use this feature to turn a hit into a critical hit, you must finish a short or long rest before you can use it again." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When you, or a creature you can see, hits your Mark with a weapon attack" + }, + "uses": { + "value": 1, + "max": 1, + "per": "sr" + } + }, + "foundryImg": "icons/magic/perception/eye-ringed-glow-angry-large-red.webp" + }, + { + "name": "Naturalist", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Naturalist", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "The Naturalist's classroom begins at the edges of civilization. They study the natural balance of ecosystems and will go to any lengths to maintain that balance. A true Naturalist is a protector of the wild and an expert at predicting the weather, identifying toxic and medicinal plants, and tracking animals.", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of Nature|Savant|LLSav|Naturalist|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Survivalist|Savant|LLSav|Naturalist|LLSav|3|LLSav" + } ] }, { @@ -880,16 +1204,29 @@ "subclassSource": "LLSav", "level": 3, "entries": [ - "You gain proficiency in both Nature and Survival, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.", + "You gain proficiency in both {@skill Nature} and {@skill Survival}, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.", "Your study of nature also grants you the benefits below:", { "type": "list", "items": [ - "Whenever you would make a Wisdom (Survival) check, you can make an Intelligence (Survival) check instead.", + "Whenever you would make a Wisdom ({@skill Survival}) check, you can make an Intelligence ({@skill Survival}) check instead.", "Over the course of 1 hour, which can be during a short or long rest, you can study and take notes on the current environment. So long as you have access to these notes, you have advantage on any Intelligence checks you make related to its native flora, fauna, weather, and ecosystems." ] } - ] + ], + "expertise": [ + { + "nature": true, + "survival": true + } + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "hour" + } + }, + "foundryImg": "icons/sundries/books/book-leaves-circle.webp" }, { "name": "Survivalist", @@ -900,8 +1237,8 @@ "subclassSource": "LLSav", "level": 3, "entries": [ - "You have the knowledge to thrive in the wild. Over the course of 1 hour, which can be during your short or long rests, you can gather natural material to create one of the following objects: 10 feet of rope, a club, a javelin, 1d4 darts, or a net. To do so, you need a dagger or the appropriate set of tools.", - "You have also learned to set hidden Snares. As an action, you can use 10 feet of rope or a net to set a hidden Snare in an adjacent and unoccupied 5-foot space. The first creature that moves into the space must succeed on a Dexterity saving throw against your Naturalist save DC or become restrained.", + "You have the knowledge to thrive in the wild. Over the course of 1 hour, which can be during your short or long rests, you can gather natural material to create one of the following objects: 10 feet of rope, a {@item club|phb}, a {@item javelin|phb}, {@dice 1d4} {@item dart|phb|darts}, or a {@item net|phb}. To do so, you need a {@item dagger|phb} or the appropriate set of {@table tools|phb}.", + "You have also learned to set hidden Snares. As an action, you can use 10 feet of rope or a net to set a hidden Snare in an adjacent and unoccupied 5-foot space. The first creature that moves into the space must succeed on a Dexterity saving throw against your Naturalist save DC or become {@condition restrained}.", { "type": "abilityDc", "name": "Naturalist", @@ -909,8 +1246,9 @@ "int" ] }, - "As an action, a restrained creature can make a Strength saving throw against your Naturalist save DC, escaping on a success. A creature can detect the presence of your hidden Snares by succeeding on an Intelligence (Investigation) or Wisdom (Perception) check against your Naturalist save DC." - ] + "As an action, a restrained creature can make a Strength saving throw against your Naturalist save DC, escaping on a success. A creature can detect the presence of your hidden Snares by succeeding on an Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check against your Naturalist save DC." + ], + "foundryImg": "icons/skills/trades/farming-sickle-harvest-wheat.webp" }, { "name": "Adapt & Overcome", @@ -920,19 +1258,45 @@ "subclassShortName": "Naturalist", "subclassSource": "LLSav", "level": 6, + "header": 2, "entries": [ "You lead others to survive in the wild. Each time you finish a short or long rest, you, plus a number of creatures that can hear you equal to your Intelligence modifier, gain one of the features below until the end of your next short or long rest:", { - "type": "list", - "items": [ - "{@b Concealment Training.} In natural environments, you have advantage on Dexterity (Stealth) checks and move stealthily at a normal pace.", - "{@b Diver Training.} You gain a swimming speed equal to your walking speed, and you can hold your breath underwater for a total number of minutes equal to your Constitution modifier + the Naturalist's Intelligence modifier.", - "{@b Endurance Training.} You ignore the effects of difficult terrain imposed by natural environments, and you have advantage on and saving throws you make to avoid exhaustion.", - "{@b Mountaineer Training.} You gain a climbing speed equal to your walking speed and reduce any falling damage by an amount equal to your level.", - "{@b Resilience Training.} You have advantage on saving throws to resist the effects of extreme environments, and you gain resistance to one of the following damage types: cold, fire, poison, or thunder." - ] + "type": "item", + "name": "Concealment Training", + "entry": "In natural environments, you have advantage on Dexterity ({@skill Stealth}) checks and move stealthily at a normal pace." + }, + { + "type": "item", + "name": "Diver Training", + "entry": "You gain a swimming speed equal to your walking speed, and you can hold your breath underwater for a total number of minutes equal to your Constitution modifier + the Naturalist's Intelligence modifier." + }, + { + "type": "item", + "name": "Endurance Training", + "entry": "You ignore the effects of difficult terrain imposed by natural environments, and you have advantage on and saving throws you make to avoid {@condition exhaustion}." + }, + { + "type": "item", + "name": "Mountaineer Training", + "entry": "You gain a climbing speed equal to your walking speed and reduce any falling damage by an amount equal to your level." + }, + { + "type": "item", + "name": "Resilience Training", + "entry": "You have advantage on saving throws to resist the effects of extreme environments, and you gain resistance to one of the following damage types: cold, fire, poison, or thunder." } - ] + ], + "foundrySystem": { + "activation.condition": "Each time you finish a short or long rest", + "uses": { + "value": "", + "max": "", + "per": "" + }, + "description.value": "

You lead others to survive in the wild. Each time you finish a short or long rest, you, plus a number of creatures that can hear you equal to your Intelligence modifier, gain one of the features below until the end of your next short or long rest:

Concealment Training. In natural environments, you have advantage on Dexterity (@skill[Stealth]) checks and move stealthily at a normal pace.

Diver Training. You gain a swimming speed equal to your walking speed, and you can hold your breath underwater for a total number of minutes equal to your Constitution modifier + the Naturalist's Intelligence modifier.

Endurance Training. You ignore the effects of difficult terrain imposed by natural environments, and you have advantage on and saving throws you make to avoid @condition[exhaustion].

Mountaineer Training. You gain a climbing speed equal to your walking speed and reduce any falling damage by an amount equal to your level.

Resilience Training. You have advantage on saving throws to resist the effects of extreme environments, and you gain resistance to one of the following damage types: cold, fire, poison, or thunder.

" + }, + "foundryImg": "icons/skills/melee/unarmed-punch-fist.webp" }, { "name": "Call of the Wild", @@ -942,13 +1306,26 @@ "subclassShortName": "Naturalist", "subclassSource": "LLSav", "level": 13, + "header": 2, "entries": [ - "As an action on your turn, you can force one beast, plant, or monstrosity within 30 feet to make a Wisdom saving throw against your Naturalist save DC, so long as it can hear you. On a failure, the creature is charmed by you for 1 hour.", + "As an action on your turn, you can force one beast, plant, or monstrosity within 30 feet to make a Wisdom saving throw against your Naturalist save DC, so long as it can hear you. On a failure, the creature is {@condition charmed} by you for 1 hour.", "While charmed, this creature is friendly to you and your allies. As a bonus action, you can issue a verbal command to the creature, which it does its best to obey on its next turn. Once the creature completes your command it will defend itself to the best of its ability until you command it again.", "Each time the creature takes damage, it can repeat the Wisdom saving throw, ending the charm on a success. If you are within 30 feet of the creature and it can hear you, you can use your reaction to impose disadvantage on its saving throw.", "You can only have one creature charmed in this way at a time, and attempting to charm a second creature instantly ends this charm effect for any other creatures.", "You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. At the end of the duration of this charm effect, you can expend another use of this feature to extend its duration by an additional hour for that creature, (no save required)." - ] + ], + "foundrySystem": { + "actionType": "save", + "save": { + "ability": "wis", + "scaling": "int" + }, + "uses": { + "max": "max(1, @abilities.int.mod)", + "per": "lr" + } + }, + "foundryImg": "icons/magic/nature/beam-hand-leaves-green.webp" }, { "name": "Master Naturalist", @@ -958,17 +1335,39 @@ "subclassShortName": "Naturalist", "subclassSource": "LLSav", "level": 17, + "header": 2, "entries": [ "Your knowledge of the natural world surpasses that of nearly all other scholars. You gain the benefits below:", { "type": "list", "items": [ - "When you make an Intelligence check related to an environment that you have studied as part of Student of Nature, you can substitute the d20 roll with your level in this class.", - "You are always under the benefits of all five of the Adapt & Overcome features, and at the end of a short or long rest, you can grant one of these benefits to a total number of creatures equal to your savant level.", - "Any beast, plant, or monstrosity with a CR that is lower than, or equal to your Intelligence modifier automatically fails its initial saving throw against Call of the Wild, and has disadvantage on all other saving throws to resist this feature.", + "When you make an Intelligence check related to an environment that you have studied as part of {@subclassFeature Student of Nature|Savant|LLSav|Naturalist|LLSav|3|LLSav}, you can substitute the d20 roll with your level in this class.", + "You are always under the benefits of all five of the {@subclassFeature Adapt & Overcome|Savant|LLSav|Naturalist|LLSav|6|LLSav} features, and at the end of a short or long rest, you can grant one of these benefits to a total number of creatures equal to your savant level.", + "Any beast, plant, or monstrosity with a CR that is lower than, or equal to your Intelligence modifier automatically fails its initial saving throw against {@subclassFeature Call of the Wild|Savant|LLSav|Naturalist|LLSav|13|LLSav}, and has disadvantage on all other saving throws to resist this feature.", "The duration of your charm from Call of the Wild increases to 24 hours." ] } + ], + "foundryImg": "icons/magic/nature/leaf-hand-green.webp" + }, + { + "name": "Physician", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "Physicians use their considerable intellect to heal the sick and tend to the wounded. They spend their life studying anatomy and the inner workings of mortal creatures, and use this knowledge to keep their allies in top shape. Using their medical training, they offer aid to those who don't have access to the luxury of divine or arcane healing magic.", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of Medicine|Savant|LLSav|Physician|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Combat Medic|Savant|LLSav|Physician|LLSav|3|LLSav" + } ] }, { @@ -980,17 +1379,24 @@ "subclassSource": "LLSav", "level": 3, "entries": [ - "You gain proficiency in Medicine and the herbalism kit, and your proficiency bonus is doubled for any check that uses either proficiency. If you are already proficient in Medicine, you gain proficiency in another skill from the savant list.", + "You gain proficiency in {@skill Medicine} and the {@item herbalism kit|phb}, and your proficiency bonus is doubled for any check that uses either proficiency. If you are already proficient in Medicine, you gain proficiency in another skill from the savant list.", "Moreover, your studies grant you the following benefits:", { "type": "list", "items": [ - "Whenever you would make a Wisdom (Medicine) check, you can make an Intelligence (Medicine) check instead.", - "Whenever you would make aIf you spend at least 1 minute examining a creature, you can identify any disease, poison, or curse affecting it.Wisdom (Medicine) check, you can make an Intelligence (Medicine) check instead.", + "Whenever you would make a Wisdom ({@skill Medicine}) check, you can make an Intelligence ({@skill Medicine}) check instead.", + "If you spend at least 1 minute examining a creature, you can identify any disease, poison, or curse affecting it.", "Once per turn when you hit your Mark with a weapon attack, you can reduce its speed by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet). This speed reduction lasts until the start of your next turn." ] } - ] + ], + "expertise": [ + { + "medicine": true, + "herbalism kit": true + } + ], + "foundryImg": "icons/sundries/books/book-red-cross.webp" }, { "name": "Combat Medic", @@ -1003,48 +1409,246 @@ "entries": [ "You can administer aid in the midst of combat. As an action on your turn, you can use any of the following abilities:", { - "type": "list", - "items": [ - "{@b Adrenaline Jolt.} A creature you touch can instantly repeat a saving throw to end the blinded, charmed, deafened, frightened, or poisoned condition, or one disease, and it gains a bonus to its saving throw equal to your Intelligence modifier (minimum of +1).", - "{@b Dress Wounds.} A creature you touch gains temporary hit points equal to one roll of your Intellect Die. Tthe temporary hit points from this feature cannot exceed the creature's maximum hit points.", - "{@b Healing Surge.} A creature you touch can immediately expend one of its Hit Dice to regain a number of hit points equal to its Hit Die roll + its Constitution modifier + your Intelligence modifier.", - "{@b Stabilize.} You touch a living creature that has 0 hit points, instantly stabilizing it. The creature can then immediately expend one of its Hit Dice to regain a number of hit points equal to the maximum value of that Hit Die + its Constitution modifier." - ] + "type": "refSubclassFeature", + "subclassFeature": "Adrenaline Jolt|Savant|LLSav|Physician|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dress Wounds|Savant|LLSav|Physician|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Healing Surge|Savant|LLSav|Physician|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Stabilize|Savant|LLSav|Physician|LLSav|3|LLSav" } - ] + ], + "foundrySystem": { + "activation.type": "" + }, + "foundryImg": "icons/magic/life/crosses-trio-red.webp" }, { - "name": "Field Doctor", + "name": "Adrenaline Jolt", "source": "LLSav", "className": "Savant", "classSource": "LLSav", "subclassShortName": "Physician", "subclassSource": "LLSav", - "level": 6, + "level": 3, "entries": [ - "You have learned to move across the battlefield unscathed. When you use your action to stabilize, restore hit points, or grant temporary hit points to another creature, you gain the benefits of the Dodge action until the start of your next turn.", - "Additionally, when you use a Combat Medic action on your turn, you can make a single weapon attack as a bonus action." - ] + "A creature you touch can instantly repeat a saving throw to end the {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, or {@condition poisoned} condition, or one disease, and it gains a bonus to its saving throw equal to your Intelligence modifier (minimum of +1)." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "util", + "formula": "max(1, @abilities.int.mod)" + }, + "foundryImg": "icons/magic/symbols/symbol-lightning-bolt.webp" }, { - "name": "Expert Medic", + "name": "Dress Wounds", "source": "LLSav", "className": "Savant", "classSource": "LLSav", "subclassShortName": "Physician", "subclassSource": "LLSav", - "level": 13, + "level": 3, "entries": [ - "You use your knowledge of medicine to perform wondrous feats. As an action, you can touch a creature and use one of the abilities below. You can use these abilities a combined number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.", - { - "type": "list", - "items": [ - "{@b Regeneration.} The creature instantly regains hit points equal to four rolls of your Intellect Die. If the creature has a severed body part, you can reattach it as part of this action.", - "{@b Restoration.} You instantly end one of the following conditions currently affecting the target: blinded, charmed, deafened, frightened, paralyzed, poisoned, a reduction to an ability score or its hit point maximum, or you reduce its level of exhaustion by 1.", - "{@b Resuscitation.} You instantly return a creature to life that has died within the last minute. You cannot bring back a creature that died of old age, nor can this restore any of the creature's missing parts." + "A creature you touch gains temporary hit points equal to one roll of your Intellect Die. Tthe temporary hit points from this feature cannot exceed the creature's maximum hit points." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "heal", + "damage.parts": [ + [ + "@scale.savant.intellect-die", + "temphp" ] + ] + }, + "foundryImg": "icons/commodities/cloth/cloth-roll-gold-green.webp" + }, + { + "name": "Healing Surge", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "A creature you touch can immediately expend one of its Hit Dice to regain a number of hit points equal to its Hit Die roll + its Constitution modifier + your Intelligence modifier." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "heal", + "formula": "@abilities.int.mod" + }, + "foundryImg": "icons/magic/life/heart-glowing-red.webp" + }, + { + "name": "Stabilize", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "You touch a living creature that has 0 hit points, instantly stabilizing it. The creature can then immediately expend one of its Hit Dice to regain a number of hit points equal to the maximum value of that Hit Die + its Constitution modifier." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "heal" + }, + "foundryImg": "icons/magic/life/heart-cross-blue.webp" + }, + { + "name": "Field Doctor", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 6, + "header": 2, + "entries": [ + "You have learned to move across the battlefield unscathed. When you use your action to stabilize, restore hit points, or grant temporary hit points to another creature, you gain the benefits of the {@action Dodge} action until the start of your next turn.", + "Additionally, when you use a {@subclassFeature Combat Medic|Savant|LLSav|Physician|LLSav|3|LLSav} action on your turn, you can make a single weapon attack as a bonus action." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you use your action to stabilize, restore hit points, or grant temporary hit points to another creature, or as a bonus action when you use a Combat Medic action on your turn" } - ] + }, + "foundryImg": "icons/skills/movement/feet-winged-boots-brown.webp" + }, + { + "name": "Expert Medic", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 13, + "header": 2, + "entries": [ + "You use your knowledge of medicine to perform wondrous feats. As an action, you can touch a creature and use one of the abilities below. You can use these abilities a combined number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.", + { + "type": "refSubclassFeature", + "subclassFeature": "Regeneration|Savant|LLSav|Physician|LLSav|13|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Restoration|Savant|LLSav|Physician|LLSav|13|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Resuscitation|Savant|LLSav|Physician|LLSav|13|LLSav" + } + ], + "foundrySystem": { + "uses": { + "max": "@abilities.int.mod", + "per": "lr" + }, + "activation.type": "" + }, + "foundryImg": "icons/magic/life/cross-yellow-green.webp" + }, + { + "name": "Regeneration", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 13, + "entries": [ + "The creature instantly regains hit points equal to four rolls of your Intellect Die. If the creature has a severed body part, you can reattach it as part of this action." + ], + "consumes": { + "amount": 1, + "name": "Expert Medic" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "heal", + "damage.parts": [ + [ + "@scale.savant.intellect-die + @scale.savant.intellect-die + @scale.savant.intellect-die + @scale.savant.intellect-die", + "healing" + ] + ] + }, + "foundryImg": "icons/magic/life/cross-flared-green.webp" + }, + { + "name": "Restoration", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 13, + "entries": [ + "You instantly end one of the following conditions currently affecting the target: {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, a reduction to an ability score or its hit point maximum, or you reduce its level of {@condition exhaustion} by 1." + ], + "consumes": { + "amount": 1, + "name": "Expert Medic" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "heal" + }, + "foundryImg": "icons/magic/nature/leaf-oak-wreath-glow-green.webp" + }, + { + "name": "Resuscitation", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 13, + "entries": [ + "You instantly return a creature to life that has died within the last minute. You cannot bring back a creature that died of old age, nor can this restore any of the creature's missing parts." + ], + "consumes": { + "amount": 1, + "name": "Expert Medic" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "heal" + }, + "foundryImg": "icons/magic/life/heart-hand-gold-green.webp" }, { "name": "Master Physician", @@ -1054,9 +1658,31 @@ "subclassShortName": "Physician", "subclassSource": "LLSav", "level": 17, + "header": 2, "entries": [ "Your knowledge of medicine is without peer. Whenever you restore hit points or grant temporary hit points, the target gains the maximum amount of hit points in place of rolling.", "Also, any creature that expends a Hit Die while within 30 feet of you treats their Hit Dice as its maximum possible roll." + ], + "foundryImg": "icons/magic/life/heart-red-blue.webp" + }, + { + "name": "Tactician", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Tactician", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "All successful monarchs, conquerors, and revolutions have a master strategist that is responsible for their success in war. Known as Tacticians, these intelligent leaders are always one step ahead of their foes and have a plan for every eventuality. They know the strategies that lead to victory, and those that end in ruin. Alone, a Tactician is no threat, but with powerful allies, they become a force capable of toppling an empire.", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of War|Savant|LLSav|Tactician|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tactical Commander|Savant|LLSav|Tactician|LLSav|3|LLSav" + } ] }, { @@ -1068,16 +1694,29 @@ "subclassSource": "LLSav", "level": 3, "entries": [ - "You gain proficiency in History and Persuasion, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency with another skill of your choice from the savant skill list.", + "You gain proficiency in {@skill History} and {@skill Persuasion}, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency with another skill of your choice from the savant skill list.", "Your training in the art and science of war also grants you the benefits below:", { "type": "list", "items": [ "You gain proficiency with shields and medium armor.", - "You master your choice of the Fencing, Marksmanship, or Traditions Scholarly Pursuit, but it doesn't count against your total number of Scholarly Pursuits you can master for your savant level." + "You master your choice of the {@optfeature Fencing|LLSav}, {@optfeature Marksmanship|LLSav}, or {@optfeature Traditions|LLSav} Scholarly Pursuit, but it doesn't count against your total number of Scholarly Pursuits you can master for your savant level." ] } - ] + ], + "expertise": [ + { + "history": true, + "persuasion": true + } + ], + "armorProficiencies": [ + { + "shield|phb": true, + "medium": true + } + ], + "foundryImg": "icons/sundries/books/book-symbol-axe-brown.webp" }, { "name": "Tactical Commander", @@ -1090,15 +1729,139 @@ "entries": [ "You use your knowledge of warfare to direct your allies on the field of battle. As an action on your turn, you can issue one of the Orders detailed below to a willing creature that can see or hear you within 60 feet. A creature can only benefit from one Order at a time, and you can't issue an Order to yourself.", { - "type": "list", - "items": [ - "{@b Attack Order:} The next time the target of this Order takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.", - "{@b Defensive Order:} Until the start of your next turn, the target of this Order gains an Armor Class bonus equal to your Intelligence modifier.", - "{@b Maneuvering Order:} The target of this Order can use its reaction to move up to its full movement speed without provoking opportunity attacks.", - "{@b Steadfast Order:} Until the beginning of your next turn, the target of this Order add your Intelligence modifier to any Strength, Dexterity, and Constitution ability checks and saving throws it makes." - ] + "type": "refSubclassFeature", + "subclassFeature": "Attack Order|Savant|LLSav|Tactician|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Defensive Order|Savant|LLSav|Tactician|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Maneuvering Order|Savant|LLSav|Tactician|LLSav|3|LLSav" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Steadfast Order|Savant|LLSav|Tactician|LLSav|3|LLSav" } - ] + ], + "foundrySystem": { + "activation.type": "" + }, + "foundryImg": "icons/environment/people/charge.webp" + }, + { + "name": "Attack Order", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Tactician", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "The next time the target of this Order takes the {@action Attack} action before the start of your next turn, it can make one additional weapon attack as part of its Attack action." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "range": { + "value": 60, + "units": "ft" + }, + "target": { + "value": 1, + "type": "willing" + } + }, + "foundryImg": "icons/skills/melee/weapons-crossed-swords-black.webp" + }, + { + "name": "Defensive Order", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Tactician", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "Until the start of your next turn, the target of this Order gains an Armor Class bonus equal to your Intelligence modifier." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "range": { + "value": 60, + "units": "ft" + }, + "target": { + "value": 1, + "type": "willing" + }, + "formula": "@abilities.int.mod", + "actionType": "util" + }, + "foundryImg": "icons/skills/melee/shield-block-bash-blue.webp" + }, + { + "name": "Maneuvering Order", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Tactician", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "The target of this Order can use its reaction to move up to its full movement speed without provoking opportunity attacks." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "range": { + "value": 60, + "units": "ft" + }, + "target": { + "value": 1, + "type": "willing" + }, + "actionType": "util" + }, + "foundryImg": "icons/skills/movement/arrows-up-trio-red.webp" + }, + { + "name": "Steadfast Order", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Tactician", + "subclassSource": "LLSav", + "level": 3, + "entries": [ + "Until the beginning of your next turn, the target of this Order add your Intelligence modifier to any Strength, Dexterity, and Constitution ability checks and saving throws it makes." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "range": { + "value": 60, + "units": "ft" + }, + "target": { + "value": 1, + "type": "willing" + }, + "formula": "@abilities.int.mod", + "actionType": "util" + }, + "foundryImg": "icons/magic/control/buff-flight-wings-runes-purple.webp" }, { "name": "Unwavering", @@ -1108,10 +1871,15 @@ "subclassShortName": "Tactician", "subclassSource": "LLSav", "level": 6, + "header": 2, "entries": [ - "Your position doesn't allow you to succumb to base instincts. You have advantage on saving throws to resist enchantment spells, and you are immune to the frightened condition.", + "Your position doesn't allow you to succumb to base instincts. You have advantage on saving throws to resist enchantment spells, and you are immune to the {@condition frightened} condition.", "In addition, when you use your action to issue an Order, you can make one weapon attack as a bonus action." - ] + ], + "conditionImmune": [ + "frightened" + ], + "foundryImg": "icons/magic/control/control-influence-rally-purple.webp" }, { "name": "Strategic Genius", @@ -1121,9 +1889,21 @@ "subclassShortName": "Tactician", "subclassSource": "LLSav", "level": 13, + "header": 2, "entries": [ "Your genius allows you to coordinate multiple allies. When you use an action to issue an Order, you can issue the same Order to another willing creature within range." - ] + ], + "foundrySystem": { + "range": { + "value": 60, + "units": "ft" + }, + "target": { + "value": 1, + "type": "willing" + } + }, + "foundryImg": "icons/skills/social/diplomacy-unity-alliance.webp" }, { "name": "Master Tactician", @@ -1133,9 +1913,44 @@ "subclassShortName": "Tactician", "subclassSource": "LLSav", "level": 17, + "header": 2, "entries": [ "Your Orders inspire heroic action in your allies. When you issue an Order to a creature it gains temporary hit points equal to your Intelligence modifier (minimum of 1).", "Also, when you use your action to issue an Order, you can target up to three creatures in range with the same Order." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you issue an Order to a creature" + }, + "actionType": "heal", + "damage.parts": [ + [ + "max(1, @abilities.int.mod)", + "temphp" + ] + ] + }, + "foundryImg": "icons/environment/people/infantry-army.webp" + }, + { + "name": "Culinarian", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Culinarian", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "The savants known as Culinarians put their great intellects to work in the science of food and drink. Ever the adventurer, they leave their kitchens behind, venturing out into the world in a lifelong search for new wondrous and exotic ingredients. What strange and exciting recipes will you come to discover?", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of Flavor|Savant|LLSav|Culinarian|LLSavE|3|LLSavE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Adventurer's Cook Book|Savant|LLSav|Culinarian|LLSavE|3|LLSavE" + } ] }, { @@ -1147,9 +1962,19 @@ "subclassSource": "LLSavE", "level": 3, "entries": [ - "You gain proficiency in Nature and with cook's utensils, and your proficiency bonus is doubled for any check that uses either proficiency. If you're already proficient in Nature, you gain proficiency in another skill from the savant skill list.", + "You gain proficiency in {@skill Nature} and with {@item cook's utensils|phb}, and your proficiency bonus is doubled for any check that uses either proficiency. If you're already proficient in Nature, you gain proficiency in another skill from the savant skill list.", "In addition, when you have access to cook's utensils and ingredients, creatures that expend a Hit Die to regain hit points during a short rest with you regain additional hit points equal to one roll of your Intellect Die." - ] + ], + "expertise": [ + { + "nature": true, + "cook's utensils": true + } + ], + "foundrySystem": { + "formula": "@scale.savant.intellect-die" + }, + "foundryImg": "icons/sundries/books/book-embossed-clasp-gold-brown.webp" }, { "name": "Adventurer's Cook Book", @@ -1160,7 +1985,7 @@ "subclassSource": "LLSavE", "level": 3, "entries": [ - "You have begun to compile a Cook Book containing the exotic and wondrous Recipes you create during your adventures:", + "You have begun to compile a Cook Book containing the exotic and wondrous {@filter Recipes|optionalfeatures|feature type=ll:cp} you create during your adventures:", { "type": "entries", "name": "Recipes Known.", @@ -1202,7 +2027,18 @@ "If your Cook Book is lost or destroyed, you must reacquire fresh Samples of each creature type in order to create any Recipes you once knew. You can create a copy of your Cook Book by spending 1 hour copying each Recipe." ] } - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "uses": { + "max": "max(1, @abilities.int.mod)", + "per": "sr" + } + }, + "foundryImg": "icons/sundries/books/book-mimic.webp" }, { "name": "A Cut Above", @@ -1212,9 +2048,12 @@ "subclassShortName": "Culinarian", "subclassSource": "LLSavE", "level": 6, + "header": 2, "entries": [ - "As an action, you can touch one of your prepared Morsels and change it to a Morsel of another recipe. Also, when you eat or feed a Morsel to a creature, you can make one weapon attack as a bonus action on that turn." - ] + "As an action, you can touch one of your prepared Morsels and change it to a Morsel of another recipe.", + "Also, when you eat or feed a Morsel to a creature, you can make one weapon attack as a bonus action on that turn." + ], + "foundryImg": "icons/weapons/daggers/knife-green.webp" }, { "name": "Improved Recipes", @@ -1224,9 +2063,20 @@ "subclassShortName": "Culinarian", "subclassSource": "LLSavE", "level": 13, + "header": 2, "entries": [ "Your Recipes invigorate your allies along with their normal benefits. A creature that eats one of your Morsels also gains temporary hit points equal to your savant level." - ] + ], + "foundrySystem": { + "actionType": "heal", + "damage.parts": [ + [ + "@classes.savant.levels", + "temphp" + ] + ] + }, + "foundryImg": "icons/consumables/food/bowl-stew-tofu-potato-red.webp" }, { "name": "Master Culinarian", @@ -1236,21 +2086,26 @@ "subclassShortName": "Culinarian", "subclassSource": "LLSavE", "level": 17, + "header": 2, "entries": [ "You are a master monster chef and can cook with anything, anywhere. During the course of a long rest, you can use your cook's utensils to prepare a monstrous feast for yourself and a number of creatures equal to your savant level.", "Any creature that eats a portion of this meal gains the benefits listed below until the end of their next long rest:", { "type": "list", "items": [ - "It is instantly cured of any poisons or disease and is immune to the poisoned and frightened conditions.", + "It is instantly cured of any poisons or disease and is immune to the {@condition poisoned} and {@condition frightened} conditions.", "Its hit point maximum increases by an amount equal to one roll of your Intellect Die + your Intelligence modifier.", "It gains a bonus to any Wisdom saving throw it makes equal to your Intelligence modifier (minimum of +1)." ] } - ] + ], + "foundrySystem": { + "formula": "@scale.savant.intellect-die + @abilities.int.mod" + }, + "foundryImg": "icons/consumables/food/plate-steak-grilled-brown-green.webp" }, { - "name": "Student of Thought", + "name": "Philosopher", "source": "LLSavE", "className": "Savant", "classSource": "LLSav", @@ -1258,17 +2113,44 @@ "subclassSource": "LLSavE", "level": 3, "entries": [ - "You gain proficiency in Arcana and Religion, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in a skill of your choice from the Savant skill list.", - "Your understanding of the higher levels of reality also grants you the benefits listed below:", + "Philosophy is considered by many to be the purest Discipline a savant can pursue. They expend their genius pondering the deep questions of existence; the purpose of life, the nature of the planes, and the relationship between mortals and gods. Through the study of the multiverse, Philosophers try to perfect their knowledge of the multiverse.", { - "type": "list", - "items": [ - "When you make an ability check to communicate with or recall information about, a creature from another plane, you gain a bonus to the roll equal to one roll of your Intellect Die.", - "You can use Adroit Analysis to learn additional characteristics about a creature: its alignment, its spellcasting ability (if it has one), the highest level spell it can cast, or its native plane." - ] + "type": "refSubclassFeature", + "subclassFeature": "Student of Thought|Savant|LLSav|Philosopher|LLSavE|3|LLSavE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Words of Power|Savant|LLSav|Philosopher|LLSavE|3|LLSavE" } ] }, + { + "name": "Student of Thought", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Philosopher", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "You gain proficiency in {@skill Arcana} and {@skill Religion}, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in a skill of your choice from the Savant skill list.", + "Your understanding of the higher levels of reality also grants you the benefits listed below:", + { + "type": "list", + "items": [ + "When you make an ability check to communicate with or recall information about, a creature from another plane, you gain a bonus to the roll equal to one roll of your Intellect Die.", + "You can use {@classFeature Adroit Analysis|Savant|LLSav|1} to learn additional characteristics about a creature: its alignment, its spellcasting ability (if it has one), the highest level spell it can cast, or its native plane." + ] + } + ], + "expertise": [ + { + "arcana": true, + "religion": true + } + ], + "foundryImg": "icons/sundries/books/book-purple-glyph.webp" + }, { "name": "Words of Power", "source": "LLSavE", @@ -1279,48 +2161,235 @@ "level": 3, "entries": [ "Through years of study, you have uncovered Words of Power that were used in shaping the multiverse. As an action, you can speak aloud one of the Words of Power below, focusing on a creature that can hear you within 30 feet, forcing it to make a saving throw, against your Philosopher save DC:", - "You can speak these Words a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.", { - "type": "entries", - "name": "Confound", - "page": 1, - "entries": [ - "You force the target to make an Intelligence saving throw. On a failure, it subtracts your Intelligence modifier from the first attack roll it makes each turn for 1 minute. It can repeat this saving throw at the end of each of its turns to end the effect." + "type": "abilityDc", + "name": "Philosopher", + "attributes": [ + "int" ] }, + "You can speak these Words a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.", { - "type": "entries", - "name": "Disorient", - "page": 1, - "entries": [ - "You force the target to make a Wisdom saving throw. On a failed save, it must subtract your Intelligence modifier from the next saving throw it is forced to make." - ] + "type": "refSubclassFeature", + "subclassFeature": "Confound|Savant|LLSav|Philosopher|LLSavE|3|LLSavE" }, { - "type": "entries", - "name": "Fear", - "page": 1, - "entries": [ - "You force the target to make a Wisdom saving throw. On a failed save, it is frightened of a creature of your choice that it can see for 1 minute. It can repeat this saving throw at the end of each turn, ending the effect on a success." - ] + "type": "refSubclassFeature", + "subclassFeature": "Disorient|Savant|LLSav|Philosopher|LLSavE|3|LLSavE" }, { - "type": "entries", - "name": "Halt", - "page": 1, - "entries": [ - "You force the target to make a Strength saving throw. On a failed save, its speed is reduced to 0 for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success." - ] + "type": "refSubclassFeature", + "subclassFeature": "Fear|Savant|LLSav|Philosopher|LLSavE|3|LLSavE" }, { - "type": "entries", - "name": "Shift", - "page": 1, - "entries": [ - "You force two creatures of your choice to make a Charisma saving throw. Should both targets fail their saving throws, they instantly switch places. A creature can willingly fail.." - ] + "type": "refSubclassFeature", + "subclassFeature": "Halt|Savant|LLSav|Philosopher|LLSavE|3|LLSavE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Shift|Savant|LLSav|Philosopher|LLSavE|3|LLSavE" } - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + }, + "uses": { + "max": "max(1, @abilities.int.mod)", + "per": "sr" + } + }, + "foundryImg": "icons/magic/symbols/runes-triangle-blue.webp" + }, + { + "name": "Confound", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Philosopher", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "You force the target to make an Intelligence saving throw. On a failure, it subtracts your Intelligence modifier from the first attack roll it makes each turn for 1 minute. It can repeat this saving throw at the end of each of its turns to end the effect." + ], + "consumes": { + "name": "Words of Power" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "target": { + "value": 1, + "type": "creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "actionType": "save", + "save": { + "ability": "int", + "scaling": "int" + }, + "duration": { + "value": 1, + "units": "minute" + }, + "formula": "@abilities.int.mod" + }, + "foundryImg": "icons/magic/control/hypnosis-mesmerism-swirl.webp" + }, + { + "name": "Disorient", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Philosopher", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "You force the target to make a Wisdom saving throw. On a failed save, it must subtract your Intelligence modifier from the next saving throw it is forced to make." + ], + "consumes": { + "name": "Words of Power" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "target": { + "value": 1, + "type": "creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "actionType": "save", + "save": { + "ability": "wis", + "scaling": "int" + }, + "formula": "@abilities.int.mod" + }, + "foundryImg": "icons/magic/control/hypnosis-mesmerism-eye.webp" + }, + { + "name": "Fear", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Philosopher", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "You force the target to make a Wisdom saving throw. On a failed save, it is {@condition frightened} of a creature of your choice that it can see for 1 minute. It can repeat this saving throw at the end of each turn, ending the effect on a success." + ], + "consumes": { + "name": "Words of Power" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "target": { + "value": 1, + "type": "creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "actionType": "save", + "save": { + "ability": "wis", + "scaling": "int" + }, + "duration": { + "value": 1, + "units": "minute" + } + }, + "foundryImg": "icons/magic/control/fear-fright-white.webp" + }, + { + "name": "Halt", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Philosopher", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "You force the target to make a Strength saving throw. On a failed save, its speed is reduced to 0 for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success." + ], + "consumes": { + "name": "Words of Power" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "target": { + "value": 1, + "type": "creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "actionType": "save", + "save": { + "ability": "str", + "scaling": "int" + }, + "duration": { + "value": 1, + "units": "minute" + } + }, + "foundryImg": "icons/magic/control/debuff-energy-snare-purple-blue.webp" + }, + { + "name": "Shift", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Philosopher", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "You force two creatures of your choice to make a Charisma saving throw. Should both targets fail their saving throws, they instantly switch places. A creature can willingly fail." + ], + "consumes": { + "name": "Words of Power" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "target": { + "value": 2, + "type": "creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "actionType": "save", + "save": { + "ability": "cha", + "scaling": "int" + } + }, + "foundryImg": "icons/magic/movement/trail-streak-zigzag-yellow.webp" }, { "name": "Unwavering Will", @@ -1330,10 +2399,23 @@ "subclassShortName": "Philosopher", "subclassSource": "LLSavE", "level": 6, + "header": 2, "entries": [ - "Your sense of purpose and willpower are unyielding. When fail a saving throw and become either charmed, frightened, or stunned, you can choose to succeed instead.", + "Your sense of purpose and willpower are unyielding. When fail a saving throw and become either {@condition charmed}, {@condition frightened}, or {@condition stunned}, you can choose to succeed instead.", "Once you use this feature you must finish a short or long rest before you can use it again." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When fail a saving throw and become either charmed, frightened, or stunned" + }, + "uses": { + "value": 1, + "max": 1, + "per": "sr" + } + }, + "foundryImg": "icons/magic/control/silhouette-hold-beam-blue.webp" }, { "name": "Supreme Understanding", @@ -1343,25 +2425,118 @@ "subclassShortName": "Philosopher", "subclassSource": "LLSavE", "level": 13, + "header": 2, "entries": [ "You have learned to manipulate the world with more potent Words of Power. You learn the greater Words of Power listed below. You must concentrate on the effects of these Words of Power as if you were concentrating on a spell. You can speak each of these Words once, and then you must finish a short or long rest before you can speak that Word it again.", { - "type": "entries", - "name": "Banish", - "page": 1, - "entries": [ - "You force a target to make a Charisma saving throw. On a failed save, it is banished for up to 1 minute. If it is native to your current plane, it is banished to a harmless demiplane. If it is native to another plane, it is banished to its native plane. The target can repeat its saving throw at the end of each turn. On a success, it returns to an unoccupied space nearest to the place it was originally banished from." - ] + "type": "refSubclassFeature", + "subclassFeature": "Banish|Savant|LLSav|Philosopher|LLSavE|13|LLSavE" }, { - "type": "entries", - "name": "Enfeeble", - "page": 1, - "entries": [ - "You force a target to make an Intelligence saving throw. On a failed save, it is stunned for 1 minute. The target can repeat this saving throw at the start of each turn, and each time it takes damage, ending the effect on a success." - ] + "type": "refSubclassFeature", + "subclassFeature": "Enfeeble|Savant|LLSav|Philosopher|LLSavE|13|LLSavE" } - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + }, + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/symbols/runes-star-blue.webp" + }, + { + "name": "Banish", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Philosopher", + "subclassSource": "LLSavE", + "level": 13, + "entries": [ + "You force a target to make a Charisma saving throw. On a failed save, it is banished for up to 1 minute. If it is native to your current plane, it is banished to a harmless demiplane. If it is native to another plane, it is banished to its native plane. The target can repeat its saving throw at the end of each turn. On a success, it returns to an unoccupied space nearest to the place it was originally banished from." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "target": { + "value": 1, + "type": "creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "uses": { + "value": 1, + "max": 1, + "per": "sr" + }, + "actionType": "save", + "save": { + "ability": "cha", + "scaling": "int" + }, + "duration": { + "value": 1, + "units": "minute" + } + }, + "foundryFlags": { + "concentrationnotifier.data.requiresConcentration": true + }, + "foundryImg": "icons/magic/control/debuff-chains-orb-movement-blue.webp" + }, + { + "name": "Enfeeble", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Philosopher", + "subclassSource": "LLSavE", + "level": 13, + "entries": [ + "You force a target to make an Intelligence saving throw. On a failed save, it is {@condition stunned} for 1 minute. The target can repeat this saving throw at the start of each turn, and each time it takes damage, ending the effect on a success." + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "target": { + "value": 1, + "type": "creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "uses": { + "value": 1, + "max": 1, + "per": "sr" + }, + "actionType": "save", + "save": { + "ability": "int", + "scaling": "int" + }, + "duration": { + "value": 1, + "units": "minute" + } + }, + "foundryFlags": { + "concentrationnotifier.data.requiresConcentration": true + }, + "foundryImg": "icons/magic/control/debuff-energy-hold-levitate-teal-blue.webp" }, { "name": "Master Philosopher", @@ -1371,9 +2546,40 @@ "subclassShortName": "Philosopher", "subclassSource": "LLSavE", "level": 17, + "header": 2, "entries": [ - "Your willpower rivals that of powerful extraplanar beings. You are always under the effect of protection from evil and good.", + "Your willpower rivals that of powerful extraplanar beings. You are always under the effect of {@spell protection from evil and good}.", "Moreover, when an aberration, celestial, elemental, fey, fiend, or undead creature forces you to make a saving throw, you gain a bonus to your roll equal to your Intellect Die." + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When an aberration, celestial, elemental, fey, fiend, or undead creature forces you to make a saving throw" + }, + "actionType": "util", + "formula": "@scale.savant.intellect-die" + }, + "foundryImg": "icons/magic/defensive/illusion-evasion-echo-purple.webp" + }, + { + "name": "Orator", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "Orators are true masters of linguistics and the spoken word. These wordsmiths use nothing but their wit and mastery of rhetoric to rebuff their foes and empower their allies. With utmost confidence, they stride boldly into hostile situations, confident that they can win anyone with their eloquence.", + "Unlike others who rely on their charm to cajole, Orators are able to embolden their allies and win over their foes with nothing but well-reasoned logic and convincing rhetoric.", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of Logic|Savant|LLSav|Orator|LLSavE|3|LLSavE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rhetoric|Savant|LLSav|Orator|LLSavE|3|LLSavE" + } ] }, { @@ -1385,16 +2591,23 @@ "subclassSource": "LLSavE", "level": 3, "entries": [ - "You gain proficiency in Deception and Persuasion, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.", + "You gain proficiency in {@skill Deception} and {@skill Persuasion}, and your proficiency bonus is doubled for any check you make with either skill. If you are already proficient in these skills you gain proficiency in another skill from the savant skill list.", "You studies also gain for you the following benefits:", { "type": "list", "items": [ - "Whenever you would make a Charisma (Deception) or Charisma (Persuasion) check, you make an Intelligence (Deception) or Intelligence (Persuasion) check instead.", - "You master your choice of the Linguistics, Riddles, or Traditions Pursuit, but it does not count against the total number of Pursuits you can master for your savant level." + "Whenever you would make a Charisma ({@skill Deception}) or Charisma ({@skill Persuasion}) check, you make an Intelligence ({@skill Deception}) or Intelligence ({@skill Persuasion}) check instead.", + "You master your choice of the {@optfeature Linguistics|LLSav}, {@optfeature Riddles|LLSav}, or {@optfeature Traditions|LLSav} Pursuit, but it does not count against the total number of Pursuits you can master for your savant level." ] } - ] + ], + "expertise": [ + { + "deception": true, + "persuasion": true + } + ], + "foundryImg": "icons/sundries/books/book-red-square.webp" }, { "name": "Rhetoric", @@ -1406,64 +2619,270 @@ "level": 3, "entries": [ "Your mastery over the spoken word allows you to dominate, inspire, and cajole other creatures who can understand and hear you. You gain the rhetorical abilities listed below. If one of these abilities requires a creature to make a saving throw, the saving throw DC is calculated as follows:", - "You can use these abilities a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.", { - "type": "entries", - "name": "Convincing Dialog", - "page": 1, - "entries": [ - "If you spend at least 1 minute talking to a creature that is not currently hostile toward you, you can choose to charm it for up to 1 hour. This charm effect ends early if you or your allies do anything harmful to the creature." + "type": "abilityDc", + "name": "Orator", + "attributes": [ + "int" ] }, + "You can use these abilities a combined number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finsih a short or long rest.", { - "type": "entries", - "name": "Distracting Retort", - "page": 1, - "entries": [ - "When a creature that can hear you within 30 feet of you attacks a creature, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, it must subtract a roll of your Intellect Die from its attack roll." - ] + "type": "refSubclassFeature", + "subclassFeature": "Convincing Dialog|Savant|LLSav|Orator|LLSavE|3|LLSavE" }, { - "type": "entries", - "name": "Inspiring Word", - "page": 1, - "entries": [ - "As an action, you can grant a creature within 30 feet that can hear you temporary hit points equal to your Intellect Die roll." - ] + "type": "refSubclassFeature", + "subclassFeature": "Distracting Retort|Savant|LLSav|Orator|LLSavE|3|LLSavE" }, { - "type": "entries", - "name": "Soothing Speech", - "page": 1, - "entries": [ - "As an action, a creature can eat one of your Morsels, or feed it to a conscious willing creature within its reach. A creature that eats a Morsel gains the benefits of that Morsel as detailed in the Recipe description. A creature can only benefit from one Morsel at a time. Eating a Morsel instantly ends any previous Morsel benefits." - ] + "type": "refSubclassFeature", + "subclassFeature": "Inspiring Word|Savant|LLSav|Orator|LLSavE|3|LLSavE" }, { - "type": "entries", - "name": "Uplifting Remark", - "page": 1, - "entries": [ - "As a reaction when a creature within 30 feet that can hear you makes an Intelligence, Wisdom, or Charisma saving throw, you can add one roll of your Intellect Die to its roll." + "type": "refSubclassFeature", + "subclassFeature": "Soothing Speech|Savant|LLSav|Orator|LLSavE|3|LLSavE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Uplifting Remark|Savant|LLSav|Orator|LLSavE|3|LLSavE" + } + ], + "foundrySystem": { + "uses": { + "max": "max(1, @abilities.int.mod)", + "per": "sr" + } + }, + "foundryImg": "icons/tools/scribal/ink-quill-red.webp" + }, + { + "name": "Convincing Dialog", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "If you spend at least 1 minute talking to a creature that is not currently hostile toward you, you can choose to {@condition charmed|phb|charm} it for up to 1 hour. This charm effect ends early if you or your allies do anything harmful to the creature." + ], + "consumes": { + "name": "Rhetoric" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "minute", + "condition": "Talking to a creature that is not currently hostile toward you" + } + }, + "foundryImg": "icons/skills/social/diplomacy-handshake.webp" + }, + { + "name": "Distracting Retort", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "When a creature that can hear you within 30 feet of you attacks a creature, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, it must subtract a roll of your Intellect Die from its attack roll." + ], + "consumes": { + "name": "Rhetoric" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When a creature that can hear you within 30 feet of you attacks a creature" + }, + "range": { + "value": 30, + "units": "ft" + }, + "actionType": "save", + "save": { + "ability": "wis", + "scaling": "int" + }, + "formula": "@scale.savant.intellect-die" + }, + "foundryImg": "icons/magic/time/arrows-circling-pink.webp" + }, + { + "name": "Inspiring Word", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "As an action, you can grant a creature within 30 feet that can hear you temporary hit points equal to your Intellect Die roll." + ], + "consumes": { + "name": "Rhetoric" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "heal", + "damage.parts": [ + [ + "@scale.savant.intellect-die", + "temphp" ] + ] + }, + "foundryImg": "icons/magic/life/cross-explosion-burst-green.webp" + }, + { + "name": "Soothing Speech", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "As an action, you can force a creature within 30 feet to make a Charisma saving throw. On a failure, it becomes indifferent toward creatures of your choice that it was hostile toward for 1 minute. The effect ends if you or an ally harm the creature." + ], + "consumes": { + "name": "Rhetoric" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "action" + }, + "actionType": "save", + "save": { + "ability": "cha", + "scaling": "int" } - ] + }, + "foundryImg": "icons/magic/control/hypnosis-mesmerism-pendulum.webp" + }, + { + "name": "Uplifting Remark", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "As a reaction when a creature within 30 feet that can hear you makes an Intelligence, Wisdom, or Charisma saving throw, you can add one roll of your Intellect Die to its roll." + ], + "consumes": { + "name": "Rhetoric" + }, + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When a creature within 30 feet that can hear you makes an Intelligence, Wisdom, or Charisma saving throw" + }, + "actionType": "util", + "formula": "@scale.savant.intellect-die" + }, + "foundryImg": "icons/magic/control/buff-luck-fortune-gold.webp" + }, + { + "name": "Logical Mind", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 6, + "header": 2, + "entries": [ + "Your masterful grasp of logic allows you to better resist all but the strongest mind-altering effects. You have advantage on any saving throws to resist enchantment spells, and you are immune to the {@condition charmed} condition.", + "Additionally, when you use your action to use a rhetorical ability, you can make one weapon attack as a bonus action." + ], + "conditionImmune": [ + "charmed" + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "bonus" + } + }, + "foundryImg": "icons/magic/control/silhouette-hold-change-green.webp" + }, + { + "name": "Peerless Rhetoric", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 13, + "header": 2, + "entries": [ + "You are able to bend the masses to your will with nothing more than words. You learn the rhetorical abilities listed below. You can use each of these abilities once, and then you must finish a short or long rest before you can use it again.", + { + "type": "refSubclassFeature", + "subclassFeature": "Motivational Address|Savant|LLSav|Orator|LLSavE|13|LLSavE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Definitive Argument|Savant|LLSav|Orator|LLSavE|13|LLSavE" + } + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + }, + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/tools/scribal/ink-quill-pink.webp" }, { - "name": "Logical Mind", + "name": "Motivational Address", "source": "LLSavE", "className": "Savant", "classSource": "LLSav", "subclassShortName": "Orator", "subclassSource": "LLSavE", - "level": 6, + "level": 13, "entries": [ - "Your masterful grasp of logic allows you to better resist all but the strongest mind-altering effects. You have advantage on any saving throws to resist enchantment spells, and you are immune to the charmed condition.", - "Additionally, when you use your action to use a rhetorical ability, you can make one weapon attack as a bonus action." - ] + "Over the course of 1 minute, you can speak to a number of creatures of your choice equal to your savant level that can hear and understand you. The creatures gain temporary hit points equal to your savant level, and while the temporary hit points remain, they have advantage on saving throws to resist enchantment spells and they are immune to being {@condition frightened}." + ], + "foundrySystem": { + "actionType": "heal", + "activation": { + "cost": 1, + "type": "minute" + }, + "damage.parts": [ + [ + "@classes.savant.levels", + "temphp" + ] + ], + "uses": { + "value": 1, + "max": 1, + "per": "sr" + } + }, + "foundryImg": "icons/skills/social/wave-halt-stop.webp" }, { - "name": "Peerless Rhetoric", + "name": "Definitive Argument", "source": "LLSavE", "className": "Savant", "classSource": "LLSav", @@ -1471,25 +2890,17 @@ "subclassSource": "LLSavE", "level": 13, "entries": [ - "You are able to bend the masses to your will with nothing more than words. You learn the rhetorical abilities listed below. You can use each of these abilities once, and then you must finish a short or long rest before you can use it again.", - { - "type": "entries", - "name": "Motivational Address", - "page": 1, - "entries": [ - "Over the course of 1 minute, you can speak to a number of creatures of your choice equal to your savant level that can hear and understand you. The creatures gain temporary hit points equal to your savant level, and while the temporary hit points remain, they have advantage on saving throws to resist enchantment spells and they are immune to being frightened." - ] - }, - { - "type": "entries", - "name": "Definitive Argument", - "page": 1, - "entries": [ - "As an action, you speak to a number of creatures who can hear and understand you equal to your savant level. They must succeed on a Wisdom saving throw or be charmed by you for the next 24 hours as if by mass suggestion. This charm effect ends if you harm the creature.", - "If you were speaking to any of the creatures for at least 1 minute before using this action, and they were not hostile towards you, they have disadvantage on their saving throw." - ] + "As an action, you speak to a number of creatures who can hear and understand you equal to your savant level. They must succeed on a Wisdom saving throw or be {@condition charmed} by you for the next 24 hours as if by {@spell mass suggestion}. This charm effect ends if you harm the creature.", + "If you were speaking to any of the creatures for at least 1 minute before using this action, and they were not hostile towards you, they have disadvantage on their saving throw." + ], + "foundrySystem": { + "uses": { + "value": 1, + "max": 1, + "per": "sr" } - ] + }, + "foundryImg": "icons/magic/control/mouth-smile-deception-purple.webp" }, { "name": "Master Orator", @@ -1499,8 +2910,30 @@ "subclassShortName": "Orator", "subclassSource": "LLSavE", "level": 17, + "header": 2, "entries": [ "Your absolute mastery over the spoken word allows you to bend all but the strongest creatures to your will. When you force a creature to make a saving throw to resist a rhetorical ability, it has disadvantage on the roll if both its Intelligence and Wisdom scores are lower than your Intelligence score." + ], + "foundryImg": "icons/magic/sonic/scream-wail-shout-teal.webp" + }, + { + "name": "Rune Scribe", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Rune Scribe", + "subclassSource": "LLSavE", + "level": 3, + "entries": [ + "Legends say that rune magic is the most ancient arcane art to be mastered by mortals. Savants who dedicate their lives to the study of these Runes are known as Rune Scribes. They learn all they can about these ancient sigils that embody the fundamental magic of creation. The magic of Runes is rarely used, and jealously guarded by those who can wield its power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Student of Runes|Savant|LLSav|Rune Scribe|LLSavE|3|LLSavE" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Runes of Power|Savant|LLSav|Rune Scribe|LLSavE|3|LLSavE" + } ] }, { @@ -1512,9 +2945,30 @@ "subclassSource": "LLSavE", "level": 3, "entries": [ - "You gain proficiency in History and calligrapher's supplies, and your proficiency bonus is doubled for any check that uses either proficiency. If you're already proficient in History you gain proficiency in another skill from the savant skill list.", - "You can also speak, read, and write two of the following Runic Languages, which are used to inscribe the Runes you learn: Draconic, Druidic, Dwarvish, Giant, or Primordial." - ] + "You gain proficiency in {@skill History} and {@item calligrapher's supplies|phb}, and your proficiency bonus is doubled for any check that uses either proficiency. If you're already proficient in History you gain proficiency in another skill from the savant skill list.", + "You can also speak, read, and write two of the following Runic Languages, which are used to inscribe the Runes you learn: {@language Draconic}, {@language Druidic}, {@language Dwarvish}, {@language Giant}, or {@language Primordial}." + ], + "expertise": [ + { + "history": true, + "calligrapher's supplies": true + } + ], + "languageProficiencies": [ + { + "choose": { + "count": 2, + "from": [ + "draconic", + "druidic", + "dwarvish", + "giant", + "primordial" + ] + } + } + ], + "foundryImg": "icons/sundries/books/book-worn-blue.webp" }, { "name": "Runes of Power", @@ -1525,11 +2979,10 @@ "subclassSource": "LLSavE", "level": 3, "entries": [ - "You have begun to compile a Cook Book containing the exotic and wondrous Recipes you create during your adventures:", + "You have learned the artful and ancient magic of {@filter Runes|optionalfeatures|feature type=ll:runes}.", { "type": "entries", "name": "Runes Known", - "page": 1, "entries": [ "You know two Runes of your choice from the list at the end of this Discipline. Some Runes have a level prerequisite, which you can learn when you meet that level.", "You learn one additional Rune of your choice when you reach 6th, 10th, 13th, and 17th level in this class.", @@ -1539,7 +2992,6 @@ { "type": "entries", "name": "Inscribing Runes", - "page": 1, "entries": [ "During the course of a long rest, you can spend 1-hour using calligrapher's supplies to inscribe a Rune you know onto a non-magical object, inscribing it in a Runic Languages you know. A creature that bears an object inscribed with a Rune gains the passive benefit of that Rune for as long as they wear or wield the inscribed object.", "A Rune you know can only be inscribed in one object at a time, and inscribing it into another object causes the magic of any previous inscriptions of that Rune to instantly dispel." @@ -1547,8 +2999,7 @@ }, { "type": "entries", - "name": "Preparing a Morsel.", - "page": 1, + "name": "Invoking Runes", "entries": [ "A creature that bears an object inscribed with one of your Runes can use an action to invoke the Rune. A creature must be able to speak the Runic Language of the Rune's inscription in order to invoke the Rune's effect.", "Once a Rune has been invoked, it cannot be invoked again until the Rune Scribe that inscribed it finishes a long rest." @@ -1556,13 +3007,27 @@ }, { "type": "entries", - "name": "Serving Morsels.", - "page": 1, + "name": "Runic Casting Modifier", "entries": [ - "Intelligence is your Runic casting ability for your Runes, as you unlocked their power through years of research. You use Intelligence when a Rune refers to your Runic casting ability, when you set the saving throw DC, or when you make an attack roll with one of your Runes." + "Intelligence is your Runic casting ability for your Runes, as you unlocked their power through years of research. You use Intelligence when a Rune refers to your Runic casting ability, when you set the saving throw DC, or when you make an attack roll with one of your Runes.", + { + "type": "abilityDc", + "name": "Rune", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Rune", + "attributes": [ + "int" + ] + } ] } - ] + ], + "foundryImg": "icons/magic/symbols/rune-sigil-black-pink.webp" }, { "name": "Ancient Magics", @@ -1572,10 +3037,19 @@ "subclassShortName": "Rune Scribe", "subclassSource": "LLSavE", "level": 6, + "header": 2, "entries": [ "The innate power of your Runes has grown. Any object you inscribe with one of your Runes counts as magical for as long as the magic of the inscribed Rune lasts.", "Also, during the course of a short rest, you can perform a short 10-minute ritual to reawaken the magic of a Rune that has already been invoked for the day, allowing it to be invoked one additional time before the end of your next long rest." - ] + ], + "foundrySystem": { + "activation": { + "cost": 10, + "type": "minute", + "condition": "During the course of a short rest" + } + }, + "foundryImg": "icons/magic/holy/meditation-chi-focus-blue.webp" }, { "name": "Runic Ward", @@ -1585,10 +3059,23 @@ "subclassShortName": "Rune Scribe", "subclassSource": "LLSavE", "level": 13, + "header": 2, "entries": [ "Your Runes offer a measure of protection to those that bear them. Any creature that bears an object inscribed with one of your Runes gain a bonus to their saving throws equal to your Intelligence modifier (minimum of +1).", "Moreover, each time you finish a long rest, you can replace one Rune you know with another Rune of your choice." - ] + ], + "foundrySystem": { + "activation": { + "cost": "", + "type": "" + }, + "uses": { + "value": "", + "max": "", + "per": "" + } + }, + "foundryImg": "icons/magic/defensive/shield-barrier-blades-teal.webp" }, { "name": "Master Rune Scribe", @@ -1598,33 +3085,40 @@ "subclassShortName": "Rune Scribe", "subclassSource": "LLSavE", "level": 17, + "header": 2, "entries": [ "You can draw on the magic of your Runes to protect yourself in times of great need. When you are reduced to 0 hit points but not killed outright, you can draw on the latent power of one of your inscribed Runes, instantly dispelling the Rune and any of its effects, to fall to 1 hit point instead." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you are reduced to 0 hit points but not killed outright" + } + }, + "foundryImg": "icons/magic/symbols/runes-star-pentagon-orange.webp" } ], "subclass": [ { "name": "Archaeologist", "shortName": "Archaeologist", - "page": 5, "subclassFeatures": [ - "Student of History|Savant|LLSav|Archaeologist|LLSav|3|LLSav", - "Adventuring Academic|Savant|LLSav|Archaeologist|LLSav|3|LLSav", + "Archaeologist|Savant|LLSav|Archaeologist|LLSav|3|LLSav", "Daring Determination|Savant|LLSav|Archaeologist|LLSav|6||LLSav", "Lore Master|Savant|LLSav|Archaeologist|LLSav|13|LLSav|", "Master Archaeologist|Savant|LLSav|Archaeologist|LLSav|17|LLSav" ], "source": "LLSav", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "spellcastingAbility": "int", + "foundryImg": "icons/skills/trades/academics-study-archaeology-bones.webp" }, { "name": "Investigator", "shortName": "Investigator", "subclassFeatures": [ - "Student of Truth|Savant|LLSav|Investigator|LLSav|3|LLSav", - "Rough & Tumble|Savant|LLSav|Investigator|LLSav|3|LLSav", + "Investigator|Savant|LLSav|Investigator|LLSav|3|LLSav", "Astute Defense|Savant|LLSav|Investigator|LLSav|6|LLSav", "Ear to the Ground|Savant|LLSav|Investigator|LLSav|6|LLSav", "Peerless Focus|Savant|LLSav|Investigator|LLSav|13|LLSav", @@ -1632,105 +3126,154 @@ ], "source": "LLSav", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "foundryImg": "icons/skills/trades/academics-investigation-study-blue.webp" }, { "name": "Naturalist", "shortName": "Naturalist", "subclassFeatures": [ - "Student of Nature|Savant|LLSav|Naturalist|LLSav|3|LLSav", - "Survivalist|Savant|LLSav|Naturalist|LLSav|3|LLSav", + "Naturalist|Savant|LLSav|Naturalist|LLSav|3|LLSav", "Adapt & Overcome|Savant|LLSav|Naturalist|LLSav|6|LLSav", "Call of the Wild|Savant|LLSav|Naturalist|LLSav|13|LLSav", "Master Naturalist|Savant|LLSav|Naturalist|LLSav|17|LLSav" ], "source": "LLSav", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "foundryImg": "icons/environment/wilderness/tree-ash.webp" }, { "name": "Physician", "shortName": "Physician", "subclassFeatures": [ - "Student of Medicine|Savant|LLSav|Physician|LLSav|3|LLSav", - "Combat Medic|Savant|LLSav|Physician|LLSav|3|LLSav", + "Physician|Savant|LLSav|Physician|LLSav|3|LLSav", "Field Doctor|Savant|LLSav|Physician|LLSav|6|LLSav", "Expert Medic|Savant|LLSav|Physician|LLSav|13|LLSav", "Master Physician|Savant|LLSav|Physician|LLSav|17|LLSav" ], "source": "LLSav", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "foundryImg": "icons/consumables/potions/potion-bottle-labeled-medicine-capped-red-black.webp" }, { "name": "Tactician", "shortName": "Tactician", "subclassFeatures": [ - "Student of War|Savant|LLSav|Tactician|LLSav|3|LLSav", - "Tactical Commander|Savant|LLSav|Tactician|LLSav|3|LLSav", + "Tactician|Savant|LLSav|Tactician|LLSav|3|LLSav", "Unwavering|Savant|LLSav|Tactician|LLSav|6|LLSav", "Strategic Genius|Savant|LLSav|Tactician|LLSav|13|LLSav", "Master Tactician|Savant|LLSav|Tactician|LLSav|17|LLSav" ], "source": "LLSav", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "optionalfeatureProgression": [ + { + "name": "Student of War", + "featureType": [ + "LL:SWSP" + ], + "progression": { + "3": 1 + } + } + ], + "foundryImg": "icons/skills/trades/academics-merchant-scribe.webp" }, { "name": "Culinarian", "shortName": "Culinarian", "subclassFeatures": [ - "Student of Flavor|Savant|LLSav|Culinarian|LLSavE|3|LLSavE", - "Adventurer's Cook Book|Savant|LLSav|Culinarian|LLSavE|3|LLSavE", + "Culinarian|Savant|LLSav|Culinarian|LLSavE|3|LLSavE", "A Cut Above|Savant|LLSav|Culinarian|LLSavE|6|LLSavE", "Improved Recipes|Savant|LLSav|Culinarian|LLSavE|13|LLSavE", "Master Culinarian|Savant|LLSav|Culinarian|LLSavE|17|LLSavE" ], - "source": "LLSav", + "source": "LLSavE", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "optionalfeatureProgression": [ + { + "name": "Recipes", + "featureType": [ + "LL:CP" + ], + "progression": { + "3": 2 + } + } + ], + "foundryImg": "icons/consumables/food/bowl-stew-tofu-potato-red.webp" }, { "name": "Orator", "shortName": "Orator", "subclassFeatures": [ - "Student of Logic|Savant|LLSav|Orator|LLSavE|3|LLSavE", - "Rhetoric|Savant|LLSav|Orator|LLSavE|3|LLSavE", + "Orator|Savant|LLSav|Orator|LLSavE|3|LLSavE", "Logical Mind|Savant|LLSav|Orator|LLSavE|6|LLSavE", "Peerless Rhetoric|Savant|LLSav|Orator|LLSavE|13|LLSavE", "Master Orator|Savant|LLSav|Orator|LLSavE|17|LLSavE" ], - "source": "LLSav", + "source": "LLSavE", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "optionalfeatureProgression": [ + { + "name": "Student of Logic", + "featureType": [ + "LL:SLSP" + ], + "progression": { + "3": 1 + } + } + ], + "foundryImg": "icons/skills/social/diplomacy-writing-letter.webp" }, { "name": "Philosopher", "shortName": "Philosopher", "subclassFeatures": [ - "Student of Thought|Savant|LLSav|Philosopher|LLSavE|3|LLSavE", - "Words of Power|Savant|LLSav|Philosopher|LLSavE|3|LLSavE", + "Philosopher|Savant|LLSav|Philosopher|LLSavE|3|LLSavE", "Unwavering Will|Savant|LLSav|Philosopher|LLSavE|6|LLSavE", "Supreme Understanding|Savant|LLSav|Philosopher|LLSavE|13|LLSavE", "Master Philosopher|Savant|LLSav|Philosopher|LLSavE|17|LLSavE" ], - "source": "LLSav", + "source": "LLSavE", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "foundryImg": "icons/skills/trades/academics-study-reading-book.webp" }, { "name": "Rune Scribe", "shortName": "Rune Scribe", "subclassFeatures": [ - "Student of Runes|Savant|LLSav|Rune Scribe|LLSavE|3|LLSavE", - "Runes of Power|Savant|LLSav|Rune Scribe|LLSavE|3|LLSavE", + "Rune Scribe|Savant|LLSav|Rune Scribe|LLSavE|3|LLSavE", "Ancient Magics|Savant|LLSav|Rune Scribe|LLSavE|6|LLSavE", "Runic Ward|Savant|LLSav|Rune Scribe|LLSavE|13|LLSavE", "Master Rune Scribe|Savant|LLSav|Rune Scribe|LLSavE|17|LLSavE" ], - "source": "LLSav", + "source": "LLSavE", "className": "Savant", - "classSource": "LLSav" + "classSource": "LLSav", + "optionalfeatureProgression": [ + { + "name": "Runes of Power", + "featureType": [ + "LL:Runes" + ], + "progression": { + "3": 2, + "6": 3, + "10": 4, + "13": 5, + "17": 6 + } + } + ], + "foundryImg": "icons/magic/symbols/runes-carved-stone-red.webp" } ], "optionalfeature": [ @@ -1741,9 +3284,17 @@ "LL:SP" ], "entries": [ - "You are a student of star charts and constellations, and can use the movements of celestial bodies to predict the future. During a long rest when you can see the night sky, roll one d20 and record the number you rolled. You can replace any attack roll, saving throw, or ability check you make with this foretelling roll. You must use this feature before you roll.", + "You are a student of star charts and constellations, and can use the movements of celestial bodies to predict the future. During a long rest when you can see the night sky, roll one {@dice d20} and record the number you rolled. You can replace any attack roll, saving throw, or ability check you make with this foretelling roll. You must use this feature before you roll.", "Your foretelling roll can be used only once. If you do not use this roll before the end of your next long rest it is lost." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "During a long rest when you can see the night sky" + }, + "formula": "d20" + }, + "foundryImg": "icons/skills/trades/academics-astronomy-navigation-purple.webp" }, { "name": "Falconry", @@ -1752,43 +3303,87 @@ "LL:SP" ], "entries": [ - "You have spent many months learning to train birds of prey. You gain a Falcon companion which uses the Hawk statblock from the Player's Handbook, but it has an Intelligence score of 8. You and your Falcon can communicate simple ideas with each other using simple gestures and sounds. Your Falcon is unwaveringly loyal to you and obeys your commands.", - "In combat, your Falcon shares your initiative and acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take an action from its stat block, or another action. If you are incapacitated, your Falcon acts on its own.", + "You have spent many months learning to train birds of prey. You gain a Falcon companion which uses the {@creature Hawk} statblock from the Player's Handbook, but it has an Intelligence score of 8. You and your Falcon can communicate simple ideas with each other using simple gestures and sounds. Your Falcon is unwaveringly loyal to you and obeys your commands.", + "In combat, your Falcon shares your initiative and acts on your turn. It can move and use its reaction on its own, but it only takes the {@action Dodge} action unless you use a bonus action to command it to take an action from its stat block, or another action. If you are {@condition incapacitated}, your Falcon acts on its own.", "If your Falcon falls to 0 hit points it makes death saving throws as a player character would. Should your Falcon die, your special skills allow you to track and train another Falcon over the course of an 8 hour period using 5 gp worth of bait." - ] + ], + "foundryImg": "icons/creatures/birds/raptor-hawk-flying.webp" }, { "name": "Fencing", "source": "LLSav", "featureType": [ - "LL:SP" + "LL:SP", + "LL:SWSP" ], "entries": [ - "You gain proficiency with long swords, rapiers, and scimitars.", + "You gain proficiency with {@item longsword|phb|long swords}, {@item rapier|phb|rapiers}, and {@item scimitar|phb|scimitars}.", "When a creature you can see targets you with a melee attack while you are wielding one of these weapons, you can use your reaction to roll your Intellect Die and add it to your Armor class against the attack. If it misses, you can make one melee weapon attack against it as part of the same reaction." - ] + ], + "weaponProficiencies": [ + { + "longsword|phb": true, + "rapier|phb": true, + "scimitar|phb": true + } + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "reaction", + "condition": "When a creature you can see targets you with a melee attack while you are wielding a longsword, rapier, or scimitar" + }, + "formula": "@scale.savant.intellect-die" + }, + "foundryImg": "icons/skills/melee/weapons-crossed-swords-white-blue.webp" }, { "name": "Marksmanship", "source": "LLSav", "featureType": [ - "LL:SP" + "LL:SP", + "LL:SWSP" ], "entries": [ - "You gain proficiency with all martial ranged weapons. When you make a ranged weapon attack, you can use your Intellect Die in place of the weapon's damage die.", - "Moreover, if your setting includes firearms, and your savant has been exposed to the inner workings of such devices, they are considered to be proficient with all simple and martial firearms." - ] + "You gain proficiency with all {@filter martial ranged weapons|items|type=martial weapon;ranged weapon=u~u~sand|miscellaneous=mundane}. When you make a ranged weapon attack, you can use your Intellect Die in place of the weapon's damage die.", + "Moreover, if your setting includes {@filter firearms|items|type=firearm|miscellaneous=mundane}, and your savant has been exposed to the inner workings of such devices, they are considered to be proficient with all simple and martial firearms." + ], + "weaponProficiencies": [ + { + "blowgun|phb": true, + "hand crossbow|phb": true, + "heavy crossbow|phb": true, + "longbow|phb": true, + "net|phb": true, + "firearms": true + } + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you make a ranged weapon attack" + }, + "formula": "@scale.savant.intellect-die" + }, + "foundryImg": "icons/weapons/guns/gun-pistol-flintlock.webp" }, { "name": "Linguistics", "source": "LLSav", "featureType": [ - "LL:SP" + "LL:SP", + "LL:SLSP" ], "entries": [ "You learn to speak, read, and write a number of languages equal to your Intelligence modifier.", - "Whenever you make a Charisma (Persuasion) check while speaking with a creature in its native tongue (other than Common) you can treat a roll of 9 or lower on the d20 as a 10." - ] + "Whenever you make a Charisma ({@skill Persuasion}) check while speaking with a creature in its native tongue (other than Common) you can treat a roll of 9 or lower on the d20 as a 10." + ], + "languageProficiencies": [ + { + "any": 0 + } + ], + "foundryImg": "icons/sundries/scrolls/scroll-runed-worn-brown.webp" }, { "name": "Perfect Recall", @@ -1798,18 +3393,32 @@ ], "entries": [ "You can recall picture-perfect details from things that you commit to memory. If you spend at least 1 minute observing an object or creature, you can perfectly recall any observable information about that creature or object point in the future, without requiring a successful Intelligence check." - ] + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "minute" + } + }, + "foundryImg": "icons/tools/scribal/lens-blue.webp" }, { "name": "Riddles", "source": "LLSav", "featureType": [ - "LL:SP" + "LL:SP", + "LL:SLSP" ], "entries": [ "You have spent a great deal of time pondering and pouring over riddles and rhymes. When you speak, you can choose to speak in Riddles. When you do so, you appear to be speaking normally, but there are hidden messages laced in your words.", "Over a period of 1 hour, which can be during the course of a short or long rest, you can teach a creature to understand your Riddles. A creature with an Intelligence of 13 or higher that understands your Riddles can respond to you in Riddles." - ] + ], + "languageProficiencies": [ + { + "other": true + } + ], + "foundryImg": "icons/magic/symbols/question-stone-yellow.webp" }, { "name": "Secrets & Whispers", @@ -1821,7 +3430,14 @@ "You have a way of finding out news and gathering rumors, even from distant lands. Each time you finish a long rest in a city, town, or settlement, you learn of a one important event that has taken place within the past week.", "Moreover, when you spend a long rest in a town, city, or settlement, you can spend 5 gp to gather news and rumors, including knowledge of secret events, related to that town.", "For example, you may learn of a conversation between conspirators or the location of a thieves' guild meeting." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you spend a long rest in a town, city, or settlement" + } + }, + "foundryImg": "icons/environment/settlement/watchtower-moonlit-blue.webp" }, { "name": "Skill Mastery", @@ -1832,18 +3448,29 @@ "entries": [ "You have spent significant time, effort, and research honing a singular skill. Choose a skill or tool that you are proficient with. When you make an ability check that uses the chosen skill or tool proficiency, you can treat a roll of 7 or lower on the d20 as an 8.", "You can master this Scholarly Pursuit more than once, but you must choose a different proficiency each time." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "When you make an ability check that uses the chosen skill or tool proficiency" + }, + "formula": 8 + }, + "foundryImg": "icons/magic/symbols/star-rising-purple.webp" }, { "name": "Traditions", "source": "LLSav", "featureType": [ - "LL:SP" + "LL:SP", + "LL:SWSP", + "LL:SLSP" ], "entries": [ - "You are a student of culture, politics, and traditions. When you make an Intelligence (History) check related to a local custom, culture, or tradition, you have advantage on the roll.", + "You are a student of culture, politics, and traditions. When you make an Intelligence ({@skill History}) check related to a local custom, culture, or tradition, you have advantage on the roll.", "This eclectic knowledge of local customs and traditions also makes you an excellent ambassador. The first time you meet a leader or otherwise important local figure, you have advantage on any Charisma checks you make." - ] + ], + "foundryImg": "icons/sundries/documents/document-letter-blue.webp" }, { "name": "Agriculture", @@ -1852,9 +3479,10 @@ "LL:SP" ], "entries": [ - "You have a keen interest in all growing things. Whenever you make an Intelligence (Nature) check related to Plants, farms, agriculture, or gardening you have advantage on your roll.", - "In addition, if you spend 8 hours tending to crops, plants, or other farmland, the 8-hour version of plant growth spell takes effect on any land you attended to during that period." - ] + "You have a keen interest in all growing things. Whenever you make an Intelligence ({@skill Nature}) check related to Plants, farms, agriculture, or gardening you have advantage on your roll.", + "In addition, if you spend 8 hours tending to crops, plants, or other farmland, the 8-hour version of {@spell plant growth} spell takes effect on any land you attended to during that period." + ], + "foundryImg": "icons/skills/trades/farming-plant-seeds-gray.webp" }, { "name": "Craftsmanship", @@ -1863,9 +3491,21 @@ "LL:SP" ], "entries": [ - "You are a student of fine creation. You gain proficiency with jeweler's tools, and you add double your proficiency bonus to any check you make that uses your jeweler's tools.", + "You are a student of fine creation. You gain proficiency with {@item jeweler's tools|phb}, and you add double your proficiency bonus to any check you make that uses your jeweler's tools.", "Also, while you are in sunlight, you can spend 1 hour using jewler's tools to modify a gem you touch so that it absorbs the radiant light of the sun. As an action, you can release the sunlight bound within the gem, causing it to emit bright light in a 30-foot radius and dim light 30 feet beyond that. After 24 hours, gems modified in this way return to normal." - ] + ], + "expertise": [ + { + "jeweler's tools": true + } + ], + "foundrySystem": { + "activation": { + "cost": 1, + "type": "hour" + } + }, + "foundryImg": "icons/commodities/gems/pearl-fire-swirl.webp" }, { "name": "Equestrianism", @@ -1874,9 +3514,31 @@ "LL:SP" ], "entries": [ - "You have developed a great love for the care of horses. You gain proficiency in Animal Handling. Whenever you would make a Wisdom (Animal Handling) check, you can make an Intelligence (Animal Handling) check instead. Also, when you make an Animal Handling check related to caring for, riding, or breeding of horses, you have advantage on your roll.", + "You have developed a great love for the care of horses. You gain proficiency in {@skill Animal Handling}. Whenever you would make a Wisdom ({@skill Animal Handling}) check, you can make an Intelligence ({@skill Animal Handling}) check instead. Also, when you make an {@skill Animal Handling} check related to caring for, riding, or breeding of horses, you have advantage on your roll.", "Finally, while mounted, you add your Intelligence modifier to any ability check or saving throw your mount makes." - ] + ], + "skillProficiencies": [ + { + "animal handling": true + } + ], + "foundryEffects": [ + { + "name": "Intelligence (Animal Handling)", + "transfer": true, + "changes": [ + { + "key": "system.skills.ani.ability", + "mode": "OVERRIDE", + "value": "int" + } + ] + } + ], + "foundrySystem": { + "formula": "@abilities.int.mod" + }, + "foundryImg": "icons/sundries/misc/horseshoe-iron.webp" }, { "name": "Instruction", @@ -1886,7 +3548,14 @@ ], "entries": [ "You have dedicated a significant amount of your studies to the art of education. At the end of a long rest, you can teach a creature that can hear you one proficiency or language you know. Until the end of your next long rest, that creature gains proficiency in one tool, skill, or weapon of your choice, or learns to speak and understand one language of your choice." - ] + ], + "foundrySystem": { + "activation": { + "type": "special", + "condition": "At the end of a long rest" + } + }, + "foundryImg": "icons/sundries/documents/document-official-capital.webp" }, { "name": "Navigation", @@ -1895,9 +3564,17 @@ "LL:SP" ], "entries": [ - "You gain proficiency with cartographer's tools, navigator's tools, and vehicles (water). Whenever you make an ability check that uses these tools, you always use your Intelligence score, and you add double your proficiency bonus to your roll.", + "You gain proficiency with {@item cartographer's tools|phb}, {@item navigator's tools|phb}, and vehicles (water). Whenever you make an ability check that uses these tools, you always use your Intelligence score, and you add double your proficiency bonus to your roll.", "In addition, you can never become lost, even by magical means, so long as you can see the night sky or have a map." - ] + ], + "expertise": [ + { + "carpenter's tools": true, + "navigator's tools": true, + "vehicles (water)": true + } + ], + "foundryImg": "icons/tools/navigation/compass-brass-blue-red.webp" }, { "name": "Meditation", @@ -1908,7 +3585,11 @@ "entries": [ "You make time each day to clear your mind and keep it sharp. Whenever you roll an Intellect Die and you roll a 1, you can re-roll that Intellect Die until you roll a result greater than 1.", "You can master this Pursuit up to three times, increasing the number you re-roll by one each time. For example, the second time you master this Pursuit you re-roll 1's and 2's." - ] + ], + "foundrySystem": { + "formula": "(@scale.savant.intellect-die)rr<=1" + }, + "foundryImg": "icons/magic/holy/prayer-hands-glowing-yellow-green.webp" }, { "name": "Musicianship", @@ -1917,8 +3598,32 @@ "LL:SP" ], "entries": [ - "You have an ear for music and song. You gain proficiency in Performance and three musical instruments of your choice. Whenever you make a Charisma (Performance) check, or an ability check that uses a musical instrument proficiency, you gain a bonus to the roll equal to your Intelligence modifier." - ] + "You have an ear for music and song. You gain proficiency in {@skill Performance} and three musical instruments of your choice. Whenever you make a Charisma ({@skill Performance}) check, or an ability check that uses a musical instrument proficiency, you gain a bonus to the roll equal to your Intelligence modifier." + ], + "skillProficiencies": [ + { + "performance": true + } + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 3 + } + ], + "foundryEffects": [ + { + "name": "Performance Bonus", + "transfer": true, + "changes": [ + { + "key": "system.skills.prf.bonuses.check", + "mode": "OVERRIDE", + "value": "+ @abilities.int.mod" + } + ] + } + ], + "foundryImg": "icons/skills/trades/music-notes-sound-blue.webp" }, { "name": "Theology", @@ -1927,9 +3632,20 @@ "LL:SP" ], "entries": [ - "You are a devoted student of the divine. You learn to speak, read, and write Celestial and gain proficiency in Religion.", - "Whenever you make an Intelligence (Religion) check to recall religious devotions, rituals, or customs, or a Charisma check to interact with a Celestial, or another servant of the divine, you can treat a roll of 9 or lower on the d20 as a 10." - ] + "You are a devoted student of the divine. You learn to speak, read, and write {@language Celestial} and gain proficiency in {@skill Religion}.", + "Whenever you make an Intelligence ({@skill Religion}) check to recall religious devotions, rituals, or customs, or a Charisma check to interact with a Celestial, or another servant of the divine, you can treat a roll of 9 or lower on the d20 as a 10." + ], + "languageProficiencies": [ + { + "celestial": true + } + ], + "skillProficiencies": [ + { + "religion": true + } + ], + "foundryImg": "icons/magic/holy/saint-glass-portrait-halo.webp" }, { "name": "Beast, Air", @@ -1946,7 +3662,8 @@ ], "entries": [ "A creature that eats this Morsel gains a bonus to initiative rolls equal to your Intelligence modifier for 1 hour." - ] + ], + "foundryImg": "icons/creatures/birds/dove-pigeon-flying-white.webp" }, { "name": "Beast, Cave", @@ -1962,8 +3679,9 @@ } ], "entries": [ - "A creature that eats this Morsel gains darkvision out to a 60-foot radius for 1 hour." - ] + "A creature that eats this Morsel gains {@sense darkvision} out to a 60-foot radius for 1 hour." + ], + "foundryImg": "icons/creatures/mammals/bat-movement-flying-purple.webp" }, { "name": "Beast, Land", @@ -1980,7 +3698,17 @@ ], "entries": [ "A creature that eats this Morsel regains hit points equal to your Intellect Die + your Intelligence modifier." - ] + ], + "foundrySystem": { + "actionType": "heal", + "damage.parts": [ + [ + "@scale.savant.intellect-die + @abilities.int.mod", + "healing" + ] + ] + }, + "foundryImg": "icons/creatures/mammals/deer-antlers-blue.webp" }, { "name": "Beast, Sea", @@ -1997,7 +3725,8 @@ ], "entries": [ "A creature that eats this Morsel gains a swimming speed equal to its walking speed for 1 hour." - ] + ], + "foundryImg": "icons/creatures/fish/fish-marlin-swordfight-blue.webp" }, { "name": "Monstrosity", @@ -2013,8 +3742,9 @@ } ], "entries": [ - "A creature that eats this Morsel gains the benefits of alter self for 1 hour. It must concentrate on this effect to maintain it." - ] + "A creature that eats this Morsel gains the benefits of {@spell alter self} for 1 hour. It must concentrate on this effect to maintain it." + ], + "foundryImg": "icons/creatures/abilities/mouth-teeth-lamprey-red.webp" }, { "name": "Plant", @@ -2030,8 +3760,9 @@ } ], "entries": [ - "A creature that eats this Morsel is instantly cured of one of the following conditions currently affecting it: blinded, deafened, paralyzed, petrified, poisoned, or their level of exhaustion is reduced by 1 (maximum once per day)." - ] + "A creature that eats this Morsel is instantly cured of one of the following conditions currently affecting it: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, {@condition petrified}, {@condition poisoned}, or their level of {@condition exhaustion} is reduced by 1 (maximum once per day)." + ], + "foundryImg": "icons/creatures/magical/spirit-undead-ghost-tan-teal.webp" }, { "name": "Aberration", @@ -2049,7 +3780,8 @@ ], "entries": [ "A creature that eats this Morsel can telepathically speak to creatures within 30 feet for 1 hour. A target must be able to understand at least one language to understand its telepathy." - ] + ], + "foundryImg": "icons/creatures/magical/humanoid-silhouette-green.webp" }, { "name": "Dragon", @@ -2068,7 +3800,8 @@ "entries": [ "The creature that eats this Morsel gains resistance to the damage type dealt by the breath weapon of the dragon used in the creation of this Recipe.", "You can create a separate Recipe in your Cook Book for each type of Dragon you have harvested a sample of." - ] + ], + "foundryImg": "icons/creatures/reptiles/dragon-horned-blue.webp" }, { "name": "Giant", @@ -2087,7 +3820,8 @@ "entries": [ "A creature that eats this Morsel grows to become the size of the Giant used in the creation of this Recipe for 1 hour. While it is enlarged in this way, the creature must concentrate on this effect as if it were concentrating on a spell, and it gains a bonus to any Strength checks and Strength saving throws equal to your Intelligence modifier.", "You can create a separate Recipe in your Cook Book for each size of Giant you have harvested a sample of." - ] + ], + "foundryImg": "icons/creatures/magical/construct-iron-stomping-yellow.webp" }, { "name": "Ooze", @@ -2105,7 +3839,8 @@ ], "entries": [ "A creature that eats this Morsel reduces any lightning or slashing damage it takes by an amount equal to your Intelligence modifier for 1 hour." - ] + ], + "foundryImg": "icons/creatures/slimes/slime-giant-face-eyes.webp" }, { "name": "Celestial", @@ -2123,7 +3858,8 @@ ], "entries": [ "A creature that eats this Morsel manifests a pair of ethereal angelic wings and gains a 30-foot flying speed for 1 hour." - ] + ], + "foundryImg": "icons/magic/holy/angel-winged-humanoid-blue.webp" }, { "name": "Elemental, Air", @@ -2140,8 +3876,9 @@ } ], "entries": [ - "A creature that eats this Morsel can take the Dash action as a bonus action, and hold its breath indefinitely for 1 hour." - ] + "A creature that eats this Morsel can take the {@action Dash} action as a bonus action, and hold its breath indefinitely for 1 hour." + ], + "foundryImg": "icons/magic/air/fog-gas-smoke-swirling-gray.webp" }, { "name": "Elemental, Earth", @@ -2158,8 +3895,9 @@ } ], "entries": [ - "A creature that eats this Morsel gains tremorsense out to a 15-foot radius, and gains resistance to non-magical bludgeoning, piercing, and slashing damage for 1 hour." - ] + "A creature that eats this Morsel gains {@sense tremorsense} out to a 15-foot radius, and gains resistance to non-magical bludgeoning, piercing, and slashing damage for 1 hour." + ], + "foundryImg": "icons/magic/earth/construct-stone-long-arms.webp" }, { "name": "Elemental, Fire", @@ -2176,8 +3914,9 @@ } ], "entries": [ - "A creature that eats this Morsel gains immunity to both the charmed and frightened conditions for 1 hour." - ] + "A creature that eats this Morsel gains immunity to both the {@condition charmed} and {@condition frightened} conditions for 1 hour." + ], + "foundryImg": "icons/magic/fire/elemental-fire-humanoid.webp" }, { "name": "Elemental, Water", @@ -2195,7 +3934,8 @@ ], "entries": [ "A creature that eats this Morsel can breathe both air and water, gains a 30-foot swimming speed, and can use its reaction to turn a critical hit into a normal hit for 1 hour." - ] + ], + "foundryImg": "icons/magic/water/elemental-water.webp" }, { "name": "Fey", @@ -2213,7 +3953,8 @@ ], "entries": [ "For 1 hour, a creature that eats this Morsel can use a bonus action on each of its turns to teleport to an unoccupied space it can see within 30 feet." - ] + ], + "foundryImg": "icons/creatures/magical/fae-fairy-winged-glowing-green.webp" }, { "name": "Fiend", @@ -2231,7 +3972,8 @@ ], "entries": [ "A creature that eats this Morsel has advantage on all saving throws it is forced to make to resist spells and other magic effects for 1 hour." - ] + ], + "foundryImg": "icons/creatures/unholy/demon-horned-winged-laughing.webp" }, { "name": "Rune of Enchantment", @@ -2248,8 +3990,16 @@ ], "entries": [ "Creatures will treat the bearer of this Runic object one stage friendlier than they normally would. For example, a neutral creature would feel compelled to view the bearer as a friend, and a hostile creature would view the bearer neutrally. This treatment instatnly ends if the bearer attacks the creature.", - "The bearer can invoke this Rune to cast its choice of the calm emotions, charm person, or command spell, targeting a total number of creatures equal to your proficiency bonus." - ] + "The bearer can invoke this Rune to cast its choice of the {@spell calm emotions}, {@spell charm person}, or {@spell command} spell, targeting a total number of creatures equal to your proficiency bonus." + ], + "foundrySystem": { + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + }, + "foundryImg": "icons/magic/symbols/rune-sigil-green.webp" }, { "name": "Rune of Evocation", @@ -2267,7 +4017,21 @@ "entries": [ "When you inscribe this Rune choose acid, cold, fire, poison, or lighting damage. When the bearer hits a creature with an attack with this Runic weapon, it deals additional damage of the chosen type equal to one roll of your Intellect Die.", "When the bearer of this Rune hits with an attack or casts a spell that deals the inscribed damage, it can invoke this Rune to cause a target to take maximum damage instead of rolling." - ] + ], + "foundrySystem": { + "damage.parts": [ + [ + "@scale.savant.intellect-die", + "" + ] + ], + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + }, + "foundryImg": "icons/magic/symbols/circled-gem-pink.webp" }, { "name": "Rune of Illusion", @@ -2284,9 +4048,17 @@ ], "entries": [ "The bearer of this Runic object can use an action to change its appearance, including height and weight, though it cannot change their size. It can appear as another race, but it must adopt a form that it has seen before. Its clothing, including the Runic object, and equipment do not change.", - "These changes can be detected by a successful Intelligence (Investigation) check made against your Runic save DC.", - "The bearer can invoke this Rune to turn invisible for up to 10 minutes. This invisibility instantly ends if they attack a creature or force a creature to make a saving throw." - ] + "These changes can be detected by a successful Intelligence ({@skill Investigation}) check made against your Runic save DC.", + "The bearer can invoke this Rune to turn {@condition invisible} for up to 10 minutes. This invisibility instantly ends if they attack a creature or force a creature to make a saving throw." + ], + "foundrySystem": { + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + }, + "foundryImg": "icons/magic/symbols/rune-sigil-rough-white-teal.webp" }, { "name": "Rune of Necromancy", @@ -2304,7 +4076,21 @@ "entries": [ "The bearer of this Runic object can use its bonus action to grant itself temporary hit points equal to your Intelligence modifier (minimum of 1 temporary hit point).", "When the bearer of this Rune is reduced to 0 hit points but is not killed, it can invoke the Rune to fall to 1 hit point." - ] + ], + "foundrySystem": { + "damage.parts": [ + [ + "max(1, @abilities.int.mod)", + "temphp" + ] + ], + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + }, + "foundryImg": "icons/magic/symbols/rune-sigil-horned-white-purple.webp" }, { "name": "Rune of Abjuration", @@ -2322,8 +4108,16 @@ ], "entries": [ "Once per turn, the bearer of this Runic object can reduce the damage they take from a spell or another magical effect by an amount equal to your Intelligence modifier (minimum of 1).", - "The bearer can invoke this Rune to cast counterspell (as a reaction) or dispel magic at a level equal to your proficiency bonus, using your Intelligence as the spellcasting ability." - ] + "The bearer can invoke this Rune to cast {@spell counterspell} (as a reaction) or {@spell dispel magic} at a level equal to your proficiency bonus, using your Intelligence as the spellcasting ability." + ], + "foundrySystem": { + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + }, + "foundryImg": "icons/magic/symbols/rune-sigil-horned-blue.webp" }, { "name": "Rune of Conjuration", @@ -2343,7 +4137,15 @@ "The bearer of this Runic object can use its action to expend any amount of its remaining speed to instatnly teleport to an unoccupied space of its choice that it can see within that distance, without provoking opportunity attacks.", "The bearer can invoke this Rune to conjure a creature of its choice that it has seen before with a CR equal to half your proficiency bonus or lower. The creature shares the bearer's initiative in combat and acts immediately after it. The bearer can use its bonus action to command the creature to move and take an action from its stat block. The conjured creature remains for 1 minute or until it is reduced to 0 hit points.", "While this creature is conjured, the bearer of this object must concentrate on it as if it were concentrating on a spell." - ] + ], + "foundrySystem": { + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + }, + "foundryImg": "icons/magic/symbols/rune-sigil-hook-white-red.webp" }, { "name": "Rune of Divination", @@ -2360,9 +4162,363 @@ } ], "entries": [ - "The bearer of this Runic object can cast identify and detect magic as rituals. It also gains a bonus to Wisdom (Insight) checks equal to your Intelligence modifier (minimum of +1)", - "When you inscribe this Rune you roll a d20 and record the result. When a creature within 30 feet of the bearer makes an attack roll, ability check, or saving throw, the bearer can use its reaction to invoke this Rune and replace the creature's d20 roll with the result of the d20 roll you recorded while. The creature can use this reaction after the creature rolls, but before it knows if the target succeeds or fails." + "The bearer of this Runic object can cast {@spell identify} and {@spell detect magic} as rituals. It also gains a bonus to Wisdom ({@skill Insight}) checks equal to your Intelligence modifier (minimum of +1)", + "When you inscribe this Rune you roll a {@dice d20} and record the result. When a creature within 30 feet of the bearer makes an attack roll, ability check, or saving throw, the bearer can use its reaction to invoke this Rune and replace the creature's d20 roll with the result of the d20 roll you recorded while. The creature can use this reaction after the creature rolls, but before it knows if the target succeeds or fails." + ], + "foundrySystem": { + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + }, + "foundryImg": "icons/magic/symbols/cross-circle-blue.webp" + }, + { + "name": "Rune of Transmutation", + "source": "LLSavE", + "featureType": [ + "LL:Runes" + ], + "prerequisite": [ + { + "level": 13, + "feature": [ + "Item: bracelet, diadem, ring, or necklace" + ] + } + ], + "entries": [ + "The bearer of this Runic object gains one of the following features: a 30-foot swimming speed, a 30-foot climbing speed, or their walking speed increases by 10 feet. They can use a bonus action to switch between these three features, but they can only benefit from one of these features at a time.", + "The bearer can invoke this Rune to transform into a beast with a CR equal to your savant level or lower for 1 hour, or until they use an action to revert to their normal form. They take on the beast's statistics and hit points, but they retain their mental ability scores, alignment, and personality. They are limited in the actions they can perform by the nature of their new form, and their gear melds into their new form.", + "When they revert to their normal form, they return to the number of hit points they had before they transformed. If they revert as a result of falling to 0 hit points, any excess damage carries over to their normal form." + ], + "foundrySystem": { + "uses": { + "value": 1, + "max": 1, + "per": "lr" + } + } + } + ], + "foundryClassFeature": [ + { + "name": "Predictive Defense", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "level": 1, + "effects": [ + { + "name": "AC Adjustment", + "transfer": true, + "changes": [ + { + "key": "system.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "@attributes.ac.armor + @abilities.int.mod" + }, + { + "key": "system.attributes.ac.calc", + "mode": "OVERRIDE", + "value": "custom" + } + ] + } + ] + }, + { + "name": "Wondrous Intellect", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "level": 2, + "effects": [ + { + "name": "Intelligence and Wisdom Check and Save Bonus", + "transfer": true, + "changes": [ + { + "key": "system.abilities.int.bonuses.check", + "mode": "ADD", + "value": "+ @scale.savant.intellect-die" + }, + { + "key": "system.abilities.int.bonuses.save", + "mode": "ADD", + "value": "+ @scale.savant.intellect-die" + }, + { + "key": "system.abilities.wis.bonuses.check", + "mode": "ADD", + "value": "+ @scale.savant.intellect-die" + }, + { + "key": "system.abilities.wis.bonuses.save", + "mode": "ADD", + "value": "+ @scale.savant.intellect-die" + } + ] + } + ] + }, + { + "name": "Accelerated Reflexes", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "level": 5, + "effects": [ + { + "name": "Initiative Bonus", + "transfer": true, + "changes": [ + { + "key": "system.attributes.init.bonus", + "mode": "ADD", + "value": "+ @abilities.int.mod" + } + ] + } + ] + }, + { + "name": "Unyielding Will", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "level": 14, + "effects": [ + { + "name": "Charisma Saving Throw Bonus", + "transfer": true, + "changes": [ + { + "key": "system.abilities.cha.bonuses.save", + "mode": "ADD", + "value": "+ @scale.savant.intellect-die" + } + ] + } + ] + }, + { + "name": "Undisputed Genius", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "level": 20, + "effects": [ + { + "name": "Intelligence Bonus", + "transfer": true, + "changes": [ + { + "key": "system.abilities.int.max", + "mode": "UPGRADE", + "value": 24, + "priority": 0 + }, + { + "key": "system.abilities.int.value", + "mode": "ADD", + "value": "+4", + "priority": 1 + } + ] + } + ] + } + ], + "foundrySubclassFeature": [ + { + "name": "Adventuring Academic", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Archaeologist", + "subclassSource": "LLSav", + "level": 3, + "effects": [ + { + "name": "Climbing Speed", + "transfer": true, + "changes": [ + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ] + }, + { + "name": "Daring Determination", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Archaeologist", + "subclassSource": "LLSav", + "level": 6, + "effects": [ + { + "name": "Dexterity Check and Save Bonus", + "transfer": true, + "changes": [ + { + "key": "system.abilities.dex.bonuses.check", + "mode": "ADD", + "value": "+ @scale.savant.intellect-die" + }, + { + "key": "system.abilities.dex.bonuses.save", + "mode": "ADD", + "value": "+ @scale.savant.intellect-die" + } + ] + } + ] + }, + { + "name": "Student of Truth", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Investigator", + "subclassSource": "LLSav", + "level": 3, + "effects": [ + { + "name": "Intelligence (Insight)", + "transfer": true, + "changes": [ + { + "key": "system.skills.ins.ability", + "mode": "OVERRIDE", + "value": "int" + } + ] + }, + { + "name": "Passive Perception Bonus", + "transfer": true, + "changes": [ + { + "key": "system.skills.prc.bonuses.passive", + "mode": "ADD", + "value": "+ max(1, @abilities.int.mod)" + } + ] + } + ] + }, + { + "name": "Student of Nature", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Naturalist", + "subclassSource": "LLSav", + "level": 3, + "effects": [ + { + "name": "Intelligence (Survival)", + "transfer": true, + "changes": [ + { + "key": "system.skills.sur.ability", + "mode": "OVERRIDE", + "value": "int" + } + ] + } + ] + }, + { + "name": "Adapt & Overcome", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Naturalist", + "subclassSource": "LLSav", + "level": 6, + "effects": [ + { + "name": "Swimming Speed", + "transfer": true, + "disabled": true, + "changes": [ + { + "key": "system.attributes.movement.swim", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + }, + { + "name": "Climbing Speed", + "transfer": true, + "disabled": true, + "changes": [ + { + "key": "system.attributes.movement.climb", + "mode": "UPGRADE", + "value": "@attributes.movement.walk" + } + ] + } + ] + }, + { + "name": "Student of Medicine", + "source": "LLSav", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Physician", + "subclassSource": "LLSav", + "level": 3, + "effects": [ + { + "name": "Intelligence (Medicine)", + "transfer": true, + "changes": [ + { + "key": "system.skills.med.ability", + "mode": "OVERRIDE", + "value": "int" + } + ] + } + ] + }, + { + "name": "Student of Logic", + "source": "LLSavE", + "className": "Savant", + "classSource": "LLSav", + "subclassShortName": "Orator", + "subclassSource": "LLSavE", + "level": 3, + "effects": [ + { + "name": "Intelligence (Deception) & (Persuasion)", + "transfer": true, + "changes": [ + { + "key": "system.skills.dec.ability", + "mode": "OVERRIDE", + "value": "int" + }, + { + "key": "system.skills.per.ability", + "mode": "OVERRIDE", + "value": "int" + } + ] + } ] } ] -} +} \ No newline at end of file