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aeyana; Hunter.json
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aeyana; Hunter.json
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{
"_meta": {
"sources": [
{
"json": "Hunter",
"abbreviation": "Hunter",
"full": "Hunter",
"authors": [
"/u/aeyana"
],
"version": "1.2.6",
"url": "https://www.gmbinder.com/share/-LW8NwDOWv6U_41xQnsb",
"targetSchema": "1.2.6"
}
],
"dateAdded": 1565857116,
"dateLastModified": 1585713702
},
"class": [
{
"name": "Hunter",
"source": "Hunter",
"hd": {
"number": 1,
"faces": 10
},
"proficiency": [
"str",
"dex"
],
"spellcastingAbility": "wis",
"casterProgression": "1/2",
"classTableGroups": [
{
"title": "Spell Slots per Spell Level",
"colLabels": [
"{@filter 1st|spells|level=1|class=Hunter}",
"{@filter 2nd|spells|level=2|class=Hunter}",
"{@filter 3rd|spells|level=3|class=Hunter}",
"{@filter 4th|spells|level=4|class=Hunter}",
"{@filter 5th|spells|level=5|class=Hunter}"
],
"rows": [
[
0,
0,
0,
0,
0
],
[
2,
0,
0,
0,
0
],
[
3,
0,
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],
[
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],
[
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],
[
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],
[
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],
[
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],
[
4,
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0,
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],
[
4,
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0,
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],
[
4,
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0,
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],
[
4,
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3,
0,
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],
[
4,
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3,
1,
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],
[
4,
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],
[
4,
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2,
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],
[
4,
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],
[
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],
[
4,
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],
[
4,
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3,
2
],
[
4,
3,
3,
3,
2
]
]
}
],
"startingProficiencies": {
"armor": [
"light",
"medium",
"{@item shield|phb|shields}"
],
"weapons": [
"simple",
"martial"
],
"skills": [
{
"choose": {
"from": [
"animal handling",
"athletics",
"insight",
"investigation",
"nature",
"perception",
"stealth",
"survival"
],
"count": 3
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) {@item scale mail|phb} or (b) {@item leather armor|phb}",
"(a) two {@filter martial melee weapons|items|source=phb|category=basic|type=martial weapon;melee weapon=&} or (b) a {@filter martial melee weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=&} and a {@item shield|phb}",
"(a) a {@item dungeoneer's pack|phb} or (b) an {@item explorer's pack|phb}",
"A {@filter simple or martial ranged weapon|items|source=phb|category=basic|type=ranged weapon} and 20 {@filter pieces of ammunition|items|source=phb|category=basic|type=ammunition}"
],
"goldAlternative": "{@dice 4d4×10|5d4 × 10|Starting Gold}",
"defaultData": [
{
"a": [
"scale mail|phb"
],
"b": [
"leather armor|phb"
]
},
{
"a": [
{
"equipmentType": "weaponMartialMelee",
"quantity": 2
}
],
"b": [
{
"equipmentType": "weaponMartialMelee"
},
"shield|phb"
]
},
{
"a": [
"dungeoneer's pack|phb"
],
"b": [
"explorer's pack|phb"
]
},
{
"_": []
}
]
},
"multiclassing": {
"requirements": {
"dex": 13,
"wis": 13
},
"proficienciesGained": {
"armor": [
"light",
"medium",
"{@item shield|phb|shields}"
],
"skills": [
{
"choose": {
"from": [
"animal handling",
"athletics",
"insight",
"investigation",
"nature",
"perception",
"stealth",
"survival"
],
"count": 1
}
}
],
"weapons": [
"simple",
"martial"
]
}
},
"classFeatures": [
"Natural Explorer|Hunter|Hunter|1",
"Swift Response|Hunter|Hunter|1",
"Fighting Style|Hunter|Hunter|2",
"Hunter's Mark|Hunter|Hunter|2",
"Spellcasting|Hunter|Hunter|2",
{
"classFeature": "Hunter's Prey|Hunter|Hunter|3",
"gainSubclassFeature": true
},
"Hunter's Technique (1/rest)|Hunter|Hunter|3",
"Ability Score Improvement|Hunter|Hunter|4",
"Extra Attack|Hunter|Hunter|5",
"Hunter's Guard|Hunter|Hunter|6",
{
"classFeature": "Hunter's Prey feature|Hunter|Hunter|7",
"gainSubclassFeature": true
},
"Hunter's Technique (2/rest)|Hunter|Hunter|7",
"Ability Score Improvement|Hunter|Hunter|8",
"Quick Reflexes|Hunter|Hunter|10",
{
"classFeature": "Hunter's Prey feature|Hunter|Hunter|11",
"gainSubclassFeature": true
},
"Ability Score Improvement|Hunter|Hunter|12",
"Counterattack|Hunter|Hunter|14",
{
"classFeature": "Hunter's Prey feature|Hunter|Hunter|15",
"gainSubclassFeature": true
},
"Hunter's Technique (3/rest)|Hunter|Hunter|15",
"Ability Score Improvement|Hunter|Hunter|16",
"Feral Senses|Hunter|Hunter|18",
"Ability Score Improvement|Hunter|Hunter|19",
"Foe Slayer|Hunter|Hunter|20"
],
"subclassTitle": "Hunter's Prey",
"classSpells": [
{
"name": "Absorb Elements",
"source": "XGE"
},
"Alarm",
"Animal Friendship",
{
"name": "Beast Bond",
"source": "XGE"
},
"Cure Wounds",
"Detect Magic",
"Detect Poison and Disease",
"Ensnaring Strike",
"Entangle",
"Find Familiar",
"Fog Cloud",
"Goodberry",
"Hail of Thorns",
"Jump",
"Longstrider",
"Purify Food and Water",
{
"name": "Snare",
"source": "XGE"
},
"Speak with Animals",
{
"name": "Zephyr Strike",
"source": "XGE"
},
"Animal Messenger",
"Barkskin",
"Beast Sense",
"Cordon of Arrows",
"Darkvision",
{
"name": "Earthbind",
"source": "XGE"
},
{
"name": "Find Greater Familiar",
"source": "Hunter"
},
{
"name": "Healing Spirit",
"source": "XGE"
},
{
"name": "Howling Wind",
"source": "Hunter"
},
"Lesser Restoration",
"Locate Animals or Plants",
"Locate Object",
{
"name": "Mark of the Leech",
"source": "Hunter"
},
{
"name": "Mark of the Prey",
"source": "Hunter"
},
{
"name": "Mark of the Storm",
"source": "Hunter"
},
{
"name": "Mark of the Wild",
"source": "Hunter"
},
"Melf's Acid Arrow",
"Moonbeam",
"Pass without Trace",
"Protection from Poison",
{
"name": "Skywrite",
"source": "XGE"
},
"Silence",
"Spider Climb",
"Spike Growth",
"Conjure Animals",
"Conjure Barrage",
"Daylight",
"Elemental Weapon",
"Feign Death",
{
"name": "Flame Arrows",
"source": "XGE"
},
{
"name": "Junglerazer",
"source": "Hunter"
},
"Lightning Arrow",
"Nondetection",
"Plant Growth",
"Protection from Energy",
"Speak with Plants",
"Water Breathing",
"Water Walk",
"Wind Wall",
"Charm Monster",
"Conjure Woodland Beings",
"Dominate Beast",
"Freedom of Movement",
"Giant Insect",
"Grasping Vine",
{
"name": "Guardian of Nature",
"source": "XGE"
},
"Locate Creature",
"Stoneskin",
"Awaken",
"Commune with Nature",
"Conjure Volley",
"Hold Monster",
{
"name": "Steel Wind Strike",
"source": "XGE"
},
"Steel Wind StrikeXGE",
"Swift Quiver",
"Tree Stride",
{
"name": "Wrath of Nature",
"source": "XGE"
}
],
"fluff": [
{
"entries": [
"Rough and wild looking, a human stalks alone through the shadows of the trees, hunting a horde of goblins he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.",
"After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another, sundering the dragon's thick scales.",
"Leaping back, a half-elf narrowly evades a grave blow from a towering stone giant, as its club leaves a large crater in the ground. With deft steps, he darts up the titan's arm, longsword drawn as he rushes for the giant's throat.",
"Stepping past a cowering guard, a dwarf strides boldly onward through the dingy back alley. Behind him lies half a dozen battered men, bandits that would dare stand between him and his quarry.",
"Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, hunters keep their watch.",
{
"type": "entries",
"name": "Deadly Predators",
"entries": [
"Warriors of the wilderness, hunters specialize in bringging down the monsters that threated the edges of civilization\u2014\u2014humanoid raiders, rampaging beats and monstrosities, terrible giants, ghosts and demons, and deadly dragons. Each hunter's techniques are efficiently designed to combat the prey they hunt, employing various tactics to disable and destroy their quarry. Often, hunters' study of their prey leads to adoption of tactics from the very prey they hunt.",
"Their experience with their prey and the wild lands they inhabit allows hunters to harness nature's power to cast spells, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A hunter's talents and abilities are flexible, able to be tailored to suit any situation that may stand between them and their prey."
]
},
{
"type": "entries",
"name": "Independent Adventurers",
"entries": [
"Though a hunter may make a living as a guide or a tracker, a hunter's true calling lies with hunting down its prey in the wild. Many hunters are independent almost to a fault, knowing that, when a dragon or horde of goblins attacks, a hunter may the the first\u2014and possibly the last\u2014line of defense.",
"This fierce independence makes hunters well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, hunters respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worthy any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways."
]
},
{
"type": "entries",
"name": "Creating a Hunter",
"entries": [
"As you create your hunter character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the hunter's ways? Did you leave your apprenticeship, or was your mater slain\u2014perhaps by the same kind of monster that became your favored prey? Or perhaps you learned your skills as part of a band of hunters associated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the harsh wilderness.",
"What's the source of your particular hatred of a certain kind of prey? Did a monster kill someone you loved or destroy your home village? Or did you see to much destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from the silent solitude that they offer?",
{
"type": "entries",
"name": "Quick Build",
"entries": [
"You can make a hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). If you plan to adopt the Bounty Hunter prey, make Strength your highest ability score. Your next-highest score should be Wisdom or Constitution, depending on whether you want to focus on ranged combat or melee combat respectively. Second, choose the outlander background."
]
}
]
}
],
"source": "Hunter",
"page": 1,
"name": "Hunter",
"type": "section"
}
],
"page": 1
}
],
"spell": [
{
"name": "Find Greater Familiar",
"source": "Hunter",
"page": 16,
"level": 2,
"school": "C",
"time": [
{
"number": 10,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier",
"cost": 5000,
"consume": true
}
},
"duration": [
{
"type": "instant"
}
],
"meta": {
"ritual": false
},
"entries": [
"You gain the service of a familiar, a spirit that takes an animal form you choose, of a beast with a challenge rating of 1/2 or lower. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.",
"Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your familiar can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When it hits a creature with a weapon attack, it is considered as one of your own weapon attacks for the purposes of spells and effects such as Hunter's Mark.",
"When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.",
"While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.",
"As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.",
"You can't have more than one familiar at a time. If you cast this spell (or the {@spell find familiar} spell) while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms allowed by the spell. Your familiar transforms into the chosen creature.",
"Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using certain higher-level spell slots, the challenge rating of the beast that you can choose increases: to a challenge rating of 1 or lower with a 3rd-level slot, a challenge rating of 2 or lower with a 4th-level slot, or a challenge rating of 3 or lower with a slot of 5th-level or higher."
]
}
],
"miscTags": [
"PRM",
"SGT",
"SMN"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
}
]
}
},
{
"name": "Howling Wind",
"source": "Hunter",
"page": 17,
"level": 2,
"school": "C",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You summon an elemental spirit of wind that takes on the form of a {@creature wolf} and appears in unoccupied space you can see within range. The elemental uses a {@creature wolf}'s statistics, except that it is an elemental instead of a beast, has resistance to bludgeoning, piercing, and slashing damage, has a fly speed of 60 feet, and its movement doesn't provoke opportunity attacks. Additionally, creatures within 10 feet of the elemental are {@condition deafened}.",
"The elemental is friendly to you and your companions, and acts on your initiative. When you cast the spell, you can command the elemental to move up to its speed and make an attack, using your spell attack modifier and spell save DC instead of its own attack bonus and save DC. Until the spell ends, you can use a bonus action to command the elemental again. If you don't issue any commands to it, the elemental takes the Dodge action.",
"A summoned creature disappears when it drops to 0 hit points or when the spell ends.",
"The DM has the creature's statistics."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a slot of 4th level or higher, you conjure another elemental for every two slot levels above 2nd. Each additional elemental appears in an unoccupied space you can see within range, and you can command all elementals conjured by this spell as part of the same bonus action."
]
}
],
"miscTags": [
"SGT",
"SMN"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Junglerazer",
"source": "Hunter",
"page": 17,
"level": 3,
"school": "N",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "line",
"distance": {
"type": "feet",
"amount": 100
}
},
"components": {
"v": true,
"s": true,
"m": "a pinch of ash from a burnt plant"
},
"duration": [
{
"type": "instant"
}
],
"meta": {
"ritual": false
},
"entries": [
"You send forth a blast of withering magic, forming a line 100 feet long and 10 feet wide from you in a direction you choose. Each beast, fey, or plant creature in the line must make a Constitution saving throw. A creature takes {@damage 4d10} necrotic damage on a failed save, or half as much damage on a successful one.",
"The spell destroys nonmagical plants and vegetation in the area, clearing away any such difficult terrain caused by them and reducing them to ash. Plants created by the {@spell entangle} or {@spell plant growth} spells in the area are also destroyed."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 4d10|3-9|1d10} and the length of the line increases by 20 feet for each slot level above 3rd."
]
}
],
"damageInflict": [
"necrotic"
],
"savingThrow": [
"constitution"
],
"areaTags": [
"L"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Mark of the Leech",
"source": "Hunter",
"page": 17,
"level": 2,
"school": "N",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a leech"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You choose a creature you can see within range and mark it with draining energy. Until the spell ends, each time the target regains hit points, it takes necrotic damage equal to half the hit points it regained, and you gain temporary hit points equal to the necrotic damage taken and become aware of its location.",
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range."
],
"miscTags": [
"HL",
"SGT",
"THP"
],
"areaTags": [
"ST"
],
"damageInflict": [
"necrotic"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Mark of the Prey",
"source": "Hunter",
"page": 17,
"level": 2,
"school": "E",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a drop of rabbit's blood"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You choose a creature you can see within range and mark it as prey for beasts of the wild. Until the spell ends, each beast that starts its turn within 120 feet of the target becomes aware of its location and is hostile to the target, regarding it as prey to be hunted.",
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range."
],
"miscTags": [
"SGT"
],
"areaTags": [
"ST"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Mark of the Storm",
"source": "Hunter",
"page": 17,
"level": 2,
"school": "V",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a piece of iron"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You choose a creature you can see within range and mark it as a lightning rod for the wrath of the storm. Until the spell ends, dark storm clouds form in the shape of a cylinder that is 10 feet tall with a 30-foot radius, centered on a point at least 300 feet above the target. When you cast the spell and every hour that passes before the spell ends, the target must succeed on a Dexterity saving throw, taking {@damage 1d12} lightning damage on a failed save, or half as much damage on a success. Until the spell ends, you can use a bonus action on your turn to call down lightning in this way again if you can see the target.",
"If the target goes indoors or has cover from above, the lightning will instead strike the structure directly above the target.",
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range."
],
"miscTags": [
"SGT"
],
"areaTags": [
"ST"
],
"damageInflict": [
"lightning"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Mark of the Wild",
"source": "Hunter",
"page": 18,
"level": 2,
"school": "T",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a grape"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You choose a creature you can see within range and mark it with verdant energy. Until the spell ends, any fertile soil near the target grows with vines and plants, becoming difficult terrain for it. These plants recede back into the ground after the target moves away. Additionally, if the target spends at least 1 minute in the same space of fertile soil, it becomes {@condition restrained} by sprouting vines. A creature {@condition restrained} by the vines can use its action to make a Strength check against your spell save DC. On a success, it frees itself. The vines can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).",
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range."
],
"miscTags": [
"SGT"
],
"areaTags": [
"ST"
],
"abilityCheck": [
"strength"
],
"conditionInflict": [
"restrained"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Survey Terrain",
"source": "Hunter",
"page": 18,
"level": 2,
"school": "D",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,