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Kyle Grant; The Scholar.json
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Kyle Grant; The Scholar.json
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{
"$schema": "../schema.json",
"_meta": {
"sources": [
{
"json": "Scholar",
"abbreviation": "Scholar",
"full": "The Scholar (DM's Guild)",
"authors": [
"Kyle Grant"
],
"version": "3.4",
"url": "https://www.dmsguild.com/product/191839/The-Scholar"
}
],
"optionalFeatureTypes": {
"PR": "Practica",
"IN": "Invention",
"TR": "Treatment"
},
"dateAdded": 1546081374,
"dateLastModified": 1546081374
},
"class": [
{
"name": "Scholar",
"source": "Scholar",
"hd": {
"faces": 8,
"number": 1
},
"proficiency": [
"int"
],
"startingProficiencies": {
"armor": [
"light"
],
"weapons": [
"simple",
"{@item hand crossbow|phb|hand crossbows}",
"{@item heavy crossbow|phb|heavy crossbows}",
"{@item shortsword|phb|shortswords}"
],
"tools": [
"any two"
],
"skills": [
{
"choose": {
"from": [
"animal handling",
"history",
"insight",
"investigation",
"medicine",
"nature",
"perception",
"performance",
"persuasion",
"religion",
"survival"
],
"count": 4
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) a shortsword, (b) any simple weapon, or (c) any martial weapon (if proficient)",
"(a) leather armor or (b) scale armor (if proficient)",
"(a) a light crossbow and 20 bolts or (b) any simple weapon",
"(a) a scholar's pack or (b) an explorer's pack",
"a medical kit (Physician pursuit only)"
],
"goldAlternative": "{@dice 5d4×10|5d4 × 10|Starting Gold}",
"defaultData": [
{
"a": [],
"b": [],
"c": []
},
{
"a": [],
"b": []
},
{
"a": [],
"b": []
},
{
"a": [],
"b": []
},
{
"_": []
}
]
},
"multiclassing": {
"requirements": {
"int": 13
},
"proficienciesGained": {
"armor": [
"light"
],
"weapons": [
"simple"
],
"skills": [
{
"choose": {
"from": [
"animal handling",
"history",
"insight",
"investigation",
"medicine",
"nature",
"perception",
"performance",
"persuasion",
"religion",
"survival"
],
"count": 1
}
}
]
}
},
"classTableGroups": [
{
"colLabels": [
"{@filter Practica|optionalfeatures|source=null|feature type=PR}"
],
"rows": [
[
0
],
[
3
],
[
3
],
[
3
],
[
4
],
[
4
],
[
5
],
[
5
],
[
6
],
[
6
],
[
7
],
[
7
],
[
7
],
[
8
],
[
8
],
[
8
],
[
9
],
[
9
],
[
9
],
[
9
]
]
}
],
"classFeatures": [
"Keen Intellect|Scholar|Scholar|1",
{
"classFeature": "ScholaryPursuit|Scholar|Scholar|1",
"gainSubclassFeature": true
},
"Practica|Scholar|Scholar|2",
{
"classFeature": "Pursuit Feature|Scholar|Scholar|3",
"gainSubclassFeature": true
},
"Ability Score Improvement|Scholar|Scholar|4",
"Boundless Intellect|Scholar|Scholar|5",
{
"classFeature": "Pursuit Feature|Scholar|Scholar|6",
"gainSubclassFeature": true
},
"Field Research|Scholar|Scholar|7",
"Ability Score Improvement|Scholar|Scholar|8",
"Moment of Genius|Scholar|Scholar|9",
"Ability Score Improvement|Scholar|Scholar|10",
"Improved Keen intellect (d10)|Scholar|Scholar|11",
"Ability Score Improvement|Scholar|Scholar|12",
{
"classFeature": "Pursuit Feature|Scholar|Scholar|13",
"gainSubclassFeature": true
},
"Clear Mind|Scholar|Scholar|14",
"Analytical Mind|Scholar|Scholar|15",
"Ability Score Improvement|Scholar|Scholar|16",
"Improved Keen Intellect (d12)|Scholar|Scholar|17",
{
"classFeature": "Pursuit Feature|Scholar|Scholar|18",
"gainSubclassFeature": true
},
"Ability Score Improvement|Scholar|Scholar|19",
"True Genius|Scholar|Scholar|20"
],
"subclassTitle": "Scholarly Pursuits",
"fluff": [
{
"entries": [
"A human general, clad in gleaming armor, studies the map on the table in front of him, covered in figurines that represent units of his soldiers and invading orcs. He consults a leather-bound journal filled with notes he's made on the enemy's tribe, their customs and battle tactics, and he moves two pieces confidently forward.",
"A wild-haired dwarf stands at the head of a long caravan. She surveys the valley below and plots their course through the untamed wilds. Unrolling a sheaf of parchment, she sketches in new features on an expertly drawn map and then motions for the caravan to follow, leading them deeper into unknown territory in search of treasure and knowledge. ",
"The halfling's medical kit opens with a snap, and he quickly starts removing instruments and vials as he looks over his patient, coming to a diagnosis as he observes her symptoms. He mixes a tincture and applies a salve to her lesions. Her condition is advanced, but not beyond his skills. As he administers the treatment he glances up and sees his next patient coming through the door, nursing a wrist bent to an odd angle. He reaches into his bag for a splint as he takes back the vial with his tincture.",
{
"name": "Great Minds",
"entries": [
"While many sages and academics dedicate their great minds to unraveling the mysteries of the divine or the arcane, scholars usually focus their intellectual efforts on the mundane. They look to the physical world around them and marvel at the wonders it holds.",
"A scholar's true devotion is to understanding. Real knowledge pushes beyond trivia, from the what to the why and how. This distinction is critical to scholars, a defining aspect of the curiosity that drives them to learn and to adventure. The wisest among them realizes that, while there may be no unsolvable mysteries, no single mortal can hope to solve them all. And so, for many, learning is a lifelong pursuit. ",
"For the truly curious, the adventuring life is the only way to expand one's horizons of knowledge and build one's skill. Any scholar worth his salt will agree that libraries and laboratories are excellent avenues for learning, but no books or beakers contain the knowledge still waiting to be discovered beyond the frontier or in the crucible of battle. The scholar believes that every student reaches a point where the most effective path to higher learning is hands-on experience. The world is full of discoveries waiting to be made. ",
"While most scholars have broad intellectual interests, all of them pursue a particular field of expertise to which they have likely dedicated years of study before becoming adventurers. The pursuits are widely varied, but there are still many characteristics that are shared by all scholars. For example, though not all scholars will relish the opportunity to fight, all of them possess a keen intellect that allows them to exploit opportunities on the battlefield.",
"Typically, a scholar will make his or her biggest contributions to an adventuring party outside of combat. Their knowledge, expertise, and breadth of proficiencies make them valuable in a myriad of situations that adventurers find themselves in.",
"As you create your scholar character, consider how your character first set out upon the academic path. Consider where they learned, who taught them, and why they follow the path still. The following sections offer ways to give depth and history to your scholar."
]
},
{
"name": "An Education Begins",
"entries": [
"There are countless reasons why you may have become a scholar. Here are just a handful of ideas to get you started thinking about how your education began. ",
{
"type": "table",
"colLabels": [
"{@dice d6}",
"I became a scholar because..."
],
"rows": [
[
1,
"My parents insisted on a proper education from a young age. I proved an excellent student and never looked back."
],
[
2,
"I was always curious. Even as a child, I investigated that which I did not understand until I revealed its mysteries."
],
[
3,
"I was selected for my intelligence to attend a school where I would receive training as a scribe, engineer, archivist, or some other trade which requires an education."
],
[
4,
"A learned scholar recognized my potential when I asked an insightful question, and suggested that I should further hone my mind."
],
[
5,
"I've seen might and magic fail others time and time again, but when I apply my mind to a problem I always come to a solution."
],
[
6,
"I was confronted with something inexplicable. A need to explain this phenomenon ignited a deeper obsession."
]
]
}
]
},
{
"name": "Place of Study",
"entries": [
"The scholar's journey often begins at an early age. Children everywhere spend much of their time growing up learning about the ways of the world. For some, this learning may be narrow in scope: a trade, the village where they live, the local folklore.",
"Most scholars were fortunate enough to have the privilege of a proper education in a place of learning, or at least the gumption and curiosity to turn a life on the streets into a learning experience. The circumstances of your birth and your background will likely have a significant influence on where you took your first steps on the path of the scholar.",
{
"type": "table",
"colLabels": [
"{@dice d6}",
"Place of Study"
],
"rows": [
[
1,
"You studied at a large university in a metropolitan city that hosted interesting travelers from across the known world."
],
[
2,
"You studied at a secluded academy built on an estate in the countryside, where there was nothing to distract you from your studies."
],
[
3,
"You studied in a private, well-stocked library belonging to a member of the nobility or a wealthy merchant."
],
[
4,
"You studied out in the real world, learning more from watching and working with others than from books."
],
[
5,
"You studied at a temple devoted to a god of knowledge, where the focus was not just on accumulating information, but on learning the wisdom to use it."
],
[
6,
"You studied on one of the outer planes under the patronage of a powerful extraplanar being, such as an angle, devil, or genie."
]
]
}
]
},
{
"name": "Tutor",
"entries": [
"Most students will study under many teachers, each with their own subjects of expertise, but often one tutor will loom above the rest as a central figure in your education. It is likely that this person shares your pursuit, and may have introduced you to it.",
"Whether your own ideas are simpatico or reactionary to those of your tutor is up to you. To find out, as yourself what sort of person was your tutor? What was their area of expertise. Their teaching method?",
{
"type": "table",
"colLabels": [
"{@dice d6}",
"Tutor"
],
"rows": [
[
1,
"Your tutor challenged every idea you ever had, forcing you to question your assumptions and hone your theories."
],
[
2,
"Your tutor possessed a joyous curiosity that was infectious. Your first and final lessons were to always see the wonder present in the world."
],
[
3,
"Your tutor epitomized patience and calm. Through all your struggles and antics, your teacher abided quietly until you were ready for your next lesson."
],
[
4,
"Your tutor was a tyrant of scholastic orthodoxy. Questioning the wisdom established by greater minds was the greatest sin."
],
[
5,
"Your tutor attempted to pass along an obsession with a pet theory that was largely dismissed by other scholars."
],
[
6,
"Your tutor believed that true knowledge could be gained through experience and hands on learning, that books and lectures suffered a crucial lack of context."
]
]
}
]
},
{
"name": "Philosophy of Scholarship",
"entries": [
"Your background likely explains how you became a scholar, what series of events set you on the path to begin with, but why did you continue down that path? What drives your never-ending search for knowledge? What ends does it serve? Each scholar must answer this question of personal philosophy for his or herself.",
{
"type": "table",
"colLabels": [
"{@dice d6}",
"Philosophy of Scholarship"
],
"rows": [
[
1,
{
"name": "Pure Research",
"entries": [
"Knowledge is worth pursuing for its own sake. Mysteries are meant to be solved and nothing is unknowable."
]
}
],
[
2,
{
"name": "Self-Improvement",
"entries": [
"Scholarship is fundamentally about chasing perfection. As an athlete or warrior may push her body towards some ideal form, so I push my mind."
]
}
],
[
3,
{
"name": "Progress",
"entries": [
"The world moves forward by accumulating new knowledge, technology, and discovery. It takes a scholar to push those boundaries."
]
}
],
[
4,
{
"name": "Common Good",
"entries": [
"Knowledge is meant to be shared, to improve the lives of all in tangible ways, and to dispel unfounded and dangerous superstitions."
]
}
],
[
5,
{
"name": "Power",
"entries": [
"A superior mind and information are better than a good blade or even a good army. True power comes from knowledge and the will to wield it."
]
}
],
[
6,
{
"name": "Problem Oriented",
"entries": [
"Problems plague the world and its impossible for one person to solve them all, but a dedicated mind can solve one problem no matter how difficult."
]
}
]
]
}
]
},
{
"name": "Quick Build",
"entries": [
"You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. (Some scholars who focus on melee combat make Strength higher than Dexterity.) Second, choose the sage background."
]
}
],
"name": "Scholar",
"type": "section"
}
]
}
],
"item": [
{
"{@filter treatments|optionalfeatures|source=null|feature type=TR}": "",
"name": "Medial Kit",
"value": 5000,
"type": "G",
"rarity": "none",
"source": "Scholar"
}
],
"optionalfeature": [
{
"name": "Clockwork Companion",
"source": "Scholar",
"featureType": [
"IN"
],
"entries": [
{
"type": "dataCreature",
"dataCreature": {
"name": "Clockwork Companion",
"source": "Scholar",
"size": "T",
"type": "construct",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"condition": "reinforced"
}
],
"hp": {
"average": 5,
"formula": "2d4"
},
"speed": {
"walk": 30
},
"cr": "0",
"str": 4,
"dex": 12,
"con": 10,
"int": 2,
"wis": 2,
"cha": 1,
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"petrified",
"poisoned"
],
"immune": [
"poison",
"psychic"
],
"passive": 13,
"trait": [
{
"name": "Basic Communication Protocol",
"entries": [
"The clockwork companion can communicate basic concepts with its inventor by signaling with various moving parts. Conversely, its creator can give it simple instructions by using an action to interact with it, which the companion follows to the best of its ability."
]
},
{
"name": "Invention Interface",
"entries": [
"The clockwork companion can use an invention created by its own inventor as long as the invention is a combat device, a skill aid, or an improved tool with the ease of use property."
]
}
]
}
},
"Design your clockwork companion by beginning with the statblock above and then modifying it with the properties below. For each category, select one of the available options.",
"In combat, your companion acts on your turn and is not surprised if you are not surprised. It can't attack, but it can take other actions as normal if you tell it to do so with its Basic Communication Protocol feature.",
"You can build your clockwork companion during a long rest using materials worth 100 gp. If it is destroyed, but its parts are recoverable, you can repair it using parts worth 25 gp.",
{
"name": "Build Dynamics",
"entries": [
"Your companion can have a light, heavy, or balanced build dynamic.",
{
"caption": "Light",
"entries": [
"A companion with a light build loses its reinforced +2 armor bonus, it's Dexterity score increases by your Intelligence modifier, and its movement speed increases by 10 feet."
]
},
{
"caption": "Heavy",
"entries": [
"A companion with a heavy build has its reinforced armor bonus increased by 2 to +4, its Strength and Constitution scores both increase by half your Intelligence modifier, it gains 2 additional d4 hit dice, and its movement speed decreases by 10 feet."
]
},
{
"caption": "Balanced",
"entries": [
"A companion with a balanced build has its Strength, Dexterity, and Constitution scores increase by half your Intelligence modifier. "
]
}
]
},
{
"name": "Locomotive Mechanism",
"entries": [
"Your companion can have an increased walking speed or one of the following movement speeds: burrow, climb, fly, or swim.",
"A companion with an increased walking speed has its speed increased by 20 ft. Otherwise, the companion's new movement type has a speed equal to its walking speed."
]
},
{
"name": "Secondary Functions",
"entries": [
"Your companion is proficient with two of the following skills of your choice: {@skill Athletics}, {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}. The companion uses your proficiency bonus instead of its own for these skills. "
]
},
{
"name": "Utility Feature",
"entries": [
"Your companion has one of the following utility features: contingency sensor, damage control, or transformation.",
{
"caption": "Contingency Sensor",
"entries": [
"If your companion has the contingency sensor property, you can put into an alert state as an action. When you do so, choose a simple trigger that the companion will wait for, and a simple action for it to carry out when it senses that trigger. For example, it could ring a bell when it senses a nearby creature. Its passive Perception increases by an amount equal to twice your Intelligence modifier + your proficiency bonus while in this mode, and its speed is set to 0."
]
},
{
"caption": "Damage Control",
"entries": [
"If your companion has the damage control feature, when it is subjected to an effect that allows it to make a Strength, Dexterity, or Constitution saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half if it fails."
]
},
{
"caption": "Transformation",
"entries": [
"If your companion has the transformation feature, you can use an action to have it reconfigure its form. This allows it to either swap the skill proficiencies it gains from the secondary functions feature, or the movement enhancement granted by the locomotive mechanism feature. Your companion is only capable of one type of transformation or the other, of your choice."
]
}
]
}
]
},
{
"name": "Combat Device",
"source": "Scholar",
"featureType": [
"IN"
],
"entries": [
"Design your combat device by selecting properties in each of the categories below. If your combat device requires a saving throw, it uses your gambit save DC.",
{
"name": "Durability",
"entries": [
"The device can either be consumable or reusable.",
{
"caption": "Consumable",
"entries": [
"A consumable device requires 10 gp worth of materials to construct and it is destroyed after it is used. You can create a new one during a short rest, or three during a long rest, and you can maintain up to three at any one time. "
]
},
{
"caption": "Reusable",
"entries": [
"A reusable device requires 50 gp worth of materials to construct over a long rest, and it can be recovered after use. Once used, a reusable device must be reset during a short rest before it can be used again."
]
}
]
},
{
"name": "Effect",
"entries": [
"The device can inflict damage, a condition, or both. If the device deals damage, choose the type from following options: acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder. The conditions a device can inflict are {@condition blinded}, {@condition deafened}, {@condition grappled}, and {@condtiton prone}.",
"If your device only deals damage, it deals a number of d8s equal to your proficiency bonus. If the device only inflicts conditions, choose two from the list of possible conditions. If your device does both, choose one condition and the device deals a number of d8s of damage equal to half your proficiency bonus."
]
},
{
"name": "Activation",
"entries": [
"The device can either be activated as an attack, as an action, or as a bonus action.",
{
"caption": "Attack",
"entries": [
"For a device activated with an attack, choose whether it is a melee attack with a reach of 5 feet or a ranged attack with a normal range of 20 feet and a long range of 60 feet. Also choose whether the attack roll is made with Strength, Dexterity, or Intelligence. A device that inflicts damage with an attack does not have its effect modified in any way. A device that inflicts a condition with an attack, inflicts that condition until the end of the target's next round."
]
},
{
"caption": "Action",
"entries": [
"For a device activated with an action, choose Strength, Dexterity, or Constitution as a saving throw the target must make when targeted with the device. The range should be no more than 60 feet. If the device inflicts damage, it deals a number of extra d8s of damage equal to your proficiency bonus. On a successful saving throw, a target takes half damage. If the device inflicts a condition, the target can make a saving throw to resist and the condition lasts for one minute. An affected creature can make a saving throw to end the effect at the end of each of its turns."
]
},
{
"caption": "Bonus Action",
"entries": [
"For a device activated with a bonus action, choose Strength, Dexterity, or Constitution as a saving throw the target must make when targeted with the device. The range should be no more than 30 feet. If the device inflicts damage, it deals a number of extra d8s of damage equal to half your proficiency bonus. On a successful saving throw, a target takes no damage. If the device inflicts a condition, the target can make a saving throw to resist and the condition lasts until the end of your next turn."
]
}
]
},
{
"name": "Target",
"entries": [
"The device can target one creature or an area. A device that targets one creature does not have its effect modified in any way.",
"A device that targets an area can have a 5-foot or 15-foot radius, and must be paired with an action or bonus action activation type. A device that inflicts damage within a 5-foot radius uses d6 damage dice instead of d8s. A device that inflicts damage within a 15-foot radius uses d4 damage dice instead of d8s, and the saving throw DC is 3 lower. A device that inflicts a condition within a 5-foot radius reduces its saving throw DC by 2, or by 5 in a 15-foot radius."
]
}
]
},
{
"name": "Improved Tool",
"source": "Scholar",
"featureType": [
"IN"
],
"entries": [
"Design your improved tool by first selecting the kind of tool you would like to improve from the list of tools in the Player's Handbook. You may choose any kind of tool besides vehicles and gaming sets. Once you have selected a type of tool, apply one of the enhancements from the list below.",
"Your improved tool can be built from scratch with materials costing the same amount as a normal tool of that type during a long rest. Alternatively, you can modify an existing tool of that type for an amount equal to half of the price of that tool.",
{
"name": "Automation",
"entries": [
"The tool can work automatically if you spend ten minutes configuring it for the task at hand. It can make an ability check to complete its task using your Intelligence modifier and proficiency bonus. "
]
},
{
"name": "Ease of Use",
"entries": [
"The tool can be used effectively even by someone not trained in its use. When a creature makes an ability check with the tool, it can add your proficiency bonus to the roll if the ability check doesn't already include the creature's proficiency bonus."
]
},
{
"name": "Refinement",
"entries": [
"The tool can improve the work of even a master. A creature proficient with that type of tool adds half your proficiency bonus to ability checks that use the tool in addition to any bonus granted by their own proficiency or expertise."
]
}
]
},
{
"name": "Skill Aid",
"source": "Scholar",
"featureType": [
"IN"
],
"entries": [
"Design your skill aid by first selecting the skill that you wish your invention to assist. You may choose any skill other than Arcana, History, Nature, and Religion. Once you have selected a skill, choose one of the effects for the aid from the list below.",
"Your skill aid can be built with materials worth 50 gp over a long rest. If a creature using your skill aid to assist an ability check rolls a natural 1 on that check, the aid breaks. It can be repaired during a short or long rest with materials worth 25 gp.",
{
"name": "Basic",
"entries": [
"A creature trained in the use of this aid gains a bonus to ability checks that make use of it equal to half your proficiency bonus, rounded down."
]
},
{
"name": "Enhanced",
"entries": [
"A creature trained in the use of this aid can activate it as a bonus action to gain advantage on the next relevant ability check it makes before the end of its next turn. This function can be used twice before it needs to be reset during a short or long rest."
]
},
{
"name": "Powered",
"entries": [
"A creature trained in the use of this aid can activate it as a bonus action and on the next relevant ability check it makes before the end of its next turn, it can treat the number on the die roll as a 20. The aid can be used once before it needs to be reset during a long rest."
]
}
]
},
{
"name": "Weapon",
"source": "Scholar",
"featureType": [
"IN"
],
"entries": [
"Design your weapon by using each of the tables on the right to choose properties for it. Each property has a die modifier. When you've finished selecting properties, add the die modifiers together and consult the weapon damage table to determine the damage die for your weapon. If the die modifier total of the weapon appears in the ranges for two different damage dice options, you can choose which of the damage dice your weapon uses.",
"Your invention is not considered simple or martial, and only you are considered proficient with it. At your DM's discretion, you may be able to instruct someone in its use over a sufficiently long period of downtime.",
"You can build your weapon during a long rest with materials worth 100 gp. If your weapon uses ammunition, choose whether it uses a standard ammunition type, such as arrows or sling bullets, or if it uses a unique ammunition type. If it uses unique ammunition, you can craft up to 10 pieces during a short rest. Each piece of ammunition requires materials worth 2 sp.",
{
"type": "table",
"caption": "Reach or Range",
"colLabels": [
"Reach (Melee)",
"Range (Ranged)",
"Die Modifier"
],
"colStyles": [
"col-3 text-center",
"col-3 text-center",
"col-3 text-center"
],
"rows": [
[
"5 ft.",
"-",
"+6"
],
[
"10 ft.",
"-",
"+4"
],
[
"-",
"30/90",
"+2"
],
[
"-",
"60/150",
"+1"
],
[
"-",
"80/320",
"+0"
]
]
},
{
"type": "table",
"caption": "Weight & Size",
"colLabels": [
"Weight",
"Die Modifier",
"",
"Size",
"Die Modifier"
],
"colStyles": [
"col-2 text-center",
"col-2 text-center",
"col-4",
"col-2 text-center",
"col-2 text-center"
],
"rows": [
[
"Light",
"+0",
"",
"-",
"+0"
],
[
"-",
"+1",
"",
"Versatile",
"+0 (+2)"
],
[
"Heavy",
"+2",
"",
"Two-Handed",
"+2"
]
]
},
"A weapon with the heavy property must also have the twohanded property. A weapon with the light property cannot have the two-handed property. A ranged weapon cannot have the versatile property.",
{
"type": "table",
"caption": "Damage Type",
"colLabels": [
"Damage Type",
"Die Modifier"
],
"colStyles": [
"col-9",
"col-3 text-center"
],
"rows": [
[
"bludgeoning, piercing, or slashing",
"+3"
],
[
"acid, cold, fire, lightning, poison, or thunder",
"+0"
]
]
},
{
"type": "table",
"caption": "Other Properties",
"colLabels": [
"Property",
"Die Modifier"
],
"colStyles": [
"col-9",
"col-3 text-center"
],
"rows": [
[
"Ammunition",
"+0"
],
[
"Ammunition, reload (6)",
"+1"
],
[
"Ammunition, reload (4)",
"+2"
],
[
"Ammunition, reload (2)",
"+3"
],
[
"Ammunition, loading",
"+4"
],
[
"Thrown",
"+0"
],
[
"Finesse",
"+0"
]
]
},
"A weapon with the reload property can be used a limited number of times before it needs to be reloaded with an action or a bonus action. A melee weapon can have the thrown property, an ammunition property, or neither. A ranged weapon must have either an ammunition property or the thrown property. A ranged weapon can only have the finesse property if it also has the thrown property.",
{
"type": "table",
"caption": "Damage Die",
"colLabels": [
"Die Modifier",
"Damage Dice"
],
"colStyles": [
"text-center",
"text-center"
],
"rows": [
[
"0-5",
"1d4"
],
[
"6-7",
"1d6"
],
[
"8-9",
"1d8"
],
[
"9-10",
"2d4"
],
[
"10-11",
"1d10"
],
[
"12-13",
"1d12"
],
[
"13+",
"2d6"
]
]
}
]
},
{
"name": "Antidotes, Tinctures, & Cold Water",
"source": "Scholar",
"featureType": [
"TR"
],
"entries": [
"As an action, you can spend 2 treatment points to end one disease or one condition afflicting a creature. The condition can be {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}.",
"If you spend 8 treatment points and expend 100 gp worth of rare medicinal ingredients such as herbs, distilled chemicals, and plant extracts, you can instead reduce the target's exhaustion level by one, or end an effect on it that is causing it to be {@condition charmed} or {@condition petrified}, or has reduced one of the target's ability scores or hit point maximum. "
]
},
{
"name": "Induce Catalepsy",
"source": "Scholar",
"featureType": [
"TR"
],
"entries": [
"You can spend one minute and 4 treatment points to administer drugs that put a willing target into a cataleptic state that is indistinguishable from death. This state lasts for one hour, or until you administer an antidote which you create while inducing the effect.",
"For the duration, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is {@condition blinded} and {@condition incapacitated}, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you administer the treatment, or becomes diseased or poisoned while under the treatment's effect, the disease and poison have no effect until treatment ends. "
]
},
{
"name": "Painkillers",
"source": "Scholar",
"featureType": [
"TR"
],
"entries": [
"You can spend one minute and 3 treatment points to administer painkillers to up to 3 willing creatures. Each target's hit point maximum and current hit points increase by 5 for the next 8 hours. This treatment has no effect if the target is already under its effects, or under the effects of the Aid spell.",
"You can spend up to 6 additional treatment points when administering this treatment. For every two additional points spent, the current and maximum hit point increase granted by this treatment increases by a further 5."
]
},
{
"name": "Rest and Mend",
"source": "Scholar",
"featureType": [
"TR"
],
"entries": [
"Over a short rest, you can spend 2 treatment points to treat up to six creatures of your choice, including yourself. Each target regains hit points equal to 2d8 + your Intelligence modifier.",
"You can spend up to 3 additional treatment points when administering this treatment. For each additional point, the healing increases by 1d8. "
]
},
{
"name": "Resuscitate",
"source": "Scholar",
"featureType": [
"TR"
],
"entries": [
"As an action, you can spend 5 treatment points and expend 300 gp worth of rare medicinal ingredients such as herbs, distilled, chemicals, and plant extracts to revive a creature that has died within the last minute."
]
},
{
"name": "Stabilizing Concoction",
"source": "Scholar",
"featureType": [
"TR"
],
"entries": [
"As an action, you can spend 8 treatment points to administer a concoction to a willing creature that grants it a measure of protection from death for 8 hours.",
"The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the treatment ends.",
"If the treatment is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the treatment ends."
]
},
{
"name": "Tend Wounds",
"source": "Scholar",
"featureType": [
"TR"