From 2d864ccc987c33dc19dfd0dadbb812598883b3ca Mon Sep 17 00:00:00 2001 From: gaiety Date: Wed, 11 Mar 2026 21:24:33 -0600 Subject: [PATCH] Spells wow --- content/Adventuring Gear/Firearms.md | 4 +- .../Adventuring Gear/Martial Arts Weapons.md | 4 +- .../Adventuring Gear/Misc Adventuring Gear.md | 2 +- content/Adventuring Gear/Misc Weapons.md | 2 +- content/Adventuring Gear/Poisons.md | 4 +- content/Adventuring Gear/Tools.md | 6 +- content/Backgrounds/Adherent.md | 10 +- content/Backgrounds/Alchemist.md | 10 +- content/Backgrounds/Archaeologist.md | 10 +- content/Backgrounds/Artist.md | 12 +- content/Backgrounds/Ascetic.md | 10 +- content/Backgrounds/Avatar.md | 12 +- content/Backgrounds/Battle Academician.md | 10 +- content/Backgrounds/Caravan Raider.md | 10 +- content/Backgrounds/Cartographer.md | 10 +- content/Backgrounds/Chronicler.md | 10 +- content/Backgrounds/Conscript.md | 10 +- content/Backgrounds/Courtier.md | 10 +- content/Backgrounds/Criminal.md | 12 +- content/Backgrounds/Cult Escapee.md | 12 +- content/Backgrounds/Forest Dweller.md | 10 +- content/Backgrounds/Grave Keeper.md | 10 +- content/Backgrounds/Gravedigger.md | 10 +- content/Backgrounds/Healer.md | 10 +- content/Backgrounds/Homesteader.md | 8 +- content/Backgrounds/Investigator.md | 10 +- content/Backgrounds/Judicial Champion.md | 10 +- content/Backgrounds/Maker.md | 10 +- content/Backgrounds/Outcast.md | 10 +- content/Backgrounds/Prodigal.md | 10 +- content/Backgrounds/Rebel.md | 10 +- content/Backgrounds/Ruin Watcher.md | 10 +- content/Backgrounds/Rustic.md | 10 +- content/Backgrounds/Scholar.md | 10 +- content/Backgrounds/Servant.md | 10 +- content/Backgrounds/Smuggler.md | 10 +- content/Backgrounds/Soldier.md | 10 +- .../Backgrounds/{Spy.md => Spy (Subclass).md} | 10 +- content/Backgrounds/Tracker.md | 10 +- content/Backgrounds/Vampire Hunter.md | 10 +- content/Backgrounds/Venerator.md | 10 +- .../Barbarian/*Playing a Barbarian*.md | 10 +- content/Classes/Barbarian/Path of Chaos.md | 12 +- content/Classes/Barbarian/Path of Hellfire.md | 8 +- content/Classes/Barbarian/Path of Mycelial.md | 8 +- content/Classes/Barbarian/Path of Thorns.md | 10 +- .../Classes/Barbarian/Path of the Beserker.md | 4 +- .../Path of the Booming Magnificence.md | 10 +- .../Classes/Barbarian/Path of the Dragon.md | 10 +- .../Classes/Barbarian/Path of the Forsaken.md | 10 +- .../Barbarian/Path of the Four Winds.md | 10 +- .../Barbarian/Path of the Frostborn Raider.md | 10 +- .../Classes/Barbarian/Path of the Kraken.md | 12 +- .../Classes/Barbarian/Path of the Mistwood.md | 12 +- .../Classes/Barbarian/Path of the Old Gods.md | 12 +- .../Barbarian/Path of the Shadow Chewer.md | 10 +- .../Barbarian/Path of the Undying Warrior.md | 10 +- .../Barbarian/Path of the Wild Fury.md | 10 +- content/Classes/Bard/*Playing a Bard*.md | 10 +- content/Classes/Bard/College of Allure.md | 12 +- content/Classes/Bard/College of Cuisine.md | 10 +- content/Classes/Bard/College of Echoes.md | 10 +- content/Classes/Bard/College of Elegy.md | 12 +- .../Classes/Bard/College of Fleshweaving.md | 10 +- .../Classes/Bard/College of Investigation.md | 10 +- content/Classes/Bard/College of Jest.md | 12 +- content/Classes/Bard/College of Lore.md | 12 +- content/Classes/Bard/College of Mockery.md | 10 +- content/Classes/Bard/College of Requiems.md | 10 +- content/Classes/Bard/College of Secrecy.md | 10 +- content/Classes/Bard/College of Shadow.md | 10 +- content/Classes/Bard/College of Sound.md | 10 +- content/Classes/Bard/College of Victory.md | 12 +- content/Classes/Bard/College of Wildlife.md | 12 +- .../Bard/College of the Bashee or Siren.md | 10 +- content/Classes/Bard/College of the Cat.md | 12 +- content/Classes/Bard/Errata.md | 1 + content/Classes/Cleric/*Playing a Cleric*.md | 8 +- content/Classes/Cleric/Black Powder Domain.md | 14 +- content/Classes/Cleric/Crafting Domain.md | 12 +- content/Classes/Cleric/Death Domain.md | 12 +- content/Classes/Cleric/Doom Domain.md | 12 +- content/Classes/Cleric/Hunt Domain.md | 14 +- content/Classes/Cleric/Keeper Domain.md | 12 +- content/Classes/Cleric/Knowledge Domain.md | 12 +- content/Classes/Cleric/Life Domain.md | 12 +- content/Classes/Cleric/Light Domain.md | 14 +- content/Classes/Cleric/Mercy Domain.md | 14 +- content/Classes/Cleric/Nature Domain.md | 14 +- content/Classes/Cleric/Portal Domain.md | 14 +- content/Classes/Cleric/Saints Domain.md | 12 +- content/Classes/Cleric/Serpent Domain.md | 14 +- content/Classes/Cleric/Speed Domain.md | 12 +- content/Classes/Cleric/Tempest Domain.md | 12 +- content/Classes/Cleric/Trickery Domain.md | 14 +- content/Classes/Cleric/War Domain.md | 14 +- content/Classes/Druid/*Playing a Druid*.md | 8 +- content/Classes/Druid/Ring of Ash.md | 12 +- content/Classes/Druid/Ring of Bees.md | 12 +- content/Classes/Druid/Ring of Crystals.md | 10 +- content/Classes/Druid/Ring of Owls.md | 12 +- content/Classes/Druid/Ring of Roses.md | 12 +- content/Classes/Druid/Ring of Sand.md | 12 +- .../Classes/Druid/Ring of the Elementalist.md | 12 +- content/Classes/Druid/Ring of the Fey.md | 12 +- content/Classes/Druid/Ring of the Leaf.md | 12 +- content/Classes/Druid/Ring of the Sewer.md | 12 +- .../Classes/Druid/Ring of the Shapeless.md | 10 +- content/Classes/Druid/Ring of the Shifter.md | 20 +- .../Classes/Druid/Ring of the Stoneheart.md | 12 +- content/Classes/Druid/Ring of the Verdant.md | 12 +- .../Classes/Fighter/*Playing a Fighter*.md | 2 +- .../Fighter/Discipline of the Duelist.md | 10 +- .../Discipline of the Elemental Striker.md | 10 +- .../Fighter/Discipline of the Ghost Knight.md | 12 +- .../Fighter/Discipline of the Iron Bastion.md | 10 +- .../Fighter/Discipline of the Knight.md | 12 +- .../Fighter/Discipline of the Pugilist.md | 10 +- .../Classes/Fighter/Discipline of the Rake.md | 10 +- .../Discipline of the Red Sun Dragonslayer.md | 10 +- .../Fighter/Discipline of the Scrapper.md | 10 +- .../Fighter/Discipline of the Skirmisher.md | 12 +- .../Fighter/Discipline of the Spell Blade.md | 20 +- .../Fighter/Discipline of the Stunt Archer.md | 10 +- .../Fighter/Discipline of the Sword-Dancer.md | 10 +- .../Fighter/Discipline of the Timeblade.md | 8 +- .../Fighter/Discipline of the Twinblade.md | 10 +- .../Discipline of the Weapon Master.md | 38 ++-- .../Mechanist/*Playing a Mechanist*.md | 18 +- .../Mechanist/Craft of the Clockmaker.md | 12 +- .../Mechanist/Craft of the Cog Augur.md | 12 +- .../Mechanist/Craft of the Demolitionist.md | 16 +- .../Mechanist/Craft of the Fleshsmith.md | 14 +- .../Mechanist/Craft of the Grenadier.md | 8 +- .../Mechanist/Craft of the Metallurgist.md | 12 +- .../Mechanist/Craft of the Spellwright.md | 14 +- .../Classes/Mechanist/Craft of the Tinker.md | 16 +- .../Mechanist/Craft of the Toymaker.md | 8 +- content/Classes/Monk/*Playing a Monk*.md | 12 +- content/Classes/Monk/Way of Angels.md | 8 +- content/Classes/Monk/Way of Psychic Echoes.md | 8 +- content/Classes/Monk/Way of Still Waters.md | 10 +- .../Monk/Way of the Affliction Eater.md | 12 +- .../Classes/Monk/Way of the Arcane Hand.md | 14 +- content/Classes/Monk/Way of the Dragon.md | 10 +- .../Monk/Way of the Elemental Voice.md | 10 +- .../Classes/Monk/Way of the Equine Soul.md | 10 +- .../Monk/Way of the Flickering Dark.md | 10 +- .../Monk/Way of the Humble Elephant.md | 8 +- .../Classes/Monk/Way of the Mystic Flow.md | 10 +- content/Classes/Monk/Way of the Ooze.md | 8 +- content/Classes/Monk/Way of the Open Hand.md | 10 +- .../Classes/Monk/Way of the Radiant Dawn.md | 10 +- .../Classes/Monk/Way of the Righteous Fist.md | 10 +- .../Classes/Monk/Way of the Seal Guardian.md | 12 +- .../Classes/Monk/Way of the Tipsy Monkey.md | 10 +- content/Classes/Monk/Way of the Wildcat.md | 10 +- .../Classes/Paladin/*Playing a Paladin*.md | 12 +- content/Classes/Paladin/Oath of Anemnesis.md | 12 +- content/Classes/Paladin/Oath of Devotion.md | 12 +- content/Classes/Paladin/Oath of Justice.md | 12 +- .../Classes/Paladin/Oath of the Ashen Base.md | 12 +- .../Classes/Paladin/Oath of the Elements.md | 14 +- .../Classes/Paladin/Oath of the Old World.md | 12 +- .../Classes/Ranger/Calling of the Courier.md | 12 +- .../Ranger/Calling of the Haunted Warden.md | 12 +- .../Classes/Ranger/Calling of the Hunter.md | 12 +- .../Ranger/Calling of the Pack Master.md | 12 +- .../Ranger/Calling of the Spelunker.md | 12 +- .../Calling of the Wasteland Strider.md | 10 +- .../Ranger/Calling of the Windsworn.md | 12 +- content/Classes/Rogue/Dawn Blade.md | 12 +- content/Classes/Rogue/Delver.md | 14 +- content/Classes/Rogue/Duelist.md | 12 +- content/Classes/Rogue/Enforcer.md | 12 +- content/Classes/Rogue/Skirmish Surgeon.md | 12 +- content/Classes/Rogue/SoulSpy.md | 20 +- .../Rogue/{Spy.md => Spy (Subclass).md} | 10 +- content/Classes/Rogue/Strategist.md | 10 +- content/Classes/Rogue/Thief-Acrobat.md | 10 +- content/Classes/Rogue/Thief.md | 10 +- content/Classes/Rogue/Umbral Binder.md | 10 +- content/Classes/Sorcerer/Chaos.md | 12 +- content/Classes/Sorcerer/Doomridden.md | 10 +- content/Classes/Sorcerer/Draconic.md | 12 +- content/Classes/Sorcerer/Fey Origin.md | 12 +- content/Classes/Sorcerer/Flora.md | 12 +- content/Classes/Sorcerer/Hungering.md | 12 +- content/Classes/Sorcerer/Rifthopper.md | 12 +- content/Classes/Sorcerer/Spore.md | 12 +- content/Classes/Sorcerer/Subclasses/Chaos.md | 2 +- .../Classes/Theurge/*Playing a Theurge*.md | 1 + .../Classes/Warlock/*Playing a Warlock*.md | 48 ++--- .../Warlock/Pact of the Ancient Dragons.md | 10 +- .../Warlock/Pact of the Ancient Entity.md | 12 +- .../Classes/Warlock/Pact of the Celestial.md | 12 +- .../Classes/Warlock/Pact of the Elder Wood.md | 12 +- .../Classes/Warlock/Pact of the Fathomless.md | 14 +- .../Classes/Warlock/Pact of the Wyrdweaver.md | 12 +- content/Classes/Wizard/*Playing a Wizard*.md | 2 +- .../Subclasses/Tradition of the Reclaimer.md | 2 +- .../Wizard/Tradition of the Blueletter.md | 12 +- .../Wizard/Tradition of the Courser Mage.md | 12 +- .../Wizard/Tradition of the DoomSayer.md | 8 +- .../Wizard/Tradition of the Origami Mage.md | 14 +- .../Wizard/Tradition of the Reclaimer.md | 14 +- content/Deities/Akdes, the Large.md | 2 +- content/Deities/Azhrem the Deathless.md | 2 +- content/Deities/Duenta, the Wild.md | 2 +- .../Emble, Daughter of the Sleepless.md | 2 +- content/Deities/Etar, Son of Stone.md | 2 +- content/Deities/Haeril, Forest Blessed.md | 2 +- content/Deities/Minutia the Gravekeeper.md | 2 +- content/Deities/Paha, Lady of the Beyond.md | 6 +- content/Deities/Raaris, the Prideful.md | 2 +- content/Deities/Shaumhu, the Protector.md | 2 +- content/Deities/St. Euran the Swiftpaw.md | 2 +- content/Deities/Vitar, the Far Traveler.md | 2 +- content/Deities/Wemmjir, the Trickster.md | 2 +- content/Deities/Zeeyar, the Chaotic.md | 2 +- content/Guilds & Orgs/Shades Company.md | 2 +- .../Guilds & Orgs/Widows of the Shadows.md | 2 +- content/Heritages/Annointed.md | 6 +- content/Heritages/Badlander.md | 8 +- content/Heritages/Boatwright.md | 6 +- content/Heritages/Borderwatch.md | 6 +- content/Heritages/Conflicted.md | 6 +- content/Heritages/Cosmopolitan.md | 6 +- content/Heritages/Coterminous.md | 6 +- content/Heritages/Cottage.md | 6 +- content/Heritages/Courtfolk.md | 6 +- content/Heritages/Covenant.md | 6 +- content/Heritages/Crownguard.md | 6 +- content/Heritages/Delver.md | 8 +- content/Heritages/Exalted.md | 6 +- content/Heritages/Fallen.md | 6 +- content/Heritages/Feysworn.md | 6 +- content/Heritages/Fireforge.md | 6 +- content/Heritages/Foundling.md | 6 +- content/Heritages/Great House.md | 6 +- content/Heritages/Grove.md | 6 +- content/Heritages/Horse Lord.md | 6 +- content/Heritages/Ironwrought.md | 6 +- content/Heritages/Islander.md | 6 +- content/Heritages/Joymonger.md | 6 +- content/Heritages/Kithren (Helping Hand).md | 6 +- content/Heritages/Lesser House.md | 6 +- content/Heritages/Merchantile.md | 6 +- content/Heritages/Military Cohort.md | 6 +- content/Heritages/Moonlit.md | 6 +- content/Heritages/Nomadic.md | 6 +- content/Heritages/Pine Scion.md | 8 +- content/Heritages/Privileged.md | 6 +- content/Heritages/Rebellion.md | 6 +- content/Heritages/Salvager.md | 6 +- content/Heritages/Shadow Court.md | 6 +- content/Heritages/Shadowlands.md | 8 +- content/Heritages/Slayer.md | 6 +- content/Heritages/Smoke.md | 6 +- content/Heritages/Socialite.md | 8 +- content/Heritages/Sponsored.md | 8 +- content/Heritages/Stone.md | 6 +- content/Heritages/Stygian.md | 6 +- content/Heritages/Sunchild.md | 6 +- content/Heritages/Supplicant.md | 6 +- content/Heritages/Tribe Keeper.md | 6 +- content/Heritages/Vexed.md | 6 +- content/Heritages/Void-Touched.md | 6 +- content/Heritages/Warchild.md | 6 +- content/Heritages/Waterside.md | 6 +- content/Heritages/Wildlands.md | 6 +- content/Lineages/Avianfolk.md | 14 +- content/Lineages/Beastkin.md | 14 +- content/Lineages/Dhampir.md | 14 +- content/Lineages/Dragonborn.md | 16 +- content/Lineages/Dryad.md | 18 +- content/Lineages/Dwarf, Midnight.md | 14 +- .../Lineages/Extraplanar Lineages/Alseid.md | 2 +- .../Lineages/Extraplanar Lineages/Bearfolk.md | 2 +- .../Extraplanar Lineages/Bright Fey.md | 2 +- .../Lineages/Extraplanar Lineages/Centaur.md | 2 +- .../Lineages/Extraplanar Lineages/Derro.md | 2 +- .../Extraplanar Lineages/Dwarf, Duergar.md | 14 +- .../Lineages/Extraplanar Lineages/Dwarf.md | 2 +- .../Extraplanar Lineages/Elemental Scion.md | 14 +- .../Extraplanar Lineages/Elf, Drow.md | 14 +- .../Lineages/Extraplanar Lineages/Elf, Sea.md | 14 +- .../Extraplanar Lineages/Elf, Star.md | 2 +- .../Lineages/Extraplanar Lineages/Eonic.md | 2 +- .../Lineages/Extraplanar Lineages/Erina.md | 2 +- .../Lineages/Extraplanar Lineages/Gnoll.md | 2 +- .../Extraplanar Lineages/Lizardfolk.md | 2 +- .../Lineages/Extraplanar Lineages/Minotaur.md | 2 +- content/Lineages/Extraplanar Lineages/Orc.md | 2 +- .../Lineages/Extraplanar Lineages/Piney.md | 2 +- .../Lineages/Extraplanar Lineages/Rachisan.md | 14 +- .../Lineages/Extraplanar Lineages/Ratfolk.md | 2 +- .../Lineages/Extraplanar Lineages/Sapopova.md | 14 +- .../Lineages/Extraplanar Lineages/Satyr.md | 2 +- .../Extraplanar Lineages/Shadow Fey.md | 2 +- .../Extraplanar Lineages/Smallfolk.md | 2 +- .../Lineages/Extraplanar Lineages/Tosculi.md | 14 +- content/Lineages/Gearforged.md | 26 +-- content/Lineages/Goblin.md | 14 +- content/Lineages/Human.md | 10 +- content/Lineages/Kobold.md | 12 +- content/Lineages/Shade.md | 14 +- content/Lineages/Syderan.md | 8 +- content/Lineages/Trollkin.md | 14 +- content/Lineages/Wereborn.md | 22 +- content/Locations/Cities/Major/Dernbohr.md | 10 +- .../Locations/Cities/Major/Equin Heights.md | 14 +- content/Locations/Cities/Major/Mystwick.md | 8 +- content/Locations/Cities/Minor/Moonpass.md | 18 +- content/Maps/Esparia.md | 6 +- content/NPCs/Degir, The Dark One.md | 2 +- content/NPCs/Lord Malik Duskwalker.md | 12 +- content/NPCs/Lord Sebastian Griffin.md | 10 +- .../Natural Law/Alterations of the Night.md | 10 +- .../Spells/Spell Lists/Arcane Ritual List.md | 68 ++++++ .../Spells/Spell Lists/Arcane Spell List.md | 150 +++++++++++++ .../Spells/Spell Lists/Divine Ritual List.md | 63 ++++++ .../Spells/Spell Lists/Divine Spell List.md | 138 ++++++++++++ .../Spell Lists/Primordial Ritual List.md | 62 ++++++ .../Spell Lists/Primordial Spell List.md | 191 +++++++++++++++++ .../Spells/Spell Lists/Wyrd Ritual List.md | 57 +++++ content/Spells/Spell Lists/Wyrd Spell List.md | 198 ++++++++++++++++++ .../Animated Housecleaning.md | 23 ++ .../1st Circle Rituals Spells/Cobblecraft.md | 25 +++ .../1st Circle Rituals Spells/Cornucopia.md | 21 ++ .../Hunter’s Endurance.md | 25 +++ .../1st Circle Rituals Spells/Lucky Charm.md | 25 +++ .../1st Circle Rituals Spells/Mud Pack.md | 25 +++ .../Nourishing Repast.md | 23 ++ .../Warding Charm.md | 23 ++ .../1st Circle Spells/Absorb Elements.md | 23 ++ .../1st Circle Spells/Adjust Position.md | 23 ++ .../1st Circle Spells/Agonizing Mark.md | 21 ++ .../Spells/1st Circle Spells/Arcane Pavis.md | 23 ++ .../1st Circle Spells/Armor of Frost.md | 23 ++ .../1st Circle Spells/Arms of The Void.md | 23 ++ .../1st Circle Spells/Aura of Alertness.md | 21 ++ .../Spells/Spells/1st Circle Spells/Bleed.md | 23 ++ .../Spells/1st Circle Spells/Bloodhound.md | 23 ++ .../1st Circle Spells/Bountiful Stamina.md | 23 ++ .../Spells/1st Circle Spells/Caustic Brew.md | 23 ++ .../Spells/1st Circle Spells/Chaos Bolt.md | 38 ++++ .../Spells/1st Circle Spells/Choking Fumes.md | 21 ++ .../Spells/1st Circle Spells/Cobra Fangs.md | 27 +++ .../Spells/1st Circle Spells/Coiled Strike.md | 23 ++ .../Spells/1st Circle Spells/Corpse Limn.md | 27 +++ .../1st Circle Spells/Corrosive Spray.md | 23 ++ .../Spells/1st Circle Spells/Cretify.md | 25 +++ .../Spells/1st Circle Spells/Cure Beast.md | 23 ++ .../1st Circle Spells/Deathblindness.md | 21 ++ .../1st Circle Spells/Dissonant Whispers.md | 23 ++ .../1st Circle Spells/Distance Dilation.md | 28 +++ .../Spells/1st Circle Spells/Earth Tremor.md | 23 ++ .../1st Circle Spells/Eclipsed Sight.md | 21 ++ .../1st Circle Spells/Elemental Burst.md | 23 ++ .../1st Circle Spells/Ensnaring Strikes.md | 25 +++ .../1st Circle Spells/Extendable Limbs.md | 23 ++ .../Spells/Spells/1st Circle Spells/Fling.md | 27 +++ .../1st Circle Spells/Follow Through.md | 21 ++ .../Spells/1st Circle Spells/Forest Native.md | 21 ++ .../Spells/1st Circle Spells/Grim Siphon.md | 23 ++ .../1st Circle Spells/Guiding Counsel.md | 21 ++ .../1st Circle Spells/Hail of Thorns.md | 23 ++ .../1st Circle Spells/Hellfire Brand.md | 23 ++ .../Spells/1st Circle Spells/Ice Knife.md | 23 ++ .../1st Circle Spells/Illuminate Spoor.md | 25 +++ .../Spells/1st Circle Spells/Increase Mass.md | 25 +++ .../1st Circle Spells/Infernal Shield.md | 21 ++ .../Lesser Conjure Animals.md | 29 +++ .../1st Circle Spells/Magnify Gravity.md | 23 ++ .../Spells/1st Circle Spells/Radiant Smite.md | 23 ++ .../1st Circle Spells/Ray of Sickness.md | 23 ++ .../Spells/1st Circle Spells/Sapping Smite.md | 23 ++ .../Spells/1st Circle Spells/Scentless.md | 21 ++ .../Spells/1st Circle Spells/Slither.md | 21 ++ .../Spells/1st Circle Spells/Step Like Me.md | 21 ++ .../Spells/1st Circle Spells/Stumble.md | 21 ++ .../Spells/1st Circle Spells/Subtext.md | 21 ++ .../Spells/1st Circle Spells/Sure-Footed.md | 23 ++ .../Spells/1st Circle Spells/Tenacity.md | 21 ++ .../1st Circle Spells/Thunderous Smite.md | 21 ++ .../Spells/1st Circle Spells/Tree Speak.md | 23 ++ .../Spells/1st Circle Spells/Void Glimpse.md | 21 ++ .../Spells/Spells/1st Circle Spells/Volley.md | 23 ++ .../Spells/1st Circle Spells/Wind Tunnel.md | 23 ++ .../1st Circle Spells/Withering Gaze.md | 21 ++ .../1st Circle Spells/Wrathful Smite.md | 21 ++ .../Spells/1st Circle Spells/Zephyr Strike.md | 21 ++ .../2nd Circle Rituals Spells/Alter Room.md | 21 ++ .../2nd Circle Rituals Spells/Animal Spy.md | 25 +++ .../Appease Local Spirits.md | 25 +++ .../2nd Circle Rituals Spells/Arcane Trap.md | 33 +++ .../Beneficent Effigy.md | 29 +++ .../Diffuse Potion.md | 21 ++ .../Enhance Familiar.md | 25 +++ .../Precognitive Ward.md | 23 ++ .../2nd Circle Rituals Spells/Skywrite.md | 21 ++ .../2nd Circle Rituals Spells/Wristpocket.md | 21 ++ .../2nd Circle Spells/Acidic Secretion.md | 21 ++ .../Spells/2nd Circle Spells/Alter Aura.md | 21 ++ .../Spells/2nd Circle Spells/Arc Burst.md | 23 ++ .../2nd Circle Spells/Arcanist’s Mischief.md | 29 +++ .../Spells/2nd Circle Spells/Bad Eggs.md | 25 +++ .../Spells/2nd Circle Spells/Bestial Fury.md | 25 +++ .../Spells/2nd Circle Spells/Binding Ice.md | 23 ++ .../Spells/2nd Circle Spells/Bleating Call.md | 25 +++ .../Bombardment of Stings.md | 23 ++ .../Spells/2nd Circle Spells/Boulder Toss.md | 29 +++ .../2nd Circle Spells/Corrosive Slime.md | 23 ++ .../Spells/2nd Circle Spells/Creeping Ice.md | 25 +++ .../Spells/2nd Circle Spells/Deadly Weapon.md | 23 ++ .../Spells/Spells/2nd Circle Spells/Decoy.md | 29 +++ .../Destructive Resonance.md | 23 ++ .../2nd Circle Spells/Discrete Pathing.md | 21 ++ .../2nd Circle Spells/Dragon's Breath.md | 23 ++ .../2nd Circle Spells/Dread Whispers.md | 21 ++ .../Spells/2nd Circle Spells/Dust Devil.md | 23 ++ .../Spells/2nd Circle Spells/Earthbind.md | 21 ++ .../Spells/2nd Circle Spells/Earthen Grasp.md | 27 +++ .../Spells/2nd Circle Spells/Earthen Tomb.md | 23 ++ .../2nd Circle Spells/Ectoplasmic Snare.md | 23 ++ .../2nd Circle Spells/Eldritch Smite.md | 23 ++ .../Spells/2nd Circle Spells/Feline’s Fall.md | 23 ++ .../Fillip’s Fumble Fingers.md | 21 ++ .../Spells/2nd Circle Spells/Flat Form.md | 21 ++ .../Spells/2nd Circle Spells/Frenzied Bolt.md | 34 +++ .../2nd Circle Spells/Grasping Earth.md | 25 +++ .../2nd Circle Spells/Healing Spirit.md | 25 +++ .../Spells/2nd Circle Spells/Ice Glide.md | 21 ++ .../2nd Circle Spells/Imbue Projectile.md | 21 ++ .../Spells/2nd Circle Spells/Instant Snare.md | 27 +++ .../Spells/Spells/2nd Circle Spells/Inter.md | 25 +++ .../2nd Circle Spells/Lesser Eyebite.md | 26 +++ .../2nd Circle Spells/Lightning Sphere.md | 25 +++ .../Spells/2nd Circle Spells/Lockjaw.md | 23 ++ .../Spells/2nd Circle Spells/Magma Spray.md | 25 +++ .../Spells/2nd Circle Spells/Magnetize.md | 25 +++ .../Spells/2nd Circle Spells/Mark Prey.md | 23 ++ .../Spells/2nd Circle Spells/Mind Spike.md | 23 ++ .../Spells/2nd Circle Spells/Mind Whip.md | 23 ++ .../2nd Circle Spells/Nip at the Heels.md | 23 ++ .../2nd Circle Spells/Orbital Spheres.md | 25 +++ .../Spells/2nd Circle Spells/Pain Wrack.md | 23 ++ .../2nd Circle Spells/Paranoid Delusions.md | 21 ++ .../Perceive Vulnerability.md | 23 ++ .../2nd Circle Spells/Protective Trap.md | 25 +++ .../Spells/2nd Circle Spells/Psychic Block.md | 21 ++ .../Spells/2nd Circle Spells/Quill Growth.md | 23 ++ .../2nd Circle Spells/Reassuring Visage.md | 23 ++ .../2nd Circle Spells/Redirect Missile.md | 21 ++ .../2nd Circle Spells/Scorching Flames.md | 23 ++ .../Spells/2nd Circle Spells/Sculpt Snow.md | 25 +++ .../Spells/2nd Circle Spells/Shadow Blade.md 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Savagery.md create mode 100644 content/Spells/Spells/Cantrips/Pummelstone.md create mode 100644 content/Spells/Spells/Cantrips/Silhouette.md create mode 100644 content/Spells/Spells/Cantrips/Spray of Glass.md create mode 100644 content/Spells/Spells/Cantrips/Spy.md create mode 100644 content/Spells/Spells/Cantrips/Starburst.md create mode 100644 content/Spells/Spells/Cantrips/Swift Stash.md create mode 100644 content/Spells/Spells/Cantrips/Sword Burst.md create mode 100644 content/Spells/Spells/Cantrips/Thorn Whip.md create mode 100644 content/Spells/Spells/Cantrips/Thunderclap.md create mode 100644 content/Spells/Spells/Cantrips/Toll the Dead.md create mode 100644 content/Spells/Spells/Cantrips/Tree Heal.md create mode 100644 content/Spells/Spells/Cantrips/Upright.md create mode 100644 content/Spells/Spells/Cantrips/Weight Spike.md create mode 100644 content/Spells/Spells/Cantrips/Wilting Breath.md create mode 100644 content/Spells/Spells/Cantrips/Wind Lash.md create mode 100644 content/Spells/Spells/Cantrips/Word of Radiance.md diff --git a/content/Adventuring Gear/Firearms.md b/content/Adventuring Gear/Firearms.md index 0074ece..ca10738 100644 --- a/content/Adventuring Gear/Firearms.md +++ b/content/Adventuring Gear/Firearms.md @@ -14,7 +14,7 @@ This section offers an additional weapon option compatible with certain firearms - **Harmless Fusillade. When you make an attack with this weapon, you can harmlessly discharge the weapon instead of dealing damage while aiming at a creature within the weapon’s normal range. On a successful hit, the target must succeed on a **CON** save or have disadvantage on the next concentration check it makes before the start of your next turn.** -# Weapon Properties +## Weapon Properties The following section includes a new weapon property unique to the firearm weapons described in this doc. For the full list of weapon properties and their rules, see the Player’s Guide. @@ -33,7 +33,7 @@ The following section includes a new weapon property unique to the firearm weapo |Musket|60 gp|1d10 piercing|10 lb.|Harmless Fusillade|Ammunition (range 80/320), Gunpowder, Loading, Two-Handed| |Revolving Musket|200 gp|1d8 piercing|12 lb.|Harmless Fusillade|Ammunition (range 80/320), Gunpowder, Magazine (8), Two-Handed| -# Special Weapons +## Special Weapons Various firearms are detailed here. diff --git a/content/Adventuring Gear/Martial Arts Weapons.md b/content/Adventuring Gear/Martial Arts Weapons.md index a0a226a..9ed052b 100644 --- a/content/Adventuring Gear/Martial Arts Weapons.md +++ b/content/Adventuring Gear/Martial Arts Weapons.md @@ -4,7 +4,7 @@ The weapons detailed here are in addition to the weapons described in the core r The Martial Arts Weapons table shows the weapons found in this section, including their price, damage, weight, associated weapon options, and properties. This table is also split by the proficiencies required (simple or martial) to wield the weapons effectively. For descriptions of new weapon options, see the Weapon Options section.  -# Weapon Properties +## Weapon Properties Some of these martial arts weapons have new properties, described here: @@ -27,7 +27,7 @@ Some of these martial arts weapons have new properties, described here: |Rope dart|5 sp|1d6 bludgeoning||Ensnare, Twine, Whirling Distraction|Finesse, Reach, Two-handed| |Lasso|5 sp|1d4 bludgeoning|10 lb|—|Thrown (range 20/60 ft.)| -# Special Weapons +## Special Weapons Various weapons with special properties are detailed here. diff --git a/content/Adventuring Gear/Misc Adventuring Gear.md b/content/Adventuring Gear/Misc Adventuring Gear.md index 03dcc73..adc1014 100644 --- a/content/Adventuring Gear/Misc Adventuring Gear.md +++ b/content/Adventuring Gear/Misc Adventuring Gear.md @@ -56,7 +56,7 @@ Useful equipment that isn’t armor or weapons is called Adventuring Gear. The A |Wormsilk rope (50 feet)|20 gp|4 lb.| |Wormsilk Net|60 gp|2 lb| -# Special Gear +## Special Gear This section describes items that have special rules or require further explanation. diff --git a/content/Adventuring Gear/Misc Weapons.md b/content/Adventuring Gear/Misc Weapons.md index 359f2c5..7571b27 100644 --- a/content/Adventuring Gear/Misc Weapons.md +++ b/content/Adventuring Gear/Misc Weapons.md @@ -27,7 +27,7 @@ The following section includes a new weapon property unique to the firearm weapo |Bolas|5 gp|—-|2 lb.|—-|Special, thrown (range 10/20)| |Hand trebuchet|4 gp|—-|3 lb.|—-|Ammunition (range 60/240), special| -# Special Weapons +## Special Weapons Various weapons with special properties are detailed here. diff --git a/content/Adventuring Gear/Poisons.md b/content/Adventuring Gear/Poisons.md index f541392..5729124 100644 --- a/content/Adventuring Gear/Poisons.md +++ b/content/Adventuring Gear/Poisons.md @@ -1,6 +1,6 @@ _In addition to what’s in the [[ToV - Players Guide.pdf]]…_ -# Poison Types +## Poison Types Poisons come in the following four types.  @@ -33,7 +33,7 @@ Poisons come in the following four types.  |Upas sap|Contact|350 gp| |Wyvern Poison|Injury|1,200 gp| -# Poison Descriptions +## Poison Descriptions Each type of poison has its own debilitating effects.  diff --git a/content/Adventuring Gear/Tools.md b/content/Adventuring Gear/Tools.md index 41d24ad..9cc55f8 100644 --- a/content/Adventuring Gear/Tools.md +++ b/content/Adventuring Gear/Tools.md @@ -6,7 +6,7 @@ _In addition to what’s in the [[ToV - Players Guide.pdf]]…_ |Chandler’s tools|20 gp|6 lb.| |Gunsmith’s tools|50 gp|8 lb.| -# Beekeeper’s Tools.  +## Beekeeper’s Tools  Beekeeper’s tools are used to establish, maintain, and harvest beehives. Tending hives requires space and regular maintenance.  @@ -24,7 +24,7 @@ Beekeeper’s tools are used to establish, maintain, and harvest beehives. Tendi |Harvesting Bee Venom from living Giant Bees|15| |Safely deal with a Removing a giant beehive|20| -# Chandler’s Tools.  +## Chandler’s Tools  Chandler’s Tools are used to make candles from beeswax and other materials. Candle making (or chandlering) requires access to raw materials and storage space to cure but can be a lucrative profession.  @@ -42,7 +42,7 @@ Chandler’s Tools are used to make candles from beeswax and other materials. Ca |Create scented oils for candles from plants|15| |Create a candle with magical materials|20| -# Gunsmith’s Tools.  +## Gunsmith’s Tools  Gunsmith’s Tools are used to analyze, repair, or craft firearms. Crafting Firearms  requires access to raw materials and gunpowder for paper cartridges.  diff --git a/content/Backgrounds/Adherent.md b/content/Backgrounds/Adherent.md index 6b6b36c..bc0f07e 100644 --- a/content/Backgrounds/Adherent.md +++ b/content/Backgrounds/Adherent.md @@ -8,23 +8,23 @@ Before you began adventuring, you committed yourself to a faith, belief, or caus Perhaps you were a hopeful inductee into the war god’s clergy, a priest excommunicated from a fiend-worshipping sect, or a lifelong member of a secret society with global reach. In any case, you still carry the teachings and traditions of your devotion. -# Skill Proficiencies +## Skill Proficiencies Choose two from History, Investigation, Religion, or Persuasion -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with artist’s tools and an additional tool of your choice. -# Equipment +## Equipment A prayer book or ceremonial dagger, a holy symbol, a block of fragrant incense, vestments, a set of common clothes, and a pouch containing 10 gp. -# Talent +## Talent You devoted yourself to an array of highly specific tasks and teachings known only to your order, each of which demanded mental and emotional precision. Choose a talent from this list to represent your experience: Field Medic, Mental Fortitude, or Ritualist. -# Adventuring Motivation +## Adventuring Motivation Many adherents don’t stray far from the object of their devotion. Those who roam often do so for reasons specific to their order. When you begin your adventures, consider what tempted—or perhaps called—your character to step into the unknown. diff --git a/content/Backgrounds/Alchemist.md b/content/Backgrounds/Alchemist.md index da691fd..355f494 100644 --- a/content/Backgrounds/Alchemist.md +++ b/content/Backgrounds/Alchemist.md @@ -6,23 +6,23 @@ You’ve discovered how to concoct extraordinary wonders, combining natural and You might have learned to transform one substance into another through careful study, had the secrets of poisons and potions passed down to you from a mentor, or stumbled onto alchemical formulas while trying to survive in harsh circumstances. Once you mastered the alchemical arts, you might have offered your knowledge to all or sequestered yourself to search for new truths, might have become a resource to those in need or offered your creations to the highest bidder. Whatever the outcome of your work, you gained an understanding along the way of how the essences of the world could be distilled, combined, and transformed. -# Skill Proficiencies +## Skill Proficiencies Choose two from Arcana, Investigation, Nature, or Perception. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with alchemist tools and one of the following: charlatan tools, herbalist tools, or provisioner tools. -# Equipment +## Equipment A set of common clothes, a set of alchemist tools, a pair of stained but sturdy gloves, a flask of alchemist’s fire, a belt filled with glass collection vials, and a coin purse that holds 5 gp and several coin-shaped pieces of metal and wood. -# Talent +## Talent You’ve learned how to change the nature of the world by combining its elements to create something new. Choose a talent to represent this experience: Alchemy Adept, Elemental Savant*, or Learned Researcher. -# Adventuring Motivation +## Adventuring Motivation The services of alchemists are sought far and wide, even by those who do not fully understand (or believe) what the power of alchemy can do. As you begin your own adventures, determine how your alchemical talents brought you to this part of your life. diff --git a/content/Backgrounds/Archaeologist.md b/content/Backgrounds/Archaeologist.md index 66a8f8a..a10be9e 100644 --- a/content/Backgrounds/Archaeologist.md +++ b/content/Backgrounds/Archaeologist.md @@ -6,23 +6,23 @@ Before you began adventuring, you sought wisdom in the ruins that the past left Perhaps you were an educator in search of artifacts that would unlock new knowledge, a fortune hunter who used your work to find treasures that would make you rich, an artisan who wished to improve your craft by learning age-old techniques, or a solitary wanderer more at home with the ghosts of the past than the places of the present. Whatever drove your passion for this work, you rely on your ability to survive and your knack for piecing together knowledge from fragments of information to propel your path forward. -# Skill Proficiencies +## Skill Proficiencies History and choose one from Arcana, Athletics, Investigation, or Survival. -# Additional Proficiencies +## Additional Proficiencies Learn one additional language of your choice and gain proficiency with one tool of your choice. -# Equipment +## Equipment A backpack, a book of artifacts and writing implement of your choice, a lamp, a shovel, a magnifying glass, 10 sheets of parchment, 10 days of rations, and 50 feet of rope. -# Talent +## Talent As an archaeologist, you thrived in remote locations, puzzling out the nature of objects long removed from their use. Choose a talent from the following list to represent this experience: Artifact Expertise, Dungeoneer, or Scrutinous. -# Adventuring Motivation +## Adventuring Motivation While archaeologists and adventurers have much in common, many who choose the former path prefer to work alone, making discoveries at their own pace and for their own purpose. When you begin your adventures, consider why you left this lifestyle behind for one of exploration and camaraderie. diff --git a/content/Backgrounds/Artist.md b/content/Backgrounds/Artist.md index 34795f9..54e3a54 100644 --- a/content/Backgrounds/Artist.md +++ b/content/Backgrounds/Artist.md @@ -8,19 +8,19 @@ You doggedly practiced artistic pursuits before taking up the adventuring life. Perhaps you began an acrobat honing your body, a shadow puppeteer hungry for monstrous material, a dour thespian in search of a patron to admire your dark performances, or a bubbly singer enraptured by the applause of strangers. No matter what form your expression has taken, you still thrive where an audience waits to be entertained, frightened, or inspired. -# Skill Proficiencies +## Skill Proficiencies Choose two from Acrobatics, Insight, Performance, or Persuasion -# Additional Proficiencies +## Additional Proficiencies Learn one additional language of your choice and gain proficiency with one tool representative of your artistic pursuits. -# Equipment +## Equipment A musical instrument or tool you are proficient with, a steel mirror, a set of fine clothes, an ink pen and bottle of ink, and a coin purse containing 4 gp. -# ARTISTIC EXPRESSION +## ARTISTIC EXPRESSION |d10|Artistic Expression| |---|---| @@ -35,11 +35,11 @@ A musical instrument or tool you are proficient with, a steel mirror, a set of f |9|Music| |10|Gymnastics| -# Talent +## Talent You have developed the skills and talents required to delight the masses and capture the imaginations of even nobility. Choose a talent from this list to represent your experience: Quick, Scrutinous, or Trade Skills -# Adventuring Motivation +## Adventuring Motivation | d8 | Adventuring Motivation | | --- | --------------------------------------------------------------------------------------------------- | diff --git a/content/Backgrounds/Ascetic.md b/content/Backgrounds/Ascetic.md index 8834162..d6221f7 100644 --- a/content/Backgrounds/Ascetic.md +++ b/content/Backgrounds/Ascetic.md @@ -8,23 +8,23 @@ Most ascetics follow quiet lives of contemplation and reflection, abstaining fro  You have learned to go for long periods of time with little to eat and no roof above your head. You do not require the comforts and luxuries many others take for granted. Such things are distractions. Whatever your life was before, you left it behind, shedding your old identity along with your assets. -# Skill Proficiencies +## Skill Proficiencies Choose two from Medicine, Nature, Religion, and Survival. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with herbalist tools. -# Equipment +## Equipment A dried and pressed flower, a small knife, a set of common clothes, a pouch containing 5 cp. -# Talent +## Talent A life of renunciation has given you useful insight. Choose a talent from this list to represent your experience: Mental Fortitude, Physical Fortitude, Hard Target. -# Adventuring Motivation +## Adventuring Motivation Though some are born into the life of an ascetic, you chose to renounce your former lifestyle and rid yourself of your wealth and material possessions. Choose from the table below or roll to determine the enlightening event that caused you to choose a new path.  diff --git a/content/Backgrounds/Avatar.md b/content/Backgrounds/Avatar.md index 07189a3..b61ebd2 100644 --- a/content/Backgrounds/Avatar.md +++ b/content/Backgrounds/Avatar.md @@ -6,19 +6,19 @@ Prophetic signs heralded your birth, or at least that is what you’ve always be Throughout your childhood and training, you were taught to honor your god and always to strive to deserve the blessings bestowed upon you. Where others might crumble under the great weight of this responsibility, your status as the burgeoning incarnation of a god uplifts your spirit and constantly reminds you of your close connection with your divine self. As long as you stay true and keep your faith strong, you know your arm will never waver and none can stand against you. -# Skill Proficiencies +## Skill Proficiencies Choose two from Acrobatics, History, Intimidation, or Religion. -# Additional Proficiencies +## Additional Proficiencies Celestial or Abyssal, and one other language of your choice. -# Equipment +## Equipment A martial weapon, a set of fine clothes, a silver sigil denoting your place in the hierarchy of your god’s church or temple, a prayer book or prayer wheel, a belt pouch containing 20 gp. -# The Hand of the Divine +## The Hand of the Divine You are the blade of your deity, the fist of the god, and the arbiter of divine justice or retribution on the mortal plane. As an avatar, you have been chosen for a martial destiny, but this glory can come in many forms. Choose the style of your divine purpose or roll a d8 and consult the table below. @@ -34,11 +34,11 @@ You are the blade of your deity, the fist of the god, and the arbiter of divine | 7 | I am the yew bow, the soaring arrow plunging into the heart. | | 8 | I am the closed fist, breaking the bones of those rebuked by the divine. | -# Talent +## Talent Your ordained role comes with certain capabilities, either divinely granted or a product of your intense devotion. Choose a talent from this list to represent your experience: Psycanist, Touch of Luck, or Vanguard. -# Adventuring Motivation +## Adventuring Motivation Though some are born into the life of an ascetic, you chose to renounce your former lifestyle and rid yourself of your wealth and material possessions. Choose from the table below or roll to determine the enlightening event that caused you to choose a new path.  diff --git a/content/Backgrounds/Battle Academician.md b/content/Backgrounds/Battle Academician.md index c302ee1..e10ca06 100644 --- a/content/Backgrounds/Battle Academician.md +++ b/content/Backgrounds/Battle Academician.md @@ -6,23 +6,23 @@ What started as an academic career researching the tactics used in famous histor Perhaps you found a taste for adventure and wanted to put your knowledge to the test. Or maybe you studied family histories detailing great tacticians from whom you descended. You might be in the employ of a university or royal court or a scholar of military history in your own right. You might choose to focus on building defenses, small-group tactics, or even navel battles, but regardless of your specialty, testing the practical applications of your theories makes you well-suited for advising leaders or devising plans. -# Skill Proficiencies +## Skill Proficiencies Choose two from History, Insight, Investigation, or Survival.  -# Additional Proficiencies +## Additional Proficiencies You gain proficiency with construction tools or navigator tools and a vehicle appropriate to your area of focus. -# Equipment +## Equipment   A bottle of ink, a quill, three sheets of paper, a historical work of military tactics, a set of common clothes, and a pouch containing 10 gp. -# Talent +## Talent You have focused on devising strategies and tactics to help you and your allies in battle. Choose a talent to represent this experience: Aware, Comrade, or Vanguard. -# Adventuring Motivation +## Adventuring Motivation Most battle academicians take up an adventuring life to witness new tactics from distant lands or to test their own strategies in the field. Consider why you chose to leave the library. diff --git a/content/Backgrounds/Caravan Raider.md b/content/Backgrounds/Caravan Raider.md index 5375e09..581a622 100644 --- a/content/Backgrounds/Caravan Raider.md +++ b/content/Backgrounds/Caravan Raider.md @@ -6,23 +6,23 @@ source: Midgard Lineages & Heritages You are the scourge of caravans and merchants, taking what you want with swift tactics to overwhelm your targets. Whether you act alone or with a gang of others, you have studied and tracked the trade routes between towns, cities, or kingdoms, plundering its riches. As a caravan raider, you have lived a life of ruthless means, combining careful scouting with crushing might to pillage the wealth you so rightfully deserve from those foolish enough to travel unprepared and unprotected. -# SkillProficiencies +## SkillProficiencies Choose two from Athletics, Intimidation, Investigation, or Perception. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with cartographer’s tools and one type of tool or gaming set of your choice. -# Equipment +## Equipment A bag of caltrops, a hand drawn map highlighting popular caravan routes within your home region, a trinket of unknown value that you kept from your latest raid, a set of traveler’s clothes, and a belt pouch containing 10 gp. -# Talent +## Talent As a caravan raider, you are no stranger to violence and taking advantage of your target’s weaknesses. Choose a talent from the following list to represent your strategic and physical tact: Opportunist, Quick, or Scrutinous. -# Adventuring Motivation +## Adventuring Motivation Caravan raiders take advantage of trundling caravans and attack using swift and brutal tactics. As such, they are used to staying on the move and traveling when the money moves elsewhere, or when the local authorities are on their trail. When beginning your adventures, determine why you are on the move and if you are after something, or something is after you. diff --git a/content/Backgrounds/Cartographer.md b/content/Backgrounds/Cartographer.md index 6bb884c..f3463c9 100644 --- a/content/Backgrounds/Cartographer.md +++ b/content/Backgrounds/Cartographer.md @@ -6,23 +6,23 @@ You traveled far and wide with a singular purpose: documenting the landscapes an Perhaps you were a war strategist whose maps informed the military movements of your nation, a storyteller whose maps were accompanied by tales of everyday life, an artist who earned more as a mapmaker than they ever could painting landscapes, or an academic who wished to fully document every aspect of the physical world. Regardless of your reasons, you were both adaptable and precise, able to survive your journeys off the beaten path and bring back a reliable record of the world around you. -# Skill Proficiencies +## Skill Proficiencies Perception and choose one from Investigation, Nature, or Survival. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with artist tools and navigator tools. -# Equipment +## Equipment Artist tools for your cartography style of choice, backpack, bedroll, map case, lamp, navigator tools, spyglass, a set of traveler’s clothes, waterskin, and 10 days of rations. -# Talent +## Talent As a cartographer, you turn your observations of the world into a resource that others can use. Choose a talent from the following list to represent this experience: Eidetic Memory, Far Traveler, or Scrutinous. -# Adventuring Motivation +## Adventuring Motivation Cartographers generally focus on documenting the world around them rather than affecting it directly. When you begin your adventures, consider why you decided to adventure while you work on your craft (or instead of it). diff --git a/content/Backgrounds/Chronicler.md b/content/Backgrounds/Chronicler.md index 9ad1566..e6a42e0 100644 --- a/content/Backgrounds/Chronicler.md +++ b/content/Backgrounds/Chronicler.md @@ -6,23 +6,23 @@ You once spent your days documenting the world around you, listening to others Perhaps you worked for a local authority, keeping records of transactions or property as part of your work. Perhaps you investigated stories that seemed larger than life to determine what was truth and what was falsehood. Perhaps you tried to capture the feeling of daily life, whether in a city or a warzone. Whatever the content of your chronicles, you enjoyed capturing the truth of the world around you, as a way of understanding it, and recording it for others to know.  -# Skill Proficiencies +## Skill Proficiencies Choose two from History, Investigation, Perception, or Persuasion. -# Additional Proficiencies +## Additional Proficiencies Learn one additional language of your choice and gain proficiency in one of the following: artist tools, navigator tools, or provisioner tools. -# Equipment +## Equipment A set of tools you are proficient with from the above list, an ink pen and bottle of ink, 25 sheets of paper, a bedroll, a set of common clothes, and a coin purse containing 3 gp, broken into small denominations. -# Talent +## Talent You were able to gain the trust of many different sources and faithfully share their experiences with others. Choose a talent from the following list to represent this experience: Learned Researcher, Polyglot*, or Spell Recall. -# Adventuring Motivation +## Adventuring Motivation A chronicler is an observer, often more comfortable in documenting the actions of others than in engaging directly. As you begin your own adventures, consider why you decided to gain more first-hand experience. diff --git a/content/Backgrounds/Conscript.md b/content/Backgrounds/Conscript.md index 4a481ae..54af4df 100644 --- a/content/Backgrounds/Conscript.md +++ b/content/Backgrounds/Conscript.md @@ -6,23 +6,23 @@ You were forced into military service. Perhaps it was punishment for a crime, pa Thrust into the world of the military, you quickly learned to follow orders, wield your weapons with confidence, and hold the line against enemy forces. Though you are strong, your true strength isn’t physical. You’ve survived on a mixture of mental fortitude and blessings from the gods of luck. -# Skill Proficiencies +## Skill Proficiencies Choose two from Acrobatics, Athletics, Insight, or Medicine. -# Additional Proficiencies +## Additional Proficiencies Choose one from trapper tools, provisioner tools, or smithing tools. In addition, you know a language of your choice associated with an enemy you fought against. -# Equipment +## Equipment One martial weapon of your choice, a suit of medium armor, a military-issue boot knife, a set of military-issue common clothes, a pouch containing 10 gp. -# Talent +## Talent Having war thrust upon you made you adapt quickly and brought your natural talents out into the sunlight. Choose a talent to represent this experience: Armor Training, Combat Casting, or Combat Conditioning. -# Adventuring Motivation +## Adventuring Motivation Conscripts can come from a variety of backgrounds and lifestyles, but all have one thing in common: they did not choose this path. Whatever the reason for their forced service, conscripts had other plans and dreams to pursue before they ended up in war. Whether you have since found a new home among your fellow soldiers or resent every moment of your service, your time in the military fundamentally changed you. diff --git a/content/Backgrounds/Courtier.md b/content/Backgrounds/Courtier.md index 79478f3..8534c97 100644 --- a/content/Backgrounds/Courtier.md +++ b/content/Backgrounds/Courtier.md @@ -8,23 +8,23 @@ You spent a great deal of time in a royal court. Lessons of decorum and expectat Perhaps you were a dignitary from a far-off land, a master of spies working at the queen’s bidding, a constable tasked with capturing fugitives, or a noble stricken with wanderlust. Regardless of your courtly appointment, your life was one of leadership, service, or privilege, driven by the expectations of others and your own ambitions. You still carry these with you. -# Skill Proficiencies +## Skill Proficiencies Choose two from History, Religion, Insight, or Deception. -# Additional Proficiencies +## Additional Proficiencies Learn one additional language of your choice and gain proficiency with either artist’s tools or navigator’s tools and a musical instrument of your choice. -# Equipment +## Equipment A writ of nobility or patronage from a noble, signet ring, a set of fine clothes, and a coin purse containing 12 gp. -# Talent +## Talent You have intimate knowledge of people and experience with courtly ceremony and propriety. Choose a talent from this list to represent your experience: Combat Conditioning, Mental Fortitude, or Polyglot. -# Adventuring Motivation +## Adventuring Motivation Courtiers travel for any number of purposes, but most return to court as quickly as possible. When you begin your adventures, consider why your character chose—or was made to—eschew the courtly life. diff --git a/content/Backgrounds/Criminal.md b/content/Backgrounds/Criminal.md index e95d6b5..45e7f1a 100644 --- a/content/Backgrounds/Criminal.md +++ b/content/Backgrounds/Criminal.md @@ -8,23 +8,23 @@ You were a cutpurse, grifter, thief, or assassin. Surviving in the criminal unde Perhaps you were a pickpocket jailed one too many times, a con artist hoping to fleece nobles out of their ill-gotten gains, or an assassin ready to turn over a new leaf after being left for dead. Regardless, a life of crime has left you tied to society’s underbelly. -# Skill Proficiencies +## Skill Proficiencies Choose two from Stealth, Investigation, Insight, or Deception. -# Additional Proficiencies +## Additional Proficiencies You know Thieves’ Cant. If you already know this language, you learn a different language of your choice. Gain proficiency with a tool and a vehicle. -# Equipment +## Equipment Five pieces of chalk, a grappling hook, a set of dark common clothes or a costume, and a pouch containing 10 gp -# Talent +## Talent You have eked out a living on the fringes of lawful society. Choose a talent from this list to represent your experience: Covert, Scrutinous, or Touch of Luck. -# Secret +## Secret Criminals collect secrets as often as coin during their life of crime. Roll on the Criminal Secret table to determine such a secret, choose one, or create your own. This secret is known only to your closest allies and fiercest enemies at the start of your adventuring career @@ -43,7 +43,7 @@ Criminals collect secrets as often as coin during their life of crime. Roll on t |11|My family doesn’t know I am a criminal, and I’ll kill to keep that secret.| |12|I am a celebrity in some parts of the world.| -# Adventuring Motivation +## Adventuring Motivation Most criminals are content with life in a guild or gang, trusting a select few and staying near their next mark. At the start of your adventuring career, decide what—or who— made your character step away to face a less certain life. diff --git a/content/Backgrounds/Cult Escapee.md b/content/Backgrounds/Cult Escapee.md index d1c542b..1e41bbf 100644 --- a/content/Backgrounds/Cult Escapee.md +++ b/content/Backgrounds/Cult Escapee.md @@ -8,23 +8,23 @@ You may have joined the cult voluntarily without quite realising what you were g Whatever your reason for joining the cult, after a time you realised that you needed to get out—either because its beliefs and rituals had become repellent or worthless to you, or because belonging to the cult was stopping you doing what you wanted with your life. The cult’s leaders and members didn’t want you to leave, so escaping may have involved slipping away in the dead of night, or perhaps you needed to use force. You may still have friends or relatives in the cult who tried to persuade you to stay, or they may also have wanted to leave and remained trapped. Regardless, you are on the run from the cult. If they find out where you are, you will surely be punished for your betrayal.  -# Skill Proficiencies +## Skill Proficiencies Choose two from Arcana, Deception, History, or Religion. -# Additional Proficiencies +## Additional Proficiencies Learn an additional language of your choice and gain proficiency with a tool or a musical instrument. -# Equipment +## Equipment Hooded robes, a curved knife, a block of incense, five candles, a cult tattoo hidden somewhere on your body, and a pouch containing 10 gp. -# Talent +## Talent Attending cult rituals has taught you several useful skills, including the importance of keeping a low profile and remaining calm in the face of strange creatures or happenings. Choose a talent from this list to represent your experience: Covert, Mental Fortitude, or Ritualist.  -# Cult +## Cult **GM Note**: This assumes you’re from the Labyrinth, but you can make up any backstory cult you want. Let’s collaborate! @@ -44,7 +44,7 @@ Choose or roll on the Labyrinth Cult table to determine which cult you escaped f | 9 | Servants of Nidhogg | | 10 | Wings of Alquam | -# Adventuring Motivation +## Adventuring Motivation Most cultists remain with their sect for life, either because they are fanatically devoted to its beliefs or because they are too scared to leave. Consider what made your character escape the cult and take up adventuring. diff --git a/content/Backgrounds/Forest Dweller.md b/content/Backgrounds/Forest Dweller.md index 1949b21..3589c3b 100644 --- a/content/Backgrounds/Forest Dweller.md +++ b/content/Backgrounds/Forest Dweller.md @@ -6,23 +6,23 @@ source: Old Margreve You are a creature of the forest, spending your days hunting and lounging under a canopy of green. You expected to live all your days in the forest, at one with the green things of the world, until an unforeseen occurrence, traumatic or transformative, drove you from your familiar home and into the larger world. Civilization is strange to you, the open sky unfamiliar, and the bizarre ways of the so-called civilized world run counter to the truths of the forest. Forest dwellers tend toward solitude, introspection, and self-sufficiency. You keep your own council, and you are more likely to watch from a distance than get involved in the affairs of others. You are wary, slow to trust, and cautious of depending on outsiders. -# Skill Proficiencies +## Skill Proficiencies Survival and choose from Animal Handling, Nature, or Stealth -# Additional Proficiencies +## Additional Proficiencies You know Dryad, and you gain proficiency with one of the following: construction tools, herbalist tools, or trapper tools. -# Equipment +## Equipment A hunting trap, a wood staff, a set of fur-lined traveler’s clothes, one set of tools you are proficient with, and a pouch containing 5 gp. -# Talent +## Talent Your experience living, hunting, and foraging in the woods gives you a wealth of experience to draw upon when you are traveling the wilds. Choose a talent from this list to represent your experience: Athletic, Forest Denizen, or Relentless Hunter. -# Adventuring Motivation +## Adventuring Motivation You have lived a simple life deep in the sheltering boughs of the Old Forests, be it as a trapper, farmer, or villager eking out a simple existence in the forest. But something happened that set you on a different path and marked you for adventure. Choose or randomly determine a defining event that caused you to leave your home for the wider world. diff --git a/content/Backgrounds/Grave Keeper.md b/content/Backgrounds/Grave Keeper.md index 8583497..d7cd8b8 100644 --- a/content/Backgrounds/Grave Keeper.md +++ b/content/Backgrounds/Grave Keeper.md @@ -6,23 +6,23 @@ You have spent your life tending to the dead and helping the living celebrate me You are familiar with all aspects of laying the dead to rest, including preparing corpses, performing burials, conducting memorial services, and maintaining gravesites. If you come from a small or remote community, you may have been the sole conductor of all those services. -# Skill Proficiencies +## Skill Proficiencies Choose two from History, Insight, Medicine, or Religion. -# Additional Proficiencies +## Additional Proficiencies Learn two languages of your choice. -# Equipment +## Equipment Two blocks of incense, a set of traveler’s clothes, a shovel, a tinderbox, a trinket that once belonged to someone close to you who died, vestments, and a pouch containing 25 gp. -# Talent +## Talent You’re not necessarily a healer, but you’ve picked up a few tricks as you laid people to rest. Choose a talent to represent this experience: Combat Conditioning, Field Medic, or Physical Fortitude.  -# Adventuring Motivation +## Adventuring Motivation Grave keepers are among the rare people willing to confront the mysteries of death daily. It takes a deep commitment to transform the ugly realities of decay and loss into something that comforts the living. Whether your commitment comes from religious faith, compassion for those left behind, or something else, your convictions carry you through even the darkest moments. diff --git a/content/Backgrounds/Gravedigger.md b/content/Backgrounds/Gravedigger.md index 170ec0c..358812c 100644 --- a/content/Backgrounds/Gravedigger.md +++ b/content/Backgrounds/Gravedigger.md @@ -6,23 +6,23 @@ After a body dies, it goes somewhere. Often, it went to you. Not for the work of Perhaps you thought of digging graves as a way to build your physical prowess or viewed the work as steady employment. You might have held deeply spiritual beliefs about your work, believing it was a way to fight against the threat of undeath, or used it to pocket the goods of those whose families who never came to claim their remains. You might have worked for a city or town or been forced to make your way into dangerous crypts and secluded burial grounds. Whatever your reasons for digging graves, you became accustomed to hard labor and gained a perspective on life that few share. -# Skill Proficiencies +## Skill Proficiencies Choose two from Athletics, Insight, Nature, or Religion. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with construction tools and either scythes or thieves’ tools. -# Equipment +## Equipment A set of common clothes, a set of construction tools, a flask of holy water, a small shovel, a keepsake from a specific burial, and 2 gp worth of copper and silver coins. -# Talent +## Talent You worked your body to the bone in the service of giving others a final rest, despite the stigma often associated with your work. Choose a talent to represent this experience: Empathetic, Hardy, and Mental Fortitude*. -# Adventuring Motivation +## Adventuring Motivation Gravediggers often only encounter the downside of the adventuring life, burying those whose travels were cut short. As you begin your own adventures, determine why you left the graveyard behind. diff --git a/content/Backgrounds/Healer.md b/content/Backgrounds/Healer.md index 897c20d..916a706 100644 --- a/content/Backgrounds/Healer.md +++ b/content/Backgrounds/Healer.md @@ -6,23 +6,23 @@ You used your knowledge of herbal remedies and traditional lore to care for your Perhaps you used your knowledge of herbology to help those in need of mending or curing small ailments. Perhaps you created potions and charms that your neighbors and friends used for healing or strength. Perhaps you found ways to keep crops safe or protect homes from outsiders. However you expressed your abilities, you focused on compassion as a tool to help those around you live better and more comfortable lives. -# Skill Proficiencies +## Skill Proficiencies Choose two from Arcana, Insight, Medicine, or Survival. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with herbalist tools and an additional tool of your choice. -# Equipment +## Equipment A set of herbalist tools, a healer’s kit, candle, assorted potion bottles, a set of common clothes, and 5 days of rations. -# Talent +## Talent As a healer, you have a variety of skills, practices, and lore that you can rely on in tricky situations. Choose a talent from the following list to represent this experience: Empathetic, Field Medic*, or Ritualist*. -# Adventuring Motivation +## Adventuring Motivation A healer is tied to the community they call home, using their skills to help friends, neighbors, and anyone nearby in need. As you begin your own adventures, consider why you decide to head to places farther afield. diff --git a/content/Backgrounds/Homesteader.md b/content/Backgrounds/Homesteader.md index 5bc0d06..6be2a61 100644 --- a/content/Backgrounds/Homesteader.md +++ b/content/Backgrounds/Homesteader.md @@ -8,19 +8,19 @@ You forged a livelihood in the places between civilization and the unknown hinte Perhaps you were a weather-beaten frontiersman done with the lumber camps behind, a hermit who wished to quit your seclusion, or a young hunter ready to test your mettle on more dangerous prey. No matter, you forged your own path in a harsh wilderness, and those skills will only help you forge ahead. -# Skill Proficiencies +## Skill Proficiencies Survival and choose one from Athletics, Animal Handling, or Intimidation. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with navigator’s tools and with one tool or vehicle of your choice. -# Talent +## Talent You have pitted yourself against danger in far-flung places few have ever seen. Choose a talent from this list to represent your experience: Aware, Dungeoneer, or Far Traveler. -# Adventuring Motivation +## Adventuring Motivation Most homesteaders have already answered their call to adventure. It led them into the wilds in the first place. When you begin your adventures, consider what tempted— or forced—your character to step away from their previous life in exchange for another grand adventure. diff --git a/content/Backgrounds/Investigator.md b/content/Backgrounds/Investigator.md index ba1b95f..2483769 100644 --- a/content/Backgrounds/Investigator.md +++ b/content/Backgrounds/Investigator.md @@ -6,23 +6,23 @@ You never met a problem that you didn’t want to solve. Why not make a living a You might have been paid for your work as an investigator by a centralized authority, looking to protect the vulnerable, or you might have helped a group centralize its power by digging up dirt on its enemies. Perhaps you worked for yourself, moving from one investigation to the next as it suited you, or focusing on a particular type of investigation, like reuniting families or exposing charlatans. However you plied your trade, you had to be quick-witted, savvy in understanding the motivations of others, and adept at following the right leads. -# Skill Proficiencies +## Skill Proficiencies Choose two from Deception, Insight, Investigation, or Perception. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with charlatan tools and thieves’ tools. -# Equipment +## Equipment  A set of common clothes, a set of fine clothes, a set of charlatan or thieves’ tools (your choice), a letter of reference from an impressive contact, a magnifying glass, a pen and notebook, a memento from a case, and two coin purses with 5 gp each. -# Talent +## Talent You unraveled the truth amid the many motivations and deceptions of others. Choose a talent to represent this experience: Scrutinous*, Situational Awareness, or Sleuth. -# Adventuring Motivation +## Adventuring Motivation Investigators often work on the sidelines, examining the aftermath of others’ actions, not getting directly involved. As you begin your own adventures, consider what led to you taking up the mantle.  diff --git a/content/Backgrounds/Judicial Champion.md b/content/Backgrounds/Judicial Champion.md index fe3671b..04042b4 100644 --- a/content/Backgrounds/Judicial Champion.md +++ b/content/Backgrounds/Judicial Champion.md @@ -8,23 +8,23 @@ Additional responsibilities include protecting judges and court officials, deten The court expects you to uphold your duties and act lawfully when you display or announce your position. Still, judicial champions face moral quandaries, such as upholding sentences they feel are unjust and criminals attempting to work the system through bribery and extortion. -# Skill Proficiencies +## Skill Proficiencies Choose two from History, Intimidation, Perception, or Insight. -# Additional Proficiencies +## Additional Proficiencies Choose any two tools or language proficiencies.  -# Equipment +## Equipment   A brooch identifying you as a judicial champion of the local court, a writ of authority from your government, a set of fine clothes, a set of manacles, a key to the local jail, and a pouch containing 15 gp. -# Talent +## Talent Meting out justice through combat has been an excellent teacher. Choose a talent to represent this experience: Combat Casting, Scrutinous, or Weapon Option Specialist. -# Adventuring Motivation +## Adventuring Motivation Judicial Champions may serve a crown, a parliament, or answer directly to the people. Their loyalties may lie with their ruler, the law, or themselves. Their motivations may differ, but all judicial champions hold the fate of multitudes in their hands. While some try to keep to the path of righteousness, others may fall to corruption and greed.  diff --git a/content/Backgrounds/Maker.md b/content/Backgrounds/Maker.md index f97953f..ce81e77 100644 --- a/content/Backgrounds/Maker.md +++ b/content/Backgrounds/Maker.md @@ -8,23 +8,23 @@ You pursued a unique, often profitable craft and became an expert. Those with an Perhaps you were the disgraced scion of an illustrious family of jewelers, a famous swordsmith ready to test your finest work, or a toy maker who manufactured clockwork monstrosities. No matter what your artform, you worked so fervently that it stays a part of you wherever you go. -# Skill Proficiencies +## Skill Proficiencies Investigation and one skill of your choice from the following: History, Performance, or Sleight of Hand. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with one tool. Double your **PB** when you make a check using that tool. -# Equipment +## Equipment A tool you are proficient with; a wax seal, ink stamp, or chisel of your personal emblem; a set of common clothes, and a pouch containing 10 gp worth of gold shavings or silver dust. -# Talent +## Talent You have invested time in perfecting a singular craft, securing patronage, and learning from trial and error or under the watchful guidance of a master craftsperson. Choose a talent from this list to represent your experience: Artillerist, School Specialization, or Trade Skills. -# Adventuring Motivation +## Adventuring Motivation Rare is the maker who abandons their shop and supplies in favor of the long road. When you begin your adventures, decide why your character chose—or was driven—to leave their workshop, peers, and accustomed surroundings to venture into the unknown. diff --git a/content/Backgrounds/Outcast.md b/content/Backgrounds/Outcast.md index 1de4412..a032a86 100644 --- a/content/Backgrounds/Outcast.md +++ b/content/Backgrounds/Outcast.md @@ -8,23 +8,23 @@ You spent your life surviving on scraps and taking what you could. Living on the Perhaps you were an urchin chased from your stomping grounds, a pickpocket who tried to make ends meet, or a bandit who left the life, wanting to make amends. Whatever your circumstances, the thrills and misfortunes of life outside polite society will never leave you. -# Skill Proficiencies +## Skill Proficiencies Choose two from Deception, Insight, Sleight of Hand, or Stealth. -# Additional Proficiencies +## Additional Proficiencies You gain proficiency with one type of game set and one of the following: charlatan’s tools, herbalism tools, or thieves’ tools. -# Equipment +## Equipment A dark cloak and a set of dark, common clothes, a silver coin given to you by a kind stranger, and a pouch containing 10 gp. -# Talent +## Talent You developed skills and physical abilities to survive on the streets. Choose a talent from this list to represent your experience: Aware, Opportunist, or Quick. -# Adventuring Motivation +## Adventuring Motivation Outcasts like you are familiar with the hardships adventurers face, but think about how your own history of hardship shapes your relationships and reasons to travel to unfamiliar places. When you begin your adventures, consider why your character chose—or was forced—to leave an unglamorous, but safe routine for a life of exploration and bravura. diff --git a/content/Backgrounds/Prodigal.md b/content/Backgrounds/Prodigal.md index 32e692e..ea0b80a 100644 --- a/content/Backgrounds/Prodigal.md +++ b/content/Backgrounds/Prodigal.md @@ -6,23 +6,23 @@ You could have come from any comfortable walk of life, but one truth has resonat Consider your roots and your dreams. What are you running away from and what are you running toward? What aspects of the past do you find intolerable? What do you miss? What was the last straw or the first big opportunity that pulled you away? If you’ve been on the road for a while, how’s that worked out for you so far? Is it everything you dreamed of, or have you had to learn some harsh lessons in the real world? -# Skill Proficiencies +## Skill Proficiencies Choose two from Deception, Insight, Perception, or Sleight of Hand. -# Additional Proficiencies +## Additional Proficiencies Choose one from artist tools, musical instruments, gaming sets, or any vehicle. Then choose one language of your choice. -# Equipment +## Equipment   Artist tools, a musical instrument, or gaming set of your choice; a set of traveler’s clothes; a token or trinket from your past life; and a purse containing 15 gp. -# Talent +## Talent Getting out has been your dream for so long, and you worked, often in secret, to develop the capacity you needed to make it happen. Choose a talent to represent this experience: Athletic, Covert, or Mental Fortitude. -# Adventuring Motivation +## Adventuring Motivation Prodigals are taking their first steps toward achieving their dreams but always have one eye looking back. Your path ahead is shaped and defined by what you’re running from. Consider how that duality will impact your choices and roleplaying, and how much of your past you want interrupting your future plans. diff --git a/content/Backgrounds/Rebel.md b/content/Backgrounds/Rebel.md index e133589..eaef999 100644 --- a/content/Backgrounds/Rebel.md +++ b/content/Backgrounds/Rebel.md @@ -6,23 +6,23 @@ You were driven to change the world around you, to fight for your beliefs and va You might have worked to bring others to your cause with persuasive words and stirring imagery, or you might have looked for opportunities to create change from the shadows with targeted strikes on the status quo. You might have been known for your beliefs and desires, your name becoming synonymous with your cause. You might have been a small part of a larger movement, or you might have taken individual action without caring who followed in your footsteps. Whether you were part of a successful revolution or failed to achieve the change you sought, you put your principles first and were willing to act in defense of your beliefs, regardless of the consequences. -# Skill Proficiencies +## Skill Proficiencies  Choose two from History, Insight, Performance, or Persuasion. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with either artist tools or alchemist tools and one of the following: provisioner tools, a musical instrument of your choice, or one language of your choice (which can include Thieves’ Cant). -# Equipment +## Equipment  A set of common clothes, a set of artist or alchemist tools (whichever you gained proficiency with from above), a flag or banner, a stack of pamphlets, a flask of alchemist’s fire, and a bag with 3 gp in smaller coin denominations. -# Talent +## Talent You worked toward change in the world, even in the face of entrenched beliefs and dogged opposition. Choose a talent to represent this experience: Brave, Comrade*, or Hard to Kill. -# Adventuring Motivation +## Adventuring Motivation Rebels are driven by passion to advocate for their beliefs. As you begin your own adventures, decide why this is now the path to help you meet your goals. diff --git a/content/Backgrounds/Ruin Watcher.md b/content/Backgrounds/Ruin Watcher.md index cfe37db..9c3ce65 100644 --- a/content/Backgrounds/Ruin Watcher.md +++ b/content/Backgrounds/Ruin Watcher.md @@ -6,23 +6,23 @@ r years, you watched over a fallen city, crumbling temple, ancient village, or o Perhaps you were the sole survivor of a tragedy that destroyed your home, one of a group of stalwarts who protected a single site for generations, a traveler who found a place that resonated with you, or an acolyte of a god or religion that viewed a particular place as a holy site. Whatever you chose to protect, you have a deep knowledge of the importance of the past and how to survive in the present. -# Skill Proficiencies +## Skill Proficiencies Choose two from Acrobatics, History, Religion, or Survival. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with either construction or tinker tools and one additional tool of your choice.  -# Equipment +## Equipment Basic hunting trap, bedroll, construction and/or tinker tools, lamp, 10 pitons, two-person tent, and 50 feet of rope.  -# Talent +## Talent You know how to protect what is important to you. Choose a talent from the following list to represent this experience: Hard Target, Mental Fortitude, Stalwart. -# Adventuring Motivation +## Adventuring Motivation Ruin wardens are usually tied to a specific location and have dedicated their lives to its protection. When you begin your adventures, determine what has made you leave this place for the adventuring life.  diff --git a/content/Backgrounds/Rustic.md b/content/Backgrounds/Rustic.md index 5eb2ce4..f96ca79 100644 --- a/content/Backgrounds/Rustic.md +++ b/content/Backgrounds/Rustic.md @@ -8,23 +8,23 @@ You spent most of your life as no one of consequence. Years of hard work gave yo Perhaps you were the blacksmith’s child who preferred to wear the armor, a shepherd who watched her flock devoured by ogres, or an elderly dwarf miner who wanted to see the world before the end. Wherever you come from, whoever you were, even a perilous future seems better than the doldrums of your past. -# Skill Proficiencies +## Skill Proficiencies Choose two from Athletics, Acrobatics, Investigation, or Medicine. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with vehicles (land) and one of the following: a martial weapon, a musical instrument, a tool, or one type of armor. -# Equipment +## Equipment A backpack, a bedroll, a warm blanket woven by a friend or family member, three candles, a set of common clothes, and a pouch containing 20 sp. -# Talent +## Talent You spent your life working to put food on the table and squeeze out a better living than those who came before you. Choose a talent from this list to represent your experience: Comrade, Hand to Hand, or Physical Fortitude. -# Adventuring Motivation +## Adventuring Motivation Most commoners accept their lot in life, despite the tedium. W hen you begin your adventures, determine why your character took the opportunity to—happily or regrettably— leave their fellows behind for a life of uncertainty. diff --git a/content/Backgrounds/Scholar.md b/content/Backgrounds/Scholar.md index 0e7a91e..a8ac8df 100644 --- a/content/Backgrounds/Scholar.md +++ b/content/Backgrounds/Scholar.md @@ -8,23 +8,23 @@ You spent years researching a branch of study. Time spent in academic pursuits h Perhaps you were only recently a student eager to learn outside the classroom, a teacher who retired but wasn’t ready to stop hands-on learning, or a discredited researcher expelled but driven to prove your theories. Regardless, your way has always been lit by your keen mind, and you retain a desire to know more. -# Skill Proficiencies +## Skill Proficiencies Choose two from Arcana, History, Nature, or Religion. -# Additional Proficiencies +## Additional Proficiencies Learn two additional languages of your choice or gain proficiency with a tool or vehicle relevant to your field of study. -# Equipment +## Equipment A bottle of ink, a quill, a small knife, a reference book on a highly specific subject, a set of common clothes, and a pouch containing 10 gp. -# Talent +## Talent You have spent time researching particular academic subjects at an institute of learning or under a knowledgeable teacher. Choose a talent from this list to represent your experience: Polyglot, Ritualist, or School Specialization. -# Adventuring Motivation +## Adventuring Motivation Most scholars spend their lives cloistered within libraries, laboratories, and workshops, immersed in academia. When you begin your adventures, consider why your character chose—or was driven—to leave a traditional lifestyle and brave the unknown. diff --git a/content/Backgrounds/Servant.md b/content/Backgrounds/Servant.md index 02d1975..85bced6 100644 --- a/content/Backgrounds/Servant.md +++ b/content/Backgrounds/Servant.md @@ -6,23 +6,23 @@ You worked for someone else, earning coin by doing the various tasks they couldn With behind-the-scenes access to those you work for, you might have guarded their privacy and information like it was your own or used your position to take their possessions and share their secrets. However and whoever you served, you excelled at anticipating the needs of those around you and achieving them with subtlety and poise.  -# Skill Proficiencies +## Skill Proficiencies Choose two from Insight, Perception, Sleight of Hand, or Stealth. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with two of the following: clothier tools, provisioner tools, thieves’ tools, tinker tools, or a musical instrument of your choice. -# Equipment +## Equipment  A set of common clothes, sturdy shoes, a set of tools you are proficient with from the above list, a notebook and pen, a waist pouch containing something your employer could not live without, and a coin pouch with 3 gp. -# Talent +## Talent You performed your job without drawing focus away from your employer, and you learned a great deal about those you worked for in the process. Choose a talent to represent this experience: Hardy, Quick*, or Tag Team. -# Adventuring Motivation +## Adventuring Motivation Servants work for others, often putting the needs of those they serve ahead of their own ambitions. As you begin your own adventures, determine what led you to strike out in a new direction. diff --git a/content/Backgrounds/Smuggler.md b/content/Backgrounds/Smuggler.md index 96db909..8cc2d4b 100644 --- a/content/Backgrounds/Smuggler.md +++ b/content/Backgrounds/Smuggler.md @@ -6,23 +6,23 @@ You procured and transported goods on behalf of your clients, ensuring the contr Perhaps you ferried illicit substances across long distances in search of profit. Perhaps you hid information under the noses of the powerful, moving among throngs of people in a crowded urban center. Perhaps you helped those caught behind enemy lines move to new locations in the dark of night. Whatever your reasons or client list, you’ve always been able to use a combination of personality and information gathering to ensure that your operations succeed … more or less. -# Skill Proficiencies +## Skill Proficiencies Choose two from Deception, Persuasion, Sleight of Hand, or Stealth. -# Additional Proficiencies +## Additional Proficiencies Learn Thieves’ Cant. If you already know this language, you learn a different language of your choice. Gain proficiency with navigator tools and a vehicle of your choice. -# Equipment +## Equipment  A set of navigator tools, a magnifying glass, a merchant’s scale, a set of common clothes, a set of fine clothes, a dark cloak with a hood, a lantern, a set of empty pouches, and a coin purse containing 10 gp. -# Talent +## Talent You know how to acquire goods and to travel to places others can only dream of. Choose a talent from the following list to represent this experience: Covert*, Escamotage, or Slippery.  -# Adventuring Motivation +## Adventuring Motivation Smugglers operate in the shadows—generally being known only to their clients—and focus on a singular mission: finding and transferring goods. As you begin your own adventures, consider why you have decided to take on a broader, more visible role.  diff --git a/content/Backgrounds/Soldier.md b/content/Backgrounds/Soldier.md index daecaaa..6831ebd 100644 --- a/content/Backgrounds/Soldier.md +++ b/content/Backgrounds/Soldier.md @@ -8,23 +8,23 @@ You spent a significant amount of time risking your life to defend others. You s Perhaps you were a veteran who washed out, a deserter who ran from the atrocities of war, or a fresh-faced patriot who went looking for new ways to fight for your cause. Whatever course you took, you remain forever changed having borne the weight of duty. -# Skill Proficiencies +## Skill Proficiencies Choose two from Animal Handling, Athletics, Medicine, or Survival. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with a tool and a vehicle of your choice. -# Equipment +## Equipment A symbol of rank (like a letter, badge, or identification tags), a mess kit, a pack of playing cards or a set of dice, a set of common clothes, and a pouch containing 10 gp. -# Talent +## Talent You have received special training or honed natural capabilities that kept you safe during your service. Choose a talent from this list to represent your experience: Combat Casting, Combat Conditioning, or Field Medic. -# Adventuring Motivation +## Adventuring Motivation You know the dangers and demands of an adventurer’s lifestyle, but consider how your military responsibilities have altered to accommodate your new path. When you begin your adventures, consider why your character’s duties as a soldier ended—or changed—to allow for less regimented pursuits. diff --git a/content/Backgrounds/Spy.md b/content/Backgrounds/Spy (Subclass).md similarity index 95% rename from content/Backgrounds/Spy.md rename to content/Backgrounds/Spy (Subclass).md index 603ff0e..8ae4f5a 100644 --- a/content/Backgrounds/Spy.md +++ b/content/Backgrounds/Spy (Subclass).md @@ -6,23 +6,23 @@ source: Midgard Lineages & Heritages You have trained in the ways of subterfuge and deception, selling your skills to those who want details on their enemies. Information is your stock in trade, and you know how to gather and take advantage of it. -# Skill Proficiencies +## Skill Proficiencies Choose two from Deception, Investigation, Persuasion, or Stealth. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with the disguise kit and a language of your choice. -# Equipment +## Equipment A grappling hook, documents to support the existence of a false identity, a dossier containing information from your latest job, a set of fancy clothes, a set of dark traveler’s clothes including a hood and cowl, and a belt pouch containing 10 gp. -# Talent +## Talent As a spy, you take advantage of your natural resources to learn what others wish to stay secret. Choose a talent from the following list to represent your flexibility in gathering information and being where you are not supposed to be: Aware, Covert, or Polyglot. -# Adventuring Motivation +## Adventuring Motivation | **d8** | **Adventuring Motivation** | | ------ | ---------------------------------------------------------------------------------------------------- | diff --git a/content/Backgrounds/Tracker.md b/content/Backgrounds/Tracker.md index c6eb610..d4a016d 100644 --- a/content/Backgrounds/Tracker.md +++ b/content/Backgrounds/Tracker.md @@ -10,23 +10,23 @@ Sometimes people don’t come home, and no one knows why. Did they die on their Perhaps you helped families gain closure by bringing home the final effects of their loved ones, worked as a bounty hunter for those avoiding the military of a local despot, collected overdue bills for a popular tavern or crime lord, or fed information to local town criers. Whatever made you a tracker, you developed the social and investigative skills to get leads on your target and the hardiness to survive long enough to find out what became of them.  -# Skill Proficiencies +## Skill Proficiencies Choose two from Investigation, Persuasion, Stealth, or Survival. -# Additional Proficiencies +## Additional Proficiencies Gain proficiency with navigator tools and a vehicle of your choice. -# Equipment +## Equipment A backpack, a bedroll, book of assorted local maps, navigator tools, a set of traveler’s clothes, and a pouch containing 50 sp. -# Talent +## Talent You have substantial experience finding exactly who you’re looking for. Choose a talent from the following list to represent this experience: Far Traveler, Quick, Scrutinous. -# Adventuring Motivation +## Adventuring Motivation Trackers focus on the adventures of others and follow in their footsteps. When you begin your adventures, consider what has made you stop your work pursuing others to take on the danger of adventuring for yourself.  diff --git a/content/Backgrounds/Vampire Hunter.md b/content/Backgrounds/Vampire Hunter.md index 8777741..e77ae37 100644 --- a/content/Backgrounds/Vampire Hunter.md +++ b/content/Backgrounds/Vampire Hunter.md @@ -8,23 +8,23 @@ You trained and worked within a troupe of vampire hunters. You learned how to de Perhaps you are a dhampir, resentful of your lineage and driven toward absolution, a villager seeking revenge against the creature that took your life from you, or a crusader with a specific zeal. Even after you leave the life, you keep the skills and reflexes gained from the experience. -# Skill Proficiencies +## Skill Proficiencies Choose two from History, Insight, Investigation, or Sleight of Hand. -# Additional Proficiencies +## Additional Proficiencies Learn one additional language of your choice and gain proficiency with trapper tools. -# Equipment +## Equipment A cloak, a set of traveler’s clothes, a backpack, five wooden stakes, a hand mirror, and a pouch containing 10 gp. -# Talent +## Talent You have received special training combined with some natural ability to make you a crack vampire hunter. Choose a talent from this list to represent your experience: Covert, Critical Training, or Spell Duelist. -# Adventuring Motivation +## Adventuring Motivation Perhaps the adventuring life is an extension of your previous line of work. Or maybe you were the only survivor of a failed hunt and decided to move on to less fickle game. Consider what made you stop hunting vampires and take up a less focused life of adventuring. diff --git a/content/Backgrounds/Venerator.md b/content/Backgrounds/Venerator.md index e22ab55..d8b1ce7 100644 --- a/content/Backgrounds/Venerator.md +++ b/content/Backgrounds/Venerator.md @@ -10,23 +10,23 @@ Before you became an adventurer, you trained to honor those who came before, whe Perhaps you were a later scion of an important family line, an apprentice to a shaman or spirit-talker, or a central figure to your people, reminding them of what they aspire to. In any case, you model yourself after someone or something tremendous. -# Skill Proficiencies +## Skill Proficiencies Choose two from History, Insight, Performance, or Religion. -# Additional Proficiencies +## Additional Proficiencies Learn one additional language of your choice and gain proficiency with artist tools or a musical instrument. -# Equipment +## Equipment a book of tales or legends, a set of common clothes, a tool you are proficient with, a relic from an era or individual you venerate, and a pouch containing 10 gp. -# Talent +## Talent You’ve had special training combined with some natural ability to make you an outstanding venerator. Choose a talent from this list to represent your experience: Comrade, Ritualist, and Scrutinous. -# Adventuring Motivation +## Adventuring Motivation Venerators only leave their communities with good reason. Perhaps some calamity befell your people, and you want to restore them. Or maybe you have an evangelical bent, going into the world to tell others about how great the person or concept you venerate really is. diff --git a/content/Classes/Barbarian/*Playing a Barbarian*.md b/content/Classes/Barbarian/*Playing a Barbarian*.md index e70d0ff..491364b 100644 --- a/content/Classes/Barbarian/*Playing a Barbarian*.md +++ b/content/Classes/Barbarian/*Playing a Barbarian*.md @@ -2,7 +2,7 @@ Some warriors hail from untamed lands deemed inhospitable. These combatants, barbarians by name, are among the hardiest and most physically powerful warriors in the world. Though you may be born in the frozen wastes, the sweltering jungle, or the vast plains, your class options focus around your ability to slip into a state of frenzy, compounding your natural toughness and strength. Barbarian is a class that fights supremely well in bursts. Your class favors offense over defense, and has a lot of hit points to help absorb all the hits you’ll be taking. -# BARBARIANS AS ADVENTURERS +## BARBARIANS AS ADVENTURERS Barbarians rely on immense strength and a familiarity with violence to work as capable adventurers. Most barbarians feel more at home in the wilds or a battlefield than they do in big cities or unfamiliar finery. @@ -10,7 +10,7 @@ Though barbarian adventurers commonly ally with skilled diplomats and cunning sc Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 23. -## Errata +### Errata **Barbarian Progression table**  @@ -22,11 +22,11 @@ _5th-Level Barbarian Feature_  Your walking speed increases by 10 feet while you aren’t wearing heavy armor. In addition, when you roll initiative, you can immediately move up to half your speed. -## Boons +### Boons When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the barbarian class. -### Heroic Boons  +#### Heroic Boons  When you reach 10th level in the barbarian class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. @@ -39,7 +39,7 @@ Your commitment to the barbarian’s path grants you a powerful ability. Choose - Bloody Rage. While you are raging (see Rage feature in Player’s Guide), any bludgeoning, piercing, or slashing damage you deal with a weapon attack ignores resistances and immunities. - Vengeful Rage. When a hostile creature damages you while you are raging (see Rage feature in Player’s Guide), you have advantage on the first attack you make against that creature on your next turn. -### Epic Boons  +#### Epic Boons  When you reach 20th level in the barbarian class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. diff --git a/content/Classes/Barbarian/Path of Chaos.md b/content/Classes/Barbarian/Path of Chaos.md index d5370eb..d77f0d3 100644 --- a/content/Classes/Barbarian/Path of Chaos.md +++ b/content/Classes/Barbarian/Path of Chaos.md @@ -8,7 +8,7 @@ Havoc. Mayhem. Chaos. You’ve learned to embrace them as you once learned to em | 11th | Mayhem Shield | | 15th | Cry Havoc | -# Chaos Conduit +## Chaos Conduit 3rd-Level Chaos Feature  @@ -18,7 +18,7 @@ Saves. Some of your Chaos Banes require your target to make a save or suffer add Bane save **DC** = 8 + your proficiency bonus (**PB**) + your **STR** or **CON** modifier (your choice) -# Chaos Banes  +## Chaos Banes  When you successfully hit a creature with a melee attack while your Rage feature (see Player’s Guide) is active, you can choose to expend one chaos die. When you do so, roll the expended die. The creature then takes additional force damage equal to the number rolled and is afflicted with one of the following Chaos Banes of your choice. @@ -27,7 +27,7 @@ When you successfully hit a creature with a melee attack while your Rage feature - Martyr. Roll your expended Chaos Die a second time. The target takes additional force damage equal to the result, and you take the same amount of damage. Damage you take from this feature can’t be reduced by your resistances, immunities, or any other abilities.  - Shunt. Your target must succeed on a **CON** save or be teleported to an unoccupied space of your choice you can see within 30 feet of you. -# Random Polymath  +## Random Polymath  3rd-Level Chaos Feature  @@ -56,13 +56,13 @@ When you finish a long rest, you gain proficiency in a random skill determined b | 18 | Survival | | 19-20 | Any Skill (Your Choice) | -# Invoke Entropy +## Invoke Entropy 7th-Level Chaos Feature  As a reaction when you or a creature you can see within 30 feet of you succeeds or fails a check, you can force that creature to reroll the check—potentially turning a failure into success or a success into failure. The target must use the result of the new roll. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. -# Mayhem Shield  +## Mayhem Shield  11th-Level Chaos Feature  @@ -71,7 +71,7 @@ You gain an additional way to use your Chaos Dice (see Chaos Conduit feature). W - Result of 1. For each result of 1 rolled, you regain a number of expended Chaos Dice equal to your **PB**. This feature can’t give you more Chaos Dice than the maximum possible amount. - Result of 10. For each result of 10 rolled, the attacking creature takes an amount of force damage equal to the combined total of your expended Chaos Dice results. -# Cry Havoc  +## Cry Havoc  15th-Level Chaos Feature  diff --git a/content/Classes/Barbarian/Path of Hellfire.md b/content/Classes/Barbarian/Path of Hellfire.md index a7d0009..7b1bd11 100644 --- a/content/Classes/Barbarian/Path of Hellfire.md +++ b/content/Classes/Barbarian/Path of Hellfire.md @@ -16,7 +16,7 @@ While some of these barbarians are enlisted to support the devils’ interests a |11th|Hellfire Shield| |15th|Devilish Essence| -# Hellish Aspect  +## Hellish Aspect  _3rd-Level Hellfire Feature_  @@ -24,19 +24,19 @@ When you enter your rage, you take on minor fiendish aspects. The way these aspe While raging, you have resistance to fire damage, and the first creature you hit on each of your turns with a weapon attack takes 1d6 extra fire damage. This damage increases to 2d6 at 10th level. -# Hell’s Vengeance  +## Hell’s Vengeance  _7th-Level Hellfire Feature_  You can use your hellfire to punish enemies. If an ally you can see within 60 feet of you takes damage while you are raging, you can use your reaction to surround the attacker with hellfire, dealing fire damage equal to your proficiency bonus to it.  -# Hellfire Shield  +## Hellfire Shield  _11th-Level Hellfire Feature_  When you enter your rage, you can surround yourself with flames. This effect works like the fire shield spell, except you are surrounded with a warm shield only and it ends when your rage ends. Once used, you can’t use this feature again until you finish a short or long rest. -# Devilish Essence  +## Devilish Essence  _15th-Level Hellfire Feature_  diff --git a/content/Classes/Barbarian/Path of Mycelial.md b/content/Classes/Barbarian/Path of Mycelial.md index 384dd69..cc2b535 100644 --- a/content/Classes/Barbarian/Path of Mycelial.md +++ b/content/Classes/Barbarian/Path of Mycelial.md @@ -18,7 +18,7 @@ Certain sects of Mycelial barbarians revere mycolid culture and go on pilgrimage |11th|Empowered Spore Aura| |15th|Fungal Rebuke| -# Spore Aura +## Spore Aura _3rd-Level Mycelial Feature_  @@ -28,7 +28,7 @@ While raging, the fungus on your skin releases an invisible cloud of spores that - **Phrenic Spores.** One creature you can see within the aura has disadvantage on the next attack roll it makes against you before the start of your next turn, and you have advantage on the next save you make against its spells and other effects before the start of your next turn. Each time you activate this effect, you can choose a different creature. - **Necrotic Spores.** Each creature within the aura must succeed on a **CON** save (**DC** equals 8 + your **PB** + your **CON** modifier) or take necrotic damage equal to your **PB**. -# Devour Death +## Devour Death _7th-Level Mycelial Feature_  @@ -36,7 +36,7 @@ Your fungal membrane makes you resistant to necrotic damage and allows you to ga In addition, if you expend one or more hit dice during a short rest to regain hit points, and you are within 10 feet of a creature that died no less than 1 hour ago when you do so, you regain additional hit points equal to your **PB**. -# Empowered Spore Aura +## Empowered Spore Aura _11th-Level Mycelial Feature_  @@ -45,7 +45,7 @@ The cloud of spores you emit becomes more potent. The effect of this potency cha - **Bolstering and Phrenic Spores.** When you emit bolstering or phrenic spores, you can now choose a number of creatures up to your **PB**, and those creatures can be within 30 feet of you rather than within 10 feet of you. - **Necrotic Spores.** While you are emitting necrotic spores, you can choose for your melee weapon attacks to deal necrotic damage instead of their normal damage. In addition, when a creature in this aura is reduced to 0 HP, you gain temporary hit points equal to your **PB**. If necrotic damage reduced the creature to 0 HP, you gain temporary hit points equal to double your **PB** instead. These temporary HP last until expended or until you finish a short or long rest. -# Fungal Rebuke +## Fungal Rebuke _15th-Level Mycelial Feature_  diff --git a/content/Classes/Barbarian/Path of Thorns.md b/content/Classes/Barbarian/Path of Thorns.md index 2c77475..352531f 100644 --- a/content/Classes/Barbarian/Path of Thorns.md +++ b/content/Classes/Barbarian/Path of Thorns.md @@ -16,7 +16,7 @@ Though named for the thorns that covered the first barbarians to walk this path, |11th|Toxic Infusion| |15th|Thorn Barrage| -# Blossoming Thorns  +## Blossoming Thorns  _3rd-Level Thorns Feature_  @@ -24,13 +24,13 @@ When you enter your rage, hard, sharp thorns emerge over your whole body, turnin The unarmed strike damage you deal while raging increases when you reach certain levels in this class: to 1d6 at 8th level and to 1d8 at 14th level. -# Thorned Grasp +## Thorned Grasp _3rd-Level Thorns Feature_  When you use the Attack action to grapple a creature while raging, the target takes 1d4 piercing damage if your grapple check succeeds, and it takes 1d4 piercing damage at the start of each of your turns, provided you continue to grapple the creature and are raging. When you reach 10th level in this class, this damage increases to 2d4. -# Nature’s Blessing  +## Nature’s Blessing  _7th-Level Thorns Feature_  @@ -38,13 +38,13 @@ The thorns you grow while raging become more powerful and count as magical for t Alternatively, while raging, you can use your reaction to disarm a creature that hits you with a melee weapon while within 5 feet of you by catching its weapon in your thorns instead of the attacker taking damage from your thorns. The attacker must succeed on a Strength saving throw (**DC** equal to 8 + your Constitution modifier + your proficiency bonus) or drop the weapon it used to attack you. The weapon lands at its feet. The attacker must be wielding a weapon for you to use this reaction. -# Toxic Infusion +## Toxic Infusion _11th-Level Thorns Feature_  When you enter your rage or as a bonus action while raging, you can infuse your thorns with toxins for 1 minute. While your thorns are infused with toxins, the first creature you hit on each of your turns with an unarmed strike must succeed on a Constitution saving throw (**DC** equal to 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Thorn Barrage  +## Thorn Barrage  _15th-Level Thorns Feature_  diff --git a/content/Classes/Barbarian/Path of the Beserker.md b/content/Classes/Barbarian/Path of the Beserker.md index 79642eb..cf1e071 100644 --- a/content/Classes/Barbarian/Path of the Beserker.md +++ b/content/Classes/Barbarian/Path of the Beserker.md @@ -14,13 +14,13 @@ Through primal rite or natural bloodthirst, some barbarians can work themselves |11th|Intimidating Presence| |15th|Retaliation| -# Frenzy +## Frenzy _3rd-Level Berserker Feature_  You go into a frenzy when you rage. While raging, you can make a single melee weapon attack as a bonus action on each of your turns. -# Ruthless Bearing +## Ruthless Bearing _3rd-Level Berserker Feature_  diff --git a/content/Classes/Barbarian/Path of the Booming Magnificence.md b/content/Classes/Barbarian/Path of the Booming Magnificence.md index d7b1052..26f57e3 100644 --- a/content/Classes/Barbarian/Path of the Booming Magnificence.md +++ b/content/Classes/Barbarian/Path of the Booming Magnificence.md @@ -14,7 +14,7 @@ Barbarians who walk the Path of Booming Magnificence strive to be as lions among |11th|Resonant Bellow| |15th|Victorious Roar| -# Roar of Defiance  +## Roar of Defiance  _3rd-Level Booming Magnificence Feature_  @@ -22,25 +22,25 @@ You can announce your presence by unleashing a thunderous roar as part of the bo Until the rage ends, if a creature within 5 feet of you that heard your Roar of Defiance deals damage to you, you can use your reaction to bellow at them. Your attacker must succeed on a Constitution saving throw or take 1d6 thunder damage. The **DC** is equal to 8 + your proficiency bonus + your Charisma modifier. The damage you deal with this feature increases to 2d6 at 10th level. Once a creature takes damage from this feature, you can’t use this feature on that creature again. -# Running Leap +## Running Leap _3rd-Level Booming Magnificence Feature_  While you are raging, you can leap further. When you make a standing long jump, you can leap a number of feet up to half your walking speed. With a 10-foot running start, you can long jump a number of feet up to your walking speed. -# Lion’s Glory  +## Lion’s Glory  _7th-Level Booming Magnificence Feature_  When you enter your rage, you can choose a number of allies that can see you equal to your Charisma modifier (minimum 1). Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you can’t use this feature again until you finish a long rest. -# Resonant Bellow +## Resonant Bellow _11th-Level Booming Magnificence Feature_  Your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 feet of you and who can hear you. Each creature that ceases to be frightened gains 1d12 + your Charisma modifier (minimum +1) temporary hit points for 1 hour. Once used, you can’t use this feature again until you finish a short or long rest. -# Victorious Roar +## Victorious Roar _15th-Level Booming Magnificence Feature_  diff --git a/content/Classes/Barbarian/Path of the Dragon.md b/content/Classes/Barbarian/Path of the Dragon.md index 9d134cb..51f048f 100644 --- a/content/Classes/Barbarian/Path of the Dragon.md +++ b/content/Classes/Barbarian/Path of the Dragon.md @@ -14,7 +14,7 @@ Few creatures embody the power and majesty of dragons. By walking the path of th |11th|Aspect of the Dragon| |15th|Wyrm Lungs| -# Totem Dragon +## Totem Dragon _3rd-Level Dragon Feature_  @@ -30,19 +30,19 @@ You choose which type of dragon you seek to emulate. You can speak and read Drac |Void|Necrotic| |Yellow|Radiant| -# Wyrm Teeth +## Wyrm Teeth _3rd-Level Dragon Feature_  Your jaws extend and become dragon-like when you enter your rage. While raging, you can use a bonus action to make a melee attack with your bite against one creature you can see within 5 feet of you. You are proficient with the bite. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier + damage of the type associated with your totem dragon equal to your proficiency bonus. -# Legendary Might +## Legendary Might _7th-Level Dragon Feature_  If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a long rest. When you reach 14th level in this class, you can use this feature twice between long rests. -# Aspect of the Dragon +## Aspect of the Dragon _11th-Level Dragon Feature_  @@ -53,7 +53,7 @@ You take on additional draconic features while raging. When you enter your rage, - Dragon Sight. Your senses become those of a dragon. You have blindsight out to a range of 60 feet. - Dragon Wings. You sprout a pair of wings that resemble those of your totem dragon. While the wings are present, you have a flying speed of 30 feet. You can’t manifest your wings while wearing armor unless it is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. -# Wyrm Lungs  +## Wyrm Lungs  _15th-Level Dragon Feature_  diff --git a/content/Classes/Barbarian/Path of the Forsaken.md b/content/Classes/Barbarian/Path of the Forsaken.md index 5cd008a..5edc9dd 100644 --- a/content/Classes/Barbarian/Path of the Forsaken.md +++ b/content/Classes/Barbarian/Path of the Forsaken.md @@ -14,7 +14,7 @@ Barbarians who travel the path of the Forsaken can hear the whispered regrets of |11th|Wave of Wrath| |15th|Spirit Sacrifice| -# Hungering Swarm  +## Hungering Swarm  _3rd-Level Forsaken Feature_  @@ -22,19 +22,19 @@ While raging, creatures of your choice that come within 5 feet of you for the fi When you reach certain levels of barbarian, this damage increases, becoming 2d6 damage at 7th level, 3d6 damage at 11th level, and 4d6 damage at 15th level. -# Whispered Knowledge  +## Whispered Knowledge  _3rd-Level Forsaken Feature_  As part of a short or long rest, you can ask the spirits linked to you to imbue you with their knowledge. At the end of the rest, you become proficient in one skill, vehicle, or tool of your choice until you use this feature again. -# Consume Suffering  +## Consume Suffering  _7th-Level Forsaken Feature_  Your spirit allies can consume ailments that hinder your physical form. While raging, as a bonus action you can end one condition afflicting you and gain temporary hit points equal to half your barbarian level (rounded down). These temporary hit points last until expended or you finish a short or long rest. -# Wave of Wrath  +## Wave of Wrath  _11th-Level Forsaken Feature_  @@ -42,7 +42,7 @@ While you are raging, you can use an action to temporarily manifest the spirits Once you use this feature, you can’t use it again until you finish a short or long rest. -# Spirit Sacrifice  +## Spirit Sacrifice  _15th-Level Forsaken Feature_  diff --git a/content/Classes/Barbarian/Path of the Four Winds.md b/content/Classes/Barbarian/Path of the Four Winds.md index 2103e44..d964871 100644 --- a/content/Classes/Barbarian/Path of the Four Winds.md +++ b/content/Classes/Barbarian/Path of the Four Winds.md @@ -12,13 +12,13 @@ Some barbarians come from the windswept plains or frostbitten tundra, where the | 11th | Howling Charge | | 15th | Raging Storm | -# Implacable Presence  +## Implacable Presence  3rd-Level Four Winds Feature  The implacable and effortless nature of the windswept hills instills in you with competency. You gain proficiency in the Acrobatics skill. If you are already proficient, double your **PB** instead for checks made with that skill. -# Winds of Wrath  +## Winds of Wrath  3rd-Level Four Winds Feature  @@ -30,7 +30,7 @@ Each time you enter a rage (see Rage feature in Player’s Guide), the swirling When you first enter your rage, you can expend an additional use of your Rage to select an additional option from Winds of Wrath.  -# Cyclonic Ward  +## Cyclonic Ward  7th-Level Four Winds Feature  @@ -38,13 +38,13 @@ The howling gales protect you and your allies. You reduce any falling damage you While raging, as a reaction when you or an ally within 30 feet that you can see or hear takes damage, you can reduce that damage by an amount equal to your barbarian level, and you can move the targeted ally up to 10 feet in a direction of your choice (provided the ally is willing).  -# Howling Charge  +## Howling Charge  11th-Level Four Winds Feature  As a bonus action, you can take the Dash action. Whenever you Dash, until the start of your next turn, you ignore difficult terrain, and you can’t be paralyzed or restrained. -# Raging Storm  +## Raging Storm  15th-Level Four Winds Feature  diff --git a/content/Classes/Barbarian/Path of the Frostborn Raider.md b/content/Classes/Barbarian/Path of the Frostborn Raider.md index df891fb..9f68040 100644 --- a/content/Classes/Barbarian/Path of the Frostborn Raider.md +++ b/content/Classes/Barbarian/Path of the Frostborn Raider.md @@ -12,7 +12,7 @@ Deep in the frozen wastes, some barbarians find their flesh infused with element | 11th | Summon the Rampant Snowstorm | | 15th | Raging Blizzard | -# Bitter Animus  +## Bitter Animus  3rd-Level Frostborn Raider Feature  @@ -20,19 +20,19 @@ Your bitter, frozen soul surfaces when you rage, sheathing your flesh in plates In addition, your ice-covered fists act as spiked gauntlets that deal 1d8 + your **STR** modifier piercing damage. The spiked ice gauntlets are light weapons and allow you to use the Bash weapon option. They cannot be disarmed and instantly melt when you stop raging.  -# Home in the Wild   +## Home in the Wild   3rd-Level Frostborn Raider Feature  You are skilled at surviving in wild places and enduring extreme climates. You gain proficiency in the Survival skill. If you already have proficiency, double your **PB** instead for **WIS** (Survival) checks. -# One With the Storm  +## One With the Storm  7th-Level Frostborn Raider Feature  You walk through winter storms without concern and have become inured to their fury. You are resistant to cold damage. Your speed isn’t halved when you move through nonmagical or magical difficult terrain caused by ice or snow. -# Summon the Rampant Snowstorm  +## Summon the Rampant Snowstorm  11th-Level Frostborn Raider Feature  @@ -42,7 +42,7 @@ You walk through winter storms without concern and have become inured to their f - While raging, you call upon the blizzard within to cast sleet storm as an action, requiring no material components. **CON** is your spellcasting ability for this spell. You can cast this spell once each time you use your Rage feature. You are immune to the effects of the spell, you don’t need to concentrate to maintain it and cannot end it before its 1 minute duration elapses.  - Spell save **DC** = 8 + your **PB** + your **CON** modifier  -# Raging Blizzard  +## Raging Blizzard  15th-Level Frostborn Raider Feature  diff --git a/content/Classes/Barbarian/Path of the Kraken.md b/content/Classes/Barbarian/Path of the Kraken.md index c3003d6..64046b7 100644 --- a/content/Classes/Barbarian/Path of the Kraken.md +++ b/content/Classes/Barbarian/Path of the Kraken.md @@ -12,7 +12,7 @@ Barbarians who travel the path of the Kraken manifest some aspect of the fearsom | 11th | Kraken’s Grasp (d8), Tentacle Fling | | 15th | Kraken’s Grasp (d10), Leviathan Wakes | -# Deep Vision  +## Deep Vision  3rd-Level Kraken Feature  @@ -20,7 +20,7 @@ You gain a swimming speed equal to your walking speed, and you can breathe water In addition, when you are submerged in water, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet while submerged. -# Kraken’s Grasp  +## Kraken’s Grasp  3rd-Level Kraken Feature  @@ -32,13 +32,13 @@ You can use your tentacles to grasp and lift objects that weigh up to a number o The base damage of your tentacles increases as you gain barbarian levels, becoming d6 at 7th level, d8 at 11th level, and d10 at 15th level. -# Ink Cloud  +## Ink Cloud  7th-Level Kraken Feature  As a bonus action, you can create a stationary, inky black cloud in a 20-foot-radius sphere centered on yourself. To other creatures, the area is heavily obscured, but you can see normally within it. This effect lasts for 1 minute or until you choose to end it (no action required). You can use this feature a number of times equal to your **PB** and recover all expended uses when you finish a long rest. -# Titan Grip  +## Titan Grip  7th-Level Kraken Feature  @@ -46,13 +46,13 @@ When a creature is successfully grappled by your tentacles, it becomes restraine In addition, when you take the Attack action, you can use your tentacles to make any number of your attacks.  -# Tentacle Fling  +## Tentacle Fling  11th-Level Kraken Feature  When you take the Attack action, you can use one or more of your attacks to hurl a creature, grappled by your tentacles, up to 30 feet away from you. When the creature lands, it is knocked prone, and if it strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a **DEX** save (**DC** 8 + your **PB** + your **STR** mod) or take the same damage and be knocked prone. -# Leviathan Wakes  +## Leviathan Wakes  15th-Level Kraken Feature  diff --git a/content/Classes/Barbarian/Path of the Mistwood.md b/content/Classes/Barbarian/Path of the Mistwood.md index ac5fd41..0f4c967 100644 --- a/content/Classes/Barbarian/Path of the Mistwood.md +++ b/content/Classes/Barbarian/Path of the Mistwood.md @@ -14,13 +14,13 @@ The first barbarians that traveled the path of mistwood were [[Dryad]]s who expa |11th|Mist Dance| |15th|War Band’s Passage| -# Bonus Proficiency  +## Bonus Proficiency  _3rd-Level Mistwood Feature_  You gain proficiency in the Stealth skill. If you are already proficient in Stealth, you gain proficiency in another barbarian class skill of your choice.  -# Mistwood Defender  +## Mistwood Defender  _3rd-Level Mistwood Feature_  @@ -28,25 +28,25 @@ You can use the Reckless Attack feature on ranged weapon attacks with thrown wea In addition, when you make a ranged weapon attack with a thrown weapon using Strength while raging, you can add your Rage Damage bonus to the damage you deal with the thrown weapon.  -# Expanded Talent List  +## Expanded Talent List  _3rd-Level Mistwood Feature_  When you gain a new talent, you can select that talent from either the martial or the technical talents list (see Talents in Chapter 4). -# From the Mist  +## From the Mist  _7th-Level Mistwood Feature_  Mist and fog don’t hinder your vision. In addition, you can cast the misty step spell, and you can make one attack with a thrown weapon as part of the same bonus action immediately before or immediately after you cast the spell. You can cast this spell while raging. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  -# Mist Dance  +## Mist Dance  _11th-Level Mistwood Feature_  When you use the Attack action while raging, you can make one attack against each creature within 5 feet of you in place of one of your attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  -# War Band’s Passage  +## War Band’s Passage  _15th-Level Mistwood Feature_  diff --git a/content/Classes/Barbarian/Path of the Old Gods.md b/content/Classes/Barbarian/Path of the Old Gods.md index 8589188..39e2cc0 100644 --- a/content/Classes/Barbarian/Path of the Old Gods.md +++ b/content/Classes/Barbarian/Path of the Old Gods.md @@ -12,7 +12,7 @@ These barbarians consider themselves natural weapons, born of the gods to stand | 11th | Brutal Kills | | 15th | Gifts of the Gods | -# Brute Strength   +## Brute Strength   3rd-Level Old Gods Feature  @@ -24,7 +24,7 @@ While you are raging, you gain the following benefits: - Once on your turn when you hit a creature within 5 feet of you with a melee weapon attack, you can try to grapple or shove that creature as part of the same attack. - If your size is Small, you don’t have disadvantage on attack rolls when wielding a heavy weapon. -# Imbued by the Gods +## Imbued by the Gods 3rd-Level Old Gods Feature  @@ -33,7 +33,7 @@ Your natural strength is amplified, and the gods you worship bestow upon you inh - You gain proficiency in Intimidation if you don’t already have it, and add twice your proficiency bonus to Intimidation checks. - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your long jump and high jump are doubled.  -# Adaptable Combatant  +## Adaptable Combatant  7th-Level Old Gods Feature  @@ -44,13 +44,13 @@ You gain a climb speed equal to your walking speed. Additionally, your ability t - Your unarmed strikes and attacks with improvised weapons count as magical for the purposes of overcoming resistance to bludgeoning, piercing, and slashing damage. - You can treat a creature you are grappling as an improvised weapon. When you hit another target using a grappled creature as an improvised weapon, the grappled creature takes damage equal to your Strength modifier plus your proficiency bonus. When you use a creature as an improvised weapon, thrown attacks made with it have a range of 10/20 feet. -# Sturdy Build +## Sturdy Build 7th-Level Old Gods Feature  Whenever you enter your rage or willingly end your rage on your turn, you can expend Hit Dice and regain hit points as if you had finished a short rest. -# Brutal Kills +## Brutal Kills 11th-Level Old Gods Feature  @@ -60,7 +60,7 @@ Any enemies that can see you must make a successful Wisdom saving throw or becom Once you use this feature, you must finish a short or long rest you can do so again. -# Gifts of the Gods  +## Gifts of the Gods  15th-Level Old Gods Feature  diff --git a/content/Classes/Barbarian/Path of the Shadow Chewer.md b/content/Classes/Barbarian/Path of the Shadow Chewer.md index e10d13a..9874075 100644 --- a/content/Classes/Barbarian/Path of the Shadow Chewer.md +++ b/content/Classes/Barbarian/Path of the Shadow Chewer.md @@ -12,13 +12,13 @@ Moonlit people who live in their enclaves of light in the Shadow Realm or in are | 11th | Emboldening Light | | 15th | Rage of the Roaring Sun | -# Chew Shadows +## Chew Shadows 3rd-Level Shadow Chewer Feature  You are imbued with radiant power when you rage. While raging, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. The bright light shed by this feature is immune to the effects of magical darkness and can’t be covered or dispelled; however, it can’t pass through solid objects and otherwise behaves like normal light.  -# Teeth of the Sun +## Teeth of the Sun 3rd-Level Shadow Chewer Feature  @@ -26,19 +26,19 @@ When you activate your Rage feature, your face grows a short muzzle and your mou As you gain levels in this class, your bite becomes more powerful. Your bite attack’s damage die increases to a d10 at 7th level and to a d12 at 11th level. -# Divine Sustenance +## Divine Sustenance 7th-Level Shadow Chewer Feature  While raging, you can use a bonus action to bolster each creature of your choice—which can include yourself— that is in the bright light shed by your Chew Shadows feature. Each target regains hit points equal to half your barbarian level (rounded down). This feature can restore a creature to no more than half its hit point maximum. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Emboldening Light +## Emboldening Light 11th-Level Shadow Chewer Feature  You and friendly creatures in the bright light shed by your Chew Shadows feature are immune to the frightened condition. When you reach 18th level, this benefit extends to friendly creatures in both the bright and dim light shed by your Chew Shadows feature. -# Rage of the Roaring Sun +## Rage of the Roaring Sun 15th-Level Shadow Chewer Feature  diff --git a/content/Classes/Barbarian/Path of the Undying Warrior.md b/content/Classes/Barbarian/Path of the Undying Warrior.md index 0c7e327..7acd83e 100644 --- a/content/Classes/Barbarian/Path of the Undying Warrior.md +++ b/content/Classes/Barbarian/Path of the Undying Warrior.md @@ -14,13 +14,13 @@ An Undying Warrior possesses a soul that has crossed into death, then pulled bac |11th|Vengeance Snare| |15th|Rejected by Death| -# Defy Death  +## Defy Death  _3rd-Level Undying Warrior Feature_  When you begin your turn with hit points fewer than your number of barbarian levels, you may expend one of your hit dice to recover hit points equal to the number rolled plus your **CON** modifier (no action required). You can use this feature while unconscious, but not if you are dead. -# Soul of Wrath  +## Soul of Wrath  _3rd-Level Undying Warrior Feature_ @@ -28,13 +28,13 @@ You become possessed by supernatural wrath when you enter your rage. While you a In addition, you deal an extra 1d6 psychic damage when you hit a creature that is frightened of you with a weapon attack. -# Feast of Suffering  +## Feast of Suffering  _7th-Level Undying Warrior Feature_  Your soul consumes ailments that hinder your physical form. As a bonus action, you can end one condition afflicting you and gain temporary hit points equal to half your barbarian level (rounded down). These temporary hit points last for 1 minute. -# Vengeance Snare  +## Vengeance Snare  _11th-Level Undying Warrior Feature_  @@ -42,7 +42,7 @@ While you are raging, you can use a bonus action to project your wrathful soul o Once you use this feature, you can’t use it again until you finish a long rest. -# Rejected by Death  +## Rejected by Death  _15th-Level Undying Warrior Feature_  diff --git a/content/Classes/Barbarian/Path of the Wild Fury.md b/content/Classes/Barbarian/Path of the Wild Fury.md index 36bd289..1fa0f6f 100644 --- a/content/Classes/Barbarian/Path of the Wild Fury.md +++ b/content/Classes/Barbarian/Path of the Wild Fury.md @@ -14,7 +14,7 @@ Barbarians that travel the path of Wild Fury share an affinity and connection wi |11th|Ferocious Howl| |15th|Empowered Rage| -# Animal Focus +## Animal Focus _3rd-Level Wild Fury Feature_  @@ -27,13 +27,13 @@ The Beasts listed here might not be appropriate for your character. In such inst - **Tiger.** While raging, when you use your action to Dash, you can use a bonus action to make a melee weapon attack. If you move 20 feet or more in a straight line immediately before making this attack, you gain a +5 bonus to the attack and damage rolls. On a critical hit, roll your weapon’s damage dice three times instead of twice.  - **Toad.** While raging, you gain resistance to all damage types except psychic.  -# Nature’s Cunning +## Nature’s Cunning _3rd-Level Wild Fury Feature_  The ways of the wild embolden you. You gain proficiency in the Animal Handling skill. If you are already proficient, double your **PB** instead for Animal Handling checks.  -# Primal Aspect +## Primal Aspect _7th-Level Wild Fury Feature_  @@ -44,13 +44,13 @@ The bestial power within you has grown, offering you one of the following benefi - **Turtle.** You gain a +1 bonus to AC while not wearing armor. While wearing armor, you gain a bonus to **DEX** saves equal to your rage damage bonus. - **Wolf.** Allies that can see or hear you have advantage on attack rolls against creatures within 5 feet of you. -# Ferocious Howl +## Ferocious Howl _11th-Level Wild Fury Feature_  You learn to spur your allies with the primal ferocity of your rage. When you enter a rage, you can use your reaction to bellow a primal battle cry. Each ally within 60 feet of you that can hear you gains advantage on ability checks, attack rolls, and saves until the start of your next turn. -# Empowered Rage +## Empowered Rage _15th-Level Wild Fury Feature_  diff --git a/content/Classes/Bard/*Playing a Bard*.md b/content/Classes/Bard/*Playing a Bard*.md index 9af5831..f4621fb 100644 --- a/content/Classes/Bard/*Playing a Bard*.md +++ b/content/Classes/Bard/*Playing a Bard*.md @@ -4,13 +4,13 @@ Bards are born performers who complement their diverse skillset with magical pro Bard is a class that can do a little bit of everything in a game that often rewards specialization. The signature trick of a bard is your ability to quickly, directly boost your allies. Use this ability early and often. -# BARDS AS ADVENTURERS +## BARDS AS ADVENTURERS All bards are driven to seek stories, secrets, songs—and audiences—which are gained most readily on the road. Whether traveling with a performing troupe or as a solitary wanderer trading songs for supper, a bard’s mix of proficiencies and spellcasting make them more than capable of handling a challenge. Continued in the Player’s Guide; Chapter 2, pg 28. -## Errata +### Errata **Bardic Inspiration** @@ -44,11 +44,11 @@ _10th-Level Bard Feature_ - **Valiant Inspiration.** When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier. -## Boons +### Boons When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the bard class. -### Heroic Boons  +#### Heroic Boons  When you reach 10th level in the bard class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. @@ -61,7 +61,7 @@ Your commitment to the bard’s path grants you a powerful ability. Choose one o - Infectious Inspiration. When a creature adds one of your Bardic Inspiration dice (see Bardic Inspiration feature in Player’s Guide) to an ability check, attack roll, or save, and the roll succeeds, the creature can choose an ally it can see within 30 feet of it. That ally gains a Bardic Inspiration die. Inspiration given in this way doesn’t expend a use of your current Bardic Inspiration dice.  - Restorative Inspiration. When a creature with one of your Bardic Inspiration dice (see Bardic Inspiration feature in Player’s Guide) casts a spell that restores hit points, it can choose to expend and roll the die to increase the total hit points the spell can heal by an amount equal to the result. The caster chooses how these additional hit points are distributed if the spell heals multiple targets. Alternatively, when a creature with one of your Bardic Inspiration die recovers hit points due to a spell, magic item, or class feature, it can use its reaction to roll and expend the Bardic Inspiration die to recover additional hit points equal to the result. -### Epic Boons  +#### Epic Boons  When you reach 20th level in the bard class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. diff --git a/content/Classes/Bard/College of Allure.md b/content/Classes/Bard/College of Allure.md index 79ddbaf..359eede 100644 --- a/content/Classes/Bard/College of Allure.md +++ b/content/Classes/Bard/College of Allure.md @@ -12,7 +12,7 @@ Bards who align with the college of Allure understand the power of the mind and | 11th | Illusion Confusion | | 15th | Lasting Illusions | -# Bardic Performance: Mirror Mirror  +## Bardic Performance: Mirror Mirror  3rd-Level Allure Feature  @@ -20,13 +20,13 @@ You weave illusions to protect your companions. When you use your Bardic Perform As a reaction when a creature you can see makes an attack roll against a creature with an illusory duplicate, you can have the double attempt to distract the attacker. When you do so, roll a d20. On a roll of 11 or higher, the attacker targets the duplicate instead of the real creature. A duplicate’s AC is equal to your spellcasting **DC**. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that specifically targets the creature (and by extension, the duplicate), not spells that affect an area, such as the fireball spell. A duplicate ignores all other damage and effects. -# Expanded Talent List  +## Expanded Talent List  3rd-Level Allure Feature  When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Player’s Guide). -# Illusory Reality  +## Illusory Reality  3rd-Level Allure Feature  @@ -38,7 +38,7 @@ If the illusion is dangerous (such as a fire or an ogre with a greatclub) and th Starting at 9th level, you can target up to two creatures when you use this feature. At 13th, you can target up to three, and at 17th, you can target up to four. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a short or long rest. -# Twinned Illusion  +## Twinned Illusion  7th-Level Secrecy Feature  @@ -46,7 +46,7 @@ When you cast the major image, minor illusion, or silent image spell, you can cr In addition, creatures have disadvantage on **INT** (Investigation) checks to disbelieve the illusions created by these spells. -# Illusion Confusion  +## Illusion Confusion  11th-Level Allure Feature  @@ -54,7 +54,7 @@ You have learned greater control over subtle influences of the mind. As an actio You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. -# Lasting Illusions  +## Lasting Illusions  15th-Level Allure Feature  diff --git a/content/Classes/Bard/College of Cuisine.md b/content/Classes/Bard/College of Cuisine.md index e7f59c9..69081bb 100644 --- a/content/Classes/Bard/College of Cuisine.md +++ b/content/Classes/Bard/College of Cuisine.md @@ -12,13 +12,13 @@ source: Deep Magic 2 |11th|Top Chef| |15th|Culinary Champion| -# Bonus Proficiencies  +## Bonus Proficiencies  _3rd-Level Cuisine Feature_  You gain proficiency in Provisioner tools. You can use these tools as your spellcasting focus.  -# Magical Treats  +## Magical Treats  _3rd-Level Cuisine Feature_  @@ -32,7 +32,7 @@ If a creature is incapable of eating a treat due to a condition, such as being i Infused treats lose their magic when you finish a long rest. You regain all expended uses of this feature when you finish a long rest. The maximum circle of spell you can infuse into treats increases when you reach certain levels in this class. At 5th level, you can infuse up to 3rd-circle spells into treats. At 10th level, you can infuse up to 5th-circle spells. At 15th level, you can infuse up to 8th-circle spells.   -# Tasty Treats  +## Tasty Treats  _7th-Level Cuisine Feature_  @@ -45,7 +45,7 @@ Your mastery of food magic reaches new heights. As a bonus action, you can expen You can also choose to use your Tasty Treats feature as part of the same bonus action required to maintain a performance. -# Top Chef +## Top Chef _11th-Level Cuisine Feature_  @@ -56,7 +56,7 @@ Your skill with food magic has been refined. When you expend a Bardic Inspiratio - **Sweet. The Target gains an additional action on its turn until the end of its next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.** - **Bitter.  End one of the Following conditions on the target: Poisoned or Blinded**  -# Culinary Champion  +## Culinary Champion  _15th-Level Cuisine Feature_  diff --git a/content/Classes/Bard/College of Echoes.md b/content/Classes/Bard/College of Echoes.md index 8b54172..bb11482 100644 --- a/content/Classes/Bard/College of Echoes.md +++ b/content/Classes/Bard/College of Echoes.md @@ -14,7 +14,7 @@ In the caverns beneath the surface of the world, sound works differently. Your e |11th|Bardic Performance: Echo Chamber| |15th|Reverberating Strikes| -# Echolocation  +## Echolocation  _3rd-Level Echoes Feature_  @@ -22,7 +22,7 @@ You learn how to see with your ears as well as your eyes. As long as you can hea At 15th level, your Keensight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.  -# Alter Sound  +## Alter Sound  _3rd-Level Echoes Feature_  @@ -33,13 +33,13 @@ You can manipulate the sounds of your speech to mimic any sounds you’ve heard, - **Distort.** You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.  - **Disrupt.** When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (**DC** 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell circle you can cast. -# Resounding Strikes  +## Resounding Strikes  _7th-Level Echoes Feature_  When you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 for a 1st-circle spell slot, plus 1d6 for each spell circle higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is made of inorganic material such as stone, crystal, or metal. -# Bardic Performance: Echo Chamber +## Bardic Performance: Echo Chamber _11th-Level Echoes Feature_  @@ -47,7 +47,7 @@ You learn to concentrate the sound into a deadly hum that you can fire out. When A non-magical object that isn’t being worn or carried also takes the damage if it’s in the cone.  -# Reverberating Strikes  +## Reverberating Strikes  _15th-Level Echoes Feature_  diff --git a/content/Classes/Bard/College of Elegy.md b/content/Classes/Bard/College of Elegy.md index b31e4e0..0191674 100644 --- a/content/Classes/Bard/College of Elegy.md +++ b/content/Classes/Bard/College of Elegy.md @@ -12,37 +12,37 @@ source: "Campaign Builder: Dungeons and Ruins" | 11th | Inspired Improvisation | | 15th | Spiritual Protection | -# Bardic Performance: Channel Spirits  +## Bardic Performance: Channel Spirits  3rd-Level Elegy Feature  You put on a performance dedicated to reaching across the veil into the realms where spirits reside, weaving word and song to draw them through and power your performance. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can choose up to three hostile creatures, who can hear or see you. Each target must succeed on a **WIS** save against your spell save **DC** or be frightened until the start of your next turn. -# Student of History +## Student of History 3rd-Level Elegy Feature  The stories of the dead are the stories of the past. You gain proficiency in the History skill if you don’t already have it and learn two languages of your choice. -# Witness for the Dead +## Witness for the Dead 3rd-Level Elegy Feature  You know the speak with dead ritual. It counts as an Arcane spell for you and doesn’t count against the number of rituals you know.   -# Power From the Grave +## Power From the Grave 7th-Level Elegy Feature  Even apart from a specific spirit, you can call on the dead to empower your attacks. As a bonus action, you can imbue your weapon with necrotic energy for 1 minute. When you hit a creature with a melee weapon attack, the weapon deals extra necrotic damage equal to your CHA modifier (minimum of 1). You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. -# Inspired Improvisation +## Inspired Improvisation 11th-Level Elegy Feature  You can draw on the knowledge of the spirits of the dead. As a bonus action, choose one skill that you aren’t proficient with and one language you don’t know. You gain proficiency in the chosen skill and know the language for 1 hour. In addition, the first ability check you make with the chosen skill is made with advantage. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest.  -# Spiritual Protection +## Spiritual Protection 15th-Level Elegy Feature  diff --git a/content/Classes/Bard/College of Fleshweaving.md b/content/Classes/Bard/College of Fleshweaving.md index f1042c3..efa6a25 100644 --- a/content/Classes/Bard/College of Fleshweaving.md +++ b/content/Classes/Bard/College of Fleshweaving.md @@ -12,7 +12,7 @@ If leather is a material, then why not skin itself? Students of the College of F | 11th | Patchwork Repair | | 15th | Soulsew | -# Malleable Visage +## Malleable Visage 3rd-Level Fleshweaving Feature  @@ -20,7 +20,7 @@ Years spent mending, shaping, and adapting flesh have given you a preternatural In addition, over the course of 10 minutes, you can use your surgeon’s tools to change the appearance of a willing creature. It magically gains the benefits of the Change Appearance effect of the alter self spell, which lasts until it finishes a long rest. After you use your surgeon’s tools in this way, you can’t do so again until you finish a long rest. -# Suturer +## Suturer 3rd-Level Fleshweaving Feature  @@ -34,7 +34,7 @@ You also learn different ways to use this spiritual weapon. You gain the Suture You can also choose to make a bonus action from your Suturer feature as part of the same bonus action required to maintain a performance. -# Ritual Reskin +## Ritual Reskin 7th-Level Fleshweaving Feature  @@ -49,7 +49,7 @@ Over the course of 10 minutes, you can perform a surgical ritual on creatures th After you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. -# Patchwork Repair  +## Patchwork Repair  11th-Level Fleshweaving Feature  @@ -68,7 +68,7 @@ After an hour, the limb stops working and falls off. A creature can only have on You can use these benefits a number of times equal to your **PB**,  you can’t do so again until you finish a long rest.  -# Soulsew +## Soulsew 15th-Level Fleshweaving Feature  diff --git a/content/Classes/Bard/College of Investigation.md b/content/Classes/Bard/College of Investigation.md index e2f9998..f9db5a7 100644 --- a/content/Classes/Bard/College of Investigation.md +++ b/content/Classes/Bard/College of Investigation.md @@ -14,13 +14,13 @@ Bards pick up all sorts of information as they travel the land. Some bards focus |11th|Additional Expertise| |15th|Hot Pursuit| -# Bonus Proficiencies  +## Bonus Proficiencies  _3rd-Level Investigation Feature_  You gain proficiency in the Insight skill and in two of the following skills of your choice: Acrobatics, Deception, Investigation, Performance, Sleight of Hand, or Stealth. -# Quick Read  +## Quick Read  _3rd-Level Investigation Feature_  @@ -32,19 +32,19 @@ Your knowledge of underhanded tactics allows you to gain insight into your foes You can also choose to use your Quick Read feature as part of the same bonus action required to maintain a performance. -# Bardic Instinct +## Bardic Instinct _7th-Level Investigation Feature_  You can extend your knowledge of criminal behavior to your companions. When a creature that has a Bardic Inspiration die from you is damaged by a hostile creature’s attack, it can use its reaction to roll that die and reduce the damage by twice the number rolled. If this reduces the damage of the attack to 0, the creature you inspired can make one melee attack against its attacker as part of the same reaction. -# Additional Expertise +## Additional Expertise _11th-Level Investigation Feature_  Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Double your **PB** for any ability check you make that uses either of the chosen proficiencies. -# Hot Pursuit  +## Hot Pursuit  _15th-Level Investigation Feature_  diff --git a/content/Classes/Bard/College of Jest.md b/content/Classes/Bard/College of Jest.md index 5c9d8ee..a53df33 100644 --- a/content/Classes/Bard/College of Jest.md +++ b/content/Classes/Bard/College of Jest.md @@ -15,19 +15,19 @@ Distinct in your panoply of motley colors, you are an agent of havoc. You strive |11th|Chaotic Tumbler| |15th|Surprise| -# Bardic Performance: Martial Tumbling +## Bardic Performance: Martial Tumbling 3rd-Level Jest Feature  You can tumble over, around, and under your enemies, laughing all the while and inspiring your allies to do the same. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can use the Disengage action and can move through a hostile creature’s space, regardless of its size, while disengaging. Each ally that starts its turn within range of your performance can move through a hostile creature’s space, regardless of the creature’s size, without provoking opportunity attacks. -# Probability Trick  +## Probability Trick  3rd-Level Jest Feature  You can manipulate the myriad permutations of chaos. When an effect would cause you to roll a die and consult a table to determine a random result, such as the confusion spell or a wand of wonder, you can use a reaction to expend one use of your Bardic Inspiration feature and choose the result instead. This feature can’t be used to manipulate artifacts, legendary or fabled magic items or other unique effects or relics.  -# Chaotic Legerdemain  +## Chaotic Legerdemain  3rd-Level Jest Feature  @@ -61,7 +61,7 @@ If you use your Probability Trick feature, you can roll twice on the table and c | 19 | The key to a lock within 1 mile of your current location. | | 20 | Red dragon! Well, its head, which roars in fury before disappearing. | -# Improbable Shield  +## Improbable Shield  7th-Level Jest Feature  @@ -71,13 +71,13 @@ While this is active, you can use a bonus action to launch one of your batons (o The effect ends early if you expend the last floating object. You can use this feature a number of times equal to your **PB**, regaining all expended uses when you finish a long rest. -# Chaotic Tumbler  +## Chaotic Tumbler  11th-Level Jest Feature  When you use your Martial Tumbler feature to move through a hostile creature’s space, that creature must succeed on a **DEX** save against your spell save **DC** or be marked with chaos until the start of your next turn and knocked prone. Whenever a creature marked with chaos would roll a die and consult a table to determine a random effect, the creature must roll two dice for the effect, and you choose which die result the creature uses. -# Surprise +## Surprise 15th-Level Jest Feature  diff --git a/content/Classes/Bard/College of Lore.md b/content/Classes/Bard/College of Lore.md index f1428f7..dcae671 100644 --- a/content/Classes/Bard/College of Lore.md +++ b/content/Classes/Bard/College of Lore.md @@ -14,37 +14,37 @@ Bards who align with the college of Lore value knowledge most highly. Many from |11th|Magical Rites| |15th|Peerless Skill| -# Bardic Performance: Ode to Heroes  +## Bardic Performance: Ode to Heroes  _3rd-Level Lore Feature_  You invoke songs and stories of legend to inspire your allies to new heights of heroism and to intimidate your foes. When you use your Bardic Performance feature, choose **STR**, **DEX**, **CON**, **INT**, **WIS**, or CHA. While your performance lasts, allies within range have advantage on ability checks that use that ability and enemies within range have disadvantage on ability checks that use that ability. -# Expanded Talent List +## Expanded Talent List _3rd-Level Lore Feature_  When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Chapter 4). -# Jack of All Trades +## Jack of All Trades _3rd-Level Lore Feature_  You make it your business to collect lessons and practical guidance from the stories, songs, and cultures you encounter. You can add half your **PB**, rounded down, to any ability check you make that doesn’t already include your **PB**. -# Swift Ritual +## Swift Ritual _7th-Level Lore Feature_  You can cast an Arcane ritual you know as an action, instead of using the ritual’s listed casting time. You must still provide all other components necessary for the casting. Once used, you can’t use this feature again until you finish a long rest. -# Magical Rites +## Magical Rites _11th-Level Lore Feature_  You learn two ritual spells of your choice from any source list. Each spell you choose must be of a circle for which you have spell slots, as shown in the Bard Progression table. The chosen rituals count as Arcane spells for you and aren’t included in the number in the Rituals Known column of the Bard Progression table. -# Peerless Skill +## Peerless Skill _15th-Level Lore Feature_  diff --git a/content/Classes/Bard/College of Mockery.md b/content/Classes/Bard/College of Mockery.md index ce6d0be..21fa250 100644 --- a/content/Classes/Bard/College of Mockery.md +++ b/content/Classes/Bard/College of Mockery.md @@ -12,7 +12,7 @@ Bards aligned with the college of Mockery have devoted their lives to perfecting | 11th | Crushing Jest | | 15th | Mocking Rage | -# Bardic Performance: Playful Banter  +## Bardic Performance: Playful Banter  3rd-Level Mockery feature  @@ -20,7 +20,7 @@ Your jests and banter bolster your allies’ defenses against similar assaults o In addition, when an ally within range uses a Bardic Inspiration die (see Bardic Inspiration feature in Player’s Guide) to bolster an attack roll and the attack hits, the attack deals extra psychic damage equal to the number rolled. When an ally within range uses a Bardic Inspiration die to bolster a save against an effect created by another creature (such as a spell or breath weapon) and the save is successful, the creature that created the effect takes psychic damage equal to the number rolled. -# Razor Wit  +## Razor Wit  3rd-Level Mockery feature  @@ -30,19 +30,19 @@ In addition, when a creature succeeds on the save against your vicious mockery, These spells count as Arcane spells when you cast them, but they don’t count against the number of cantrips or spells you know, as listed in the Bard Progression table (see Player’s Guide). You can’t replace these spells when you gain levels in the bard class. -# Infectious Laughter  +## Infectious Laughter  7th-Level Mockery Feature  When you cast vicious mockery, you can target a number of creatures equal to one + half your **PB** (rounded down). When you cast the hideous laughter spell, you can target an additional creature within 30 feet of the initial target. -# Crushing Jest  +## Crushing Jest  11th-Level Mockery Feature  Your insults are so crushing that even creatures with strong mental defenses wilt beneath the verbal assault. Creatures resistant to psychic damage aren’t resistant to psychic damage from spells you cast or from the Playful Banter effect of your Bardic Performance feature. Creatures immune to psychic damage are still immune to this psychic damage.  -# Mocking Rage  +## Mocking Rage  15th-Level Mockery Feature  diff --git a/content/Classes/Bard/College of Requiems.md b/content/Classes/Bard/College of Requiems.md index 9e984d9..5dd8c80 100644 --- a/content/Classes/Bard/College of Requiems.md +++ b/content/Classes/Bard/College of Requiems.md @@ -14,13 +14,13 @@ Performing a macabre melody filled with grief-stricken chords with a mournful re |11th|Bardic Performance: Necrodancer| |15th|Dance of the Dead| -# Chilling Melody  +## Chilling Melody  _3rd-Level Requiems Feature_  You learn two necromancy cantrips of your choice from any source list. These count as Arcane spells for you, but don’t count against the number of cantrips you know.  -# Pluck the heartstrings +## Pluck the heartstrings _3rd-Level Requiems Feature_  @@ -28,7 +28,7 @@ You gain the ability to use your bardic inspiration to pluck at the tethers of l Additionally, when a living creature that has your bardic inspiration die is reduced to 0 hit points, it can expand that die as a reaction to be reduced to 1 hit point instead.  -# Stir the Bones +## Stir the Bones _7th-Level Requiems Feature_  @@ -38,13 +38,13 @@ When you give a creature one of your bardic inspiration dice, choose a number of When an undead creature you can control expands a dirge die on an attack roll that hits, it can also apply the result to the damage roll.  -# Bardic Performance: Necrodancer  +## Bardic Performance: Necrodancer  _11th-Level Requiems Feature_  You learn to conjure a macabre melody and bolster the undead around you. When you use your Bardic Performance feature each undead creature within range has an extra 10 movement speed as long as you maintain your performance. Additionally, when you use your Bardic Performance feature and as part of each bonus action spent maintaining it you can choose a number of undead equal to your **PB** within range and give them Temp Hit points equal to your **PB** + your Charisma Modifier.  -# Dance of the Dead +## Dance of the Dead _15th-Level Requiems Feature_  diff --git a/content/Classes/Bard/College of Secrecy.md b/content/Classes/Bard/College of Secrecy.md index 7a151b1..88250e3 100644 --- a/content/Classes/Bard/College of Secrecy.md +++ b/content/Classes/Bard/College of Secrecy.md @@ -14,7 +14,7 @@ Unlike the majority of their peers, bards that align with the college of Secrecy |11th|Shadow Shift| |15th|Inspired Defense| -# Bardic Performance: Velvet Lullaby  +## Bardic Performance: Velvet Lullaby  _3rd-Level Secrecy Feature_  @@ -22,13 +22,13 @@ When you use your Bardic Performance feature, you create a 20-foot-radius sphere Creatures of your choice (including you) within the sphere’s area have half-cover (+2 to AC and **DEX** saves), and creatures outside the sphere have disadvantage on **WIS** (Perception) checks made to perceive anything inside the sphere. Darkvision doesn’t nullify this effect, but creatures that don’t rely on eyesight are immune to this effect. If the sphere’s area overlaps with an area of light created by a spell of 2nd circle or lower, the spell that created the light is dispelled. -# Slippery Strike  +## Slippery Strike  _3rd-Level Secrecy Feature_  If you make a weapon or spell attack against a creature on your turn, that creature can’t make opportunity attacks against you for the rest of your turn. -# Mind Games +## Mind Games _7th-Level Secrecy Feature_  @@ -36,13 +36,13 @@ Whenever you fail a save against an effect that would cause you to be charmed or Alternatively, when a creature you can see succeeds on a save against one of your spells or effects that would cause it to be charmed or frightened, you can use a reaction to expend one use of Bardic Inspiration. Roll the Bardic Inspiration die and the target rerolls the save, subtracting the result of the Bardic Inspiration from its total. -# Shadow Shift  +## Shadow Shift  _11th-Level Secrecy Feature_  Immediately after a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or save, the creature can magically teleport up to a number of feet equal to 10 feet times your **PB** to an unoccupied space it can see. Moving in this manner doesn’t provoke opportunity attacks. -# Inspired Defense  +## Inspired Defense  _15th-Level Secrecy Feature_  diff --git a/content/Classes/Bard/College of Shadow.md b/content/Classes/Bard/College of Shadow.md index 5aadbbc..ae90d94 100644 --- a/content/Classes/Bard/College of Shadow.md +++ b/content/Classes/Bard/College of Shadow.md @@ -14,7 +14,7 @@ Fear of darkness is one of the most primal emotions, and bards of the College of |11th|Dusk and Cover| |15th|Night Music| -# Bardic Performance: Dancing Shadows  +## Bardic Performance: Dancing Shadows  _3rd-Level Shadow Feature_  @@ -24,19 +24,19 @@ Allied creatures (including you) standing in range have half cover, and creature If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. -# Fear of the Dark +## Fear of the Dark _3rd-Level Shadow Feature_  Your intimate knowledge of darkness allows you to harness its frightful properties to the fullest and keep your allies grounded. While in dim light or darkness, you and any allies that can see you have advantage against fear effects. Additionally, any hostile creatures that can see you roll with disadvantage against fear effects.  -# Shade Step +## Shade Step _7th-Level Shadow Feature_  Shadow gathers around those you inspire. Immediately after a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw, the creature can magically teleport up to 30 feet to an unoccupied space it can see. Moving in this manner does not provoke attacks of opportunity. -# Dusk and Cover +## Dusk and Cover _11th-Level Shadow Feature_  @@ -44,7 +44,7 @@ When a Creature within 30 feet (including yourself) fails a **DEX** (Stealth) ch Once you use this feature, you can’t use it again until you finish a short or long rest. -# Night Music +## Night Music _15th-Level Shadow Feature_  diff --git a/content/Classes/Bard/College of Sound.md b/content/Classes/Bard/College of Sound.md index 0c9dbb0..c135443 100644 --- a/content/Classes/Bard/College of Sound.md +++ b/content/Classes/Bard/College of Sound.md @@ -21,19 +21,19 @@ You learn the message and thaumaturgy cantrips and the silence spell if you don In addition, when you cast the silence spell, you can exclude a number of creatures from its effects equal to your **PB**, and if one of your spells normally causes sound (such as the thunderwave spell), you can choose to either make it silent or up to twice as loud, increasing the range at which it is audible. -# Bardic Performance: Spell Syncopation  +## Bardic Performance: Spell Syncopation  3rd-Level Sound Feature  Your performance subtly manipulates the magic sounds of spellcasting, inhibiting or enhancing the spells. While your performance lasts, hostile creatures within range reduce spell attack bonuses and spell save **DC**s by an amount equal to half your **PB** (rounded down), and friendly creatures (which includes you) within range increase spell attack bonuses and spell save **DC**s by an amount equal to half your **PB** (rounded down).  -# Echolocation  +## Echolocation  3rd-Level Sound Feature  You learn how to use sound to perceive things your eyes can’t. You have keensense to a range of 10 feet, but you lose this sense while deafened. Starting at 7th level, the range increases to 15 feet and by an additional 5 feet at 11th level (20 feet), 15th level (25 feet), and 20th level (30 feet). -# Cacophonous Burst  +## Cacophonous Burst  7th-Level Sound Feature  @@ -41,13 +41,13 @@ When a friendly creature you inspired rolls a Bardic Inspiration die (see Bardic In addition, you can roll a Bardic Inspiration die, using one of your uses of Bardic Inspiration, to add the number rolled as thunder damage when you hit with an attack. -# Somatic Semantics  +## Somatic Semantics  11th-Level Sound Feature  Your mastery of sound affords you some protection from it and makes you less reliant on it. You are resistant to the deafened condition and to thunder damage, and you can replace the verbal components of your spells with somatic components. At the GM’s discretion, some spells might not qualify for this kind of replacement, like the message spell, which requires you to speak a message. -# Inspired Syncopation  +## Inspired Syncopation  15th-Level Sound Feature  diff --git a/content/Classes/Bard/College of Victory.md b/content/Classes/Bard/College of Victory.md index b9deeb4..3a9f0f5 100644 --- a/content/Classes/Bard/College of Victory.md +++ b/content/Classes/Bard/College of Victory.md @@ -14,37 +14,37 @@ Bards who align with the College of Victory are tacticians who thrive in the hea |11th|Unified Front| |15th|Inspired Strike| -# Bardic Performance: Battle March  +## Bardic Performance: Battle March  _3rd-Level Victory Feature_  When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can command up to three willing allies, who can hear or see you, to use their reaction to move up to half their speed. This movement doesn’t provoke opportunity attacks.  -# Bonus Proficiencies +## Bonus Proficiencies _3rd-Level Victory Feature_  You gain proficiency with medium armor, shields, and one martial weapon of your choice. -# Expanded Talent List +## Expanded Talent List _3rd-Level Victory Feature_  When you gain a new talent, you can select it from the martial or technical talents list (see Talents in Chapter 4). -# Multiattack +## Multiattack _7th-Level Victory Feature_  Your physical prowess has grown. On your turn, you can make two attacks when you take the Attack action. -# Unified Front +## Unified Front _11th-Level Victory Feature_  When you are affected by a spell or feature that targets an area and requires a save—like the fireball spell or a dragon’s breath weapon—you can use your reaction to expend a Bardic Inspiration die and add the number rolled to your save against the effect. On a success, any friendly creatures in the affected area automatically succeed on their saves as well. -# Inspired Strike +## Inspired Strike _15th-Level Victory Feature_  diff --git a/content/Classes/Bard/College of Wildlife.md b/content/Classes/Bard/College of Wildlife.md index 9799d15..446d236 100644 --- a/content/Classes/Bard/College of Wildlife.md +++ b/content/Classes/Bard/College of Wildlife.md @@ -13,25 +13,25 @@ Bards who align with the college of Wildlife thrive in nature and have a natural |11th|Shared Inspiration| |15th|Inspiring Familiar| -# Bardic Performance: Hymn of the Hunt  +## Bardic Performance: Hymn of the Hunt  3rd-Level Wildlife Feature  Your performance awakens primal fervor in your Humanoid allies, bringing them closer to nature and feeling as a unified pack alongside your bestial allies. While your performance lasts, each non-Beast ally within range has advantage on the first attack roll it makes each turn, if at least one of your Beast allies is within 5 feet of the target of the attack and that Beast isn’t incapacitated. -# Lasting Familiar +## Lasting Familiar 3rd-Level Wildlife Feature  You learn the create familiar ritual spell if you don’t already know it. This spell doesn’t count against your rituals known, and you can cast it as an action. Your familiar is considered a Beast, not a Construct, and if it dies while you are still alive, it regrows a new body in 1 minute instead of 1 hour.  -# Nature’s Call +## Nature’s Call 3rd-Level Wildlife Feature  You can use an action to magically call to a creature of the natural world to aid you. The creature can be any Beast with a challenge rating (CR) of 1/4 or less, and it appears in an unoccupied space you can see within 15 feet of you. The called creature is friendly to you and your companions and obeys your verbal commands (no action required by you). In combat, it acts on your initiative count, taking its turn immediately after yours. If you don’t issue any commands during combat, it takes the Dodge action and uses its movement to avoid danger. The Beast remains for 1 hour, until it dies, until you die, or until you dismiss it as a bonus action. Once you call a Beast in this way, you can’t do so again until you finish a short or long rest. When you reach 11th level in this class, you can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a short or long rest. -# Nature’s Song +## Nature’s Song 7th-Level Wildlife Feature  @@ -39,13 +39,13 @@ Creatures you call with Nature’s Call or conjure with a spell are more powerfu In addition, when you use your Nature’s Call feature, you can now call Beasts or creatures with the Animal tag, or you can call a swarm of Beasts. If you call a creature with the Animal tag, it counts as a Beast when determining its interaction with your Hymn of the Hunt bardic performance. You can now also use the feature to call a number of creatures up to twice your **PB**, provided the combined total CR of the called creatures is no higher than 2. Creatures with a CR of 0 are treated as having a CR of 1/8 for the purpose of this calculation. This combined total CR limit increases to 3 when you reach 11th level in this class and 4 when you reach 15th. -# Shared Inspiration +## Shared Inspiration 11th-Level Wildlife Feature  When you grant a Bardic Inspiration die to a non-Beast ally, one friendly Beast or creature with the Animal tag within 60 feet of you also gains one Bardic Inspiration die. -# Inspiring Familiar  +## Inspiring Familiar  15th-Level Wildlife Feature  diff --git a/content/Classes/Bard/College of the Bashee or Siren.md b/content/Classes/Bard/College of the Bashee or Siren.md index 55cc977..682ed2c 100644 --- a/content/Classes/Bard/College of the Bashee or Siren.md +++ b/content/Classes/Bard/College of the Bashee or Siren.md @@ -16,7 +16,7 @@ Bards of the College of Banshee or College of Siren can use their voice to shatt |11th|Thunderstruck| |15th|Voice of Helplessness| -# Shout Them Apart  +## Shout Them Apart  _3rd-Level Banshee/Siren Feature_  @@ -26,13 +26,13 @@ The thunder damage increases as you gain levels in this class, increasing to 1d8 Also, non-magical structures and creatures of glass, stone, wood, or crystal take double the damage from this attack. -# Phantasmal Voice  +## Phantasmal Voice  _3rd-Level Banshee/Siren Feature_  You can project your voice to a point within 30 feet of you. For example, you can whisper to a creature’s ears within 30 feet. -# Bardic Performance: Banshees’ Scream / Sirens’ Call  +## Bardic Performance: Banshees’ Scream / Sirens’ Call  _7th-Level Banshee/Siren Feature_  @@ -43,7 +43,7 @@ You learn the wicked ways of sounds. You discover how to scare, to calm, and to As part of each bonus action spent maintaining it, you can continue to use your chosen ability,  -# Thunderstruck +## Thunderstruck _11th-Level Banshee/Siren Feature_  @@ -51,7 +51,7 @@ You have mastered your voice, enhancing your shouts to be more terrifying or soo Additionally, when you hit a creature with thunder damage from your _Shout Them Apart_ feature, you can cause them to make a **WIS** saving throw against your spell save **DC** or become charmed or frightened of you (your choice) until the end of your next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Voice of Helplessness  +## Voice of Helplessness  _15th-Level Banshee/Siren Feature_  diff --git a/content/Classes/Bard/College of the Cat.md b/content/Classes/Bard/College of the Cat.md index 7d692ec..4e8b3c3 100644 --- a/content/Classes/Bard/College of the Cat.md +++ b/content/Classes/Bard/College of the Cat.md @@ -14,13 +14,13 @@ Scholars and spies, heroes and hunters: whether wooing an admirer in the bright |11th|Feline Grace| |15th|Catlike Tread| -# Bonus Proficiencies  +## Bonus Proficiencies  _3rd-Level The Cat Feature_  You gain proficiency with the Acrobatics and Stealth skills and with thieves’ tools if you don’t already have them. In addition, if you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. -# Inspired Pounce  +## Inspired Pounce  _3rd-Level The Cat Feature_  @@ -28,25 +28,25 @@ You learn to stalk unsuspecting foes engaged in combat with your allies. When an When you reach 7th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction. Inspired pounce can also now be part of the same reaction granted by font of inspiration if it’s used to add to an attack roll.  -# Expanded Talent List  +## Expanded Talent List  _3rd-Level The Cat Feature_  When your bard level grants you the Improvement feature and you choose to gain a new talent, you can select it from either the martial or the technical talents list (see Talents in Chapter 4). -# My Claws Are Sharp  +## My Claws Are Sharp  _7th-Level The Cat Feature_  You can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you or maintain your Bardic performance as part of that same bonus action. -# Feline Grace  +## Feline Grace  _11th-Level The Cat Feature_  While your Bardic Performance is active, you have Advantage on Dexterity saves and +10 to your Movement. -# Catlike Tread  +## Catlike Tread  _15th-Level The Cat Feature_  diff --git a/content/Classes/Bard/Errata.md b/content/Classes/Bard/Errata.md index 700ac0a..568b56c 100644 --- a/content/Classes/Bard/Errata.md +++ b/content/Classes/Bard/Errata.md @@ -29,3 +29,4 @@ _10th-Level Bard Feature_ … - **Valiant Inspiration.** When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier. + diff --git a/content/Classes/Cleric/*Playing a Cleric*.md b/content/Classes/Cleric/*Playing a Cleric*.md index ded26ca..8518bd0 100644 --- a/content/Classes/Cleric/*Playing a Cleric*.md +++ b/content/Classes/Cleric/*Playing a Cleric*.md @@ -4,7 +4,7 @@ Clerics are as diverse as the gods they serve, but all are united in their missi Cleric is a class that specializes in healing—a crucial part of the adventuring job. Your class features still give you plenty to do when no one is hurt, but no other class is set up to heal and restore damaged allies like yours. -# CLERICS AS ADVENTURERS +## CLERICS AS ADVENTURERS Few people can channel divine power as easily as a cleric, so they are typically expected to face the world’s challenges from an early age—or are compelled to do so if their power comes to them later in life. @@ -14,11 +14,11 @@ However, clerics are bound to serve their faith first and their companions secon Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 33. -## Cleric Boons +### Cleric Boons When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the cleric class. -### Heroic Boons  +#### Heroic Boons  When you reach 10th level in the cleric class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. @@ -31,7 +31,7 @@ Your commitment to the cleric’s path grants you a powerful ability. Choose one - Gift of Guidance. Whenever you make an ability check with a skill, tool, or vehicle you are proficient with, you can use your **WIS** modifier to calculate the check result instead of whatever ability modifier would normally apply. - Gift of Sacred Power. Whenever you expend a spell slot to cast one of your domain spells (see Cleric Subclass feature in Player’s Guide), you can cast the spell as if you used a spell slot one circle higher than the slot expended. -### Epic Boons  +#### Epic Boons  When you reach 20th level in the cleric class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. diff --git a/content/Classes/Cleric/Black Powder Domain.md b/content/Classes/Cleric/Black Powder Domain.md index 916691d..c5aa123 100644 --- a/content/Classes/Cleric/Black Powder Domain.md +++ b/content/Classes/Cleric/Black Powder Domain.md @@ -14,7 +14,7 @@ The Black Powder domain focuses on the explosive, unpredictable, and destructive |11th|Living bomb| |15th|Greater Explosive Infusion| -# Black Powder Domain Spells  +## Black Powder Domain Spells  _3rd-Level Black Powder Feature_  @@ -29,19 +29,19 @@ You gain domain spells at the cleric levels listed in the Black Powder Domain Sp |9th|cloudkill, deadly salvo*| |*indicates a spell found in this Document|| -# Bonus Proficiencies  +## Bonus Proficiencies  _3rd-Level Black Powder Feature_  You gain proficiency with alchemist’s supplies or gunsmith’s tools (your choice). You also gain proficiency with all simple and martial weapons that have the gunpowder weapon property (see the Adventuring Gear), and when throwing an item with the gunpowder weapon property, such as a bomb, you don’t treat the item as an improvised weapon. -# Gunpowder Blessing +## Gunpowder Blessing _3rd-Level Black Powder Feature_  You can use an action to touch a weapon held by a willing creature. The weapon gains the gunpowder weapon property. This blessing lasts for 1 minute or until you use this feature again. -# Channel Divinity: Imbue/Remove Explosivity +## Channel Divinity: Imbue/Remove Explosivity _3rd-Level Black Powder Feature_  @@ -51,7 +51,7 @@ As an action, you present your holy symbol and evoke explosive energy that insti Alternatively, you can curse a number of weapons with the gunpowder weapon property equal to your proficiency bonus within 30 feet of you for 1 minute. Each affected weapon loses the ability to experience a burst for the duration. A remove curse spell cast on the weapon restores its full function. -# Explosive Infusion  +## Explosive Infusion  _7th-Level Black Powder Feature_  @@ -59,13 +59,13 @@ You can imbue an object you are holding or carrying with explosive power. The ob If you expend a spell slot of 2nd circle or higher, the damage increases by 1d6 for each spell circle above 1st. If you expend a use of your Channel Divinity as part of the action to throw the object, each creature within 20 feet of the point of impact must make the saving throw. If you don’t throw the object before the duration ends, the magic fades, and the item becomes a normal object once again. -# Living bomb +## Living bomb _11th-Level Black Powder Feature_  The Imbue/Remove Explosivity effect of your Channel Divinity feature can now affect creatures within 60 feet of you. In addition, when you use Imbue/Remove Explosivity, one creature of your choice within range makes a **CON** save. On a Failure, they take 4d8 fire damage and on a success, they take half that damage. If the damage reduces the creature to 0 HP the creature is reduced to ash and each creature within 10 feet takes 1d8 fire damage -# Greater Explosive Infusion  +## Greater Explosive Infusion  _15th-Level Black Powder Feature_  diff --git a/content/Classes/Cleric/Crafting Domain.md b/content/Classes/Cleric/Crafting Domain.md index e76406e..ed3a28c 100644 --- a/content/Classes/Cleric/Crafting Domain.md +++ b/content/Classes/Cleric/Crafting Domain.md @@ -14,7 +14,7 @@ Gods of the Crafting domain embody creativity, invention, and all the various di |11th|Superior Servant| |15th|Rapid Alteration| -# Crafting Domain Spells  +## Crafting Domain Spells   _3rd-Level Crafting Feature_  @@ -30,7 +30,7 @@ You gain domain spells at the cleric levels listed in the Crafting Domain Spells *indicates a spell found in this Document, R indicates a Ritual Spell -# Channel Divinity: Animate Item  +## Channel Divinity: Animate Item  _3rd-Level Crafting Feature_  @@ -42,13 +42,13 @@ In combat, the animated item shares your initiative, but it takes its turn immed [![[assets/81dd2b098057d0c031f512735ea20e4c_MD5.png]]](https://www.worldanvil.com/i/7139225 "Screenshot_20251109_091749.png") -# Tools of Divinity  +## Tools of Divinity  _3rd-Level Crafting Feature_  Gain proficiency with three tools of your choice. Whenever you make a check using these tools, add double your **PB**. Additionally, you can use a tool you are proficient with (or a specific item from a toolkit) as a spellcasting focus instead of a holy symbol. -# Reconfigure  +## Reconfigure  _7th-Level Crafting Feature_  @@ -57,7 +57,7 @@ Your spells can be used to greater effect on nonliving materials and artificial - When you use a Divine spell of 1st circle or higher to deal damage to an object or structure, you double the amount of damage dealt. - When you cast a Divine spell of 1st circle or higher to restore hit points, you can target objects and creatures of the Construct type—even if a spell wouldn’t typically allow you to do so. -# Superior Servant  +## Superior Servant  _11th-Level Crafting Feature_  @@ -67,7 +67,7 @@ _11th-Level Crafting Feature_  - When you cast a Divine spell with a range of self, you can choose for the spell to affect the animated item instead of you. - Creatures within 5 feet of the animated item have advantage on ability checks made with tools. -# Rapid Alteration  +## Rapid Alteration  _15th-Level Crafting Feature_  diff --git a/content/Classes/Cleric/Death Domain.md b/content/Classes/Cleric/Death Domain.md index b51147b..3889349 100644 --- a/content/Classes/Cleric/Death Domain.md +++ b/content/Classes/Cleric/Death Domain.md @@ -12,7 +12,7 @@ Gods of the Death domain govern death and the afterlife, exemplifying the inevit | 11th | Soul Tether | | 15th | Envoy of the End | -# Death Domain Spells  +## Death Domain Spells  3rd-Level Death Feature  @@ -28,7 +28,7 @@ You gain domain spells at the cleric levels listed in the Death Domain Spells ta R indicates a Ritual Spell -# Channel Divinity: Foresee Doom  +## Channel Divinity: Foresee Doom  3rd-Level Death Feature  @@ -36,7 +36,7 @@ As an action, you curse one creature you can see within 30 feet of you for 1 min In addition, the target is vulnerable to any necrotic damage you deal to it for the duration of the curse. -# Death’s Sentinel  +## Death’s Sentinel  3rd-Level Death Feature  @@ -44,7 +44,7 @@ When you cast a spell that restores hit points to a creature with 0 HP, you rest In addition, you can now use the stabilize effect of the Medicine skill as a bonus action. When you successfully stabilize a creature, it regains a number of hit points equal to your cleric level and regains consciousness.  -# Last Rites  +## Last Rites  7th-Level Death Feature  @@ -52,7 +52,7 @@ When you deal damage to a creature already below half of its hit point maximum ( In addition, you can now cast the speak with dead spell as an action without expending a spell slot or requiring any components. -# Soul Tether  +## Soul Tether  11th-Level Death Feature  @@ -60,7 +60,7 @@ As a reaction when a creature you can see within 30 feet of you would be reduced You can use this feature a number of times equal to your **WIS** modifier (minimum of once). You regain all expended uses when you finish a long rest. -# Envoy of the End  +## Envoy of the End  15th-Level Death Feature  diff --git a/content/Classes/Cleric/Doom Domain.md b/content/Classes/Cleric/Doom Domain.md index c837486..cc6cb08 100644 --- a/content/Classes/Cleric/Doom Domain.md +++ b/content/Classes/Cleric/Doom Domain.md @@ -14,7 +14,7 @@ Gods with the Doom domain in their portfolios promote fear, judgment, punishment |11th|Doom Eternal| |15th|Apocalypse Born| -# Doom Domain Spells  +## Doom Domain Spells  _3rd-Level Doom Feature_  @@ -29,25 +29,25 @@ You gain domain spells at the cleric levels listed in the Doom Domain Spells tab |9th|Insect plague, Souleater*| |*indicates a spell found in this Document|| -# Herald of the Apocalypse  +## Herald of the Apocalypse  _3rd-Level Doom Feature_  You learn the vicious mockery cantrip. You also gain proficiency in the Arcana or Intimidation skill (your choice). -# Channel Divinity: Damnation  +## Channel Divinity: Damnation  _3rd-Level Doom Feature_  You can use your Channel Divinity to lash out at those who defy your deity’s messenger. As an action, you present your holy symbol while pronouncing doom to unbelievers. Each creature of your choice that can see you and that is within 30 feet of you must make a Wisdom saving throw, taking necrotic damage equal to 3d6 + your cleric level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected. -# Weight of Guilt  +## Weight of Guilt  _7th-Level Doom Feature_  Your connection to the end of all things gives you greater understanding of the minds of others not enlightened by your deity. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, you automatically know for the next 10 minutes whether anything the target says is true, a lie, or in between. When the effect ends, or if the target succeeds on the saving throw, the target can’t be affected by this feature again until you finish a long rest.  -# Doom Eternal +## Doom Eternal _11th-Level Doom Feature_  @@ -56,7 +56,7 @@ The Damnation effect of your Channel Divinity feature can now affect creatures w - The creature has disadvantage on attack rolls before the end of its next turn.  - Attacks against the creature have advantage until the end of its next turn. -# Apocalypse Born +## Apocalypse Born _15th-Level Doom Feature_  diff --git a/content/Classes/Cleric/Hunt Domain.md b/content/Classes/Cleric/Hunt Domain.md index 1954d1e..99bf915 100644 --- a/content/Classes/Cleric/Hunt Domain.md +++ b/content/Classes/Cleric/Hunt Domain.md @@ -16,7 +16,7 @@ Deities devoted to hunting value champions who aid skillful hunters or who lead |11th|Shared Prowess| |15th|Deadly Stalker| -# Hunt Domain Spells  +## Hunt Domain Spells  _3rd-Level Hunt Feature_  @@ -32,37 +32,37 @@ You gain domain spells at the cleric levels listed in the Hunt Domain Spells tab *indicates a spell found in this Document -# Channel Divinity: Hunter’s Prowess  +## Channel Divinity: Hunter’s Prowess  _3rd-Level Hunt Feature_  As a bonus action, you present your holy symbol and empower yourself with a predator’s hunting prowess. Until the start of your next turn, you have advantage on weapon and spell attack rolls. When such an attack hits a creature, the attack deals additional damage of the weapon’s or spell’s type equal to your **PB**. -# Bonus Proficiencies +## Bonus Proficiencies _3rd-Level Hunt Feature_  You gain proficiency in the Survival skill and with one martial ranged weapon of your choice. -# Expanded Talent List  +## Expanded Talent List  _3rd-Level Hunt Feature_  When you gain a new talent, you can select it from the magic or martial talents list. -# Relentless Hunter +## Relentless Hunter _7th-Level Hunt Feature_  When a friendly creature is affected by a Divine spell you cast, such as bless or cure wounds, non-magical difficult terrain, such as deep snow or a forest’s undergrowth, doesn’t cost it extra movement until the start of your next turn or until the end of the spell’s duration, whichever is longer. -# Shared Prowess +## Shared Prowess _11th-Level Hunt Feature_  When you use the Hunter’s Prowess effect of your Channel Divinity feature, you can invoke that prowess in yourself and in a number of friendly creatures equal to your **PB**. All targets must be within 30 feet of you. When an affected creature hits with an attack, the attack deals additional damage of its type equal to your **PB**. -# Deadly Stalker +## Deadly Stalker _15th-Level Hunt Feature_  diff --git a/content/Classes/Cleric/Keeper Domain.md b/content/Classes/Cleric/Keeper Domain.md index 2ff0df6..437fd1c 100644 --- a/content/Classes/Cleric/Keeper Domain.md +++ b/content/Classes/Cleric/Keeper Domain.md @@ -12,7 +12,7 @@ The Keeper domain focuses on social bonds and well-regulated communities. These | 11th | Operation Hobble | | 15th | Duty Over Death | -# Keeper Domain Spells  +## Keeper Domain Spells  3rd-Level Keeper Feature  @@ -27,7 +27,7 @@ You gain domain spells at the cleric levels listed in the Keeper Domain Spells t | 9th | hallow, telepathic bond | | *indicates a spell found in this Document | | -# Blessed Chosen +## Blessed Chosen 3rd-Level Keeper Feature  @@ -35,7 +35,7 @@ You can assert your divine will to protect your allies. When an enemy within 30 You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. -# Channel Divinity: Divine Initiative +## Channel Divinity: Divine Initiative 3rd-Level Keeper Feature  @@ -45,7 +45,7 @@ As an action, you present your holy symbol and choose a number of creatures that The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 7th level, 15 at 11th level, and 20 at 15th level. -# Fighting Fit +## Fighting Fit 7th-Level Keeper Feature  @@ -53,7 +53,7 @@ You gain the ability to shore up your allies’ reserves. As a reaction, when yo You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. -# Operation Hobble +## Operation Hobble 11th-Level Keeper Feature  @@ -61,7 +61,7 @@ The Divine Initiative effect of your Channel Divinity feature gain the following - When a creature is hit with a weapon attack from this feature, they must also make a **STR** saving throw against your spell save **DC** or be knocked prone. When you reach 15th level, the target’s speed is also halved until the start of your next turn. -# Duty Over Death  +## Duty Over Death  15th-Level Keeper Feature  diff --git a/content/Classes/Cleric/Knowledge Domain.md b/content/Classes/Cleric/Knowledge Domain.md index 9d90111..a1d517d 100644 --- a/content/Classes/Cleric/Knowledge Domain.md +++ b/content/Classes/Cleric/Knowledge Domain.md @@ -14,7 +14,7 @@ Gods of the Knowledge domain observe and guide the fundamental nature of creatio |11th|Channel Divinity: Divine Sight| |15th|Timeless Understanding| -# Knowledge Domain Spells  +## Knowledge Domain Spells  _3rd-Level Knowledge Feature_  @@ -30,13 +30,13 @@ You gain domain spells at the cleric levels listed in the Knowledge Domain Spell _R_ _indicates a Ritual Spell_ -# Brilliance of Faith  +## Brilliance of Faith  _3rd-Level Knowledge Feature_  You become proficient in three of the following skills: Arcana, History, Nature, or Religion. Whenever you make a check using these skills, add double your **PB**. -# Channel Divinity: Boundless Knowledge  +## Channel Divinity: Boundless Knowledge  _3rd-Level Knowledge Feature_  @@ -44,13 +44,13 @@ You can use your Channel Divinity to grant yourself the knowledge of divines. As an action, you present your holy symbol and grant yourself keen understanding of a single skill or tool for 1 hour. For the duration, you gain proficiency in the chosen skill or tool. When using your chosen skill or tool to make an ability check, treat any d20 roll of 5 or less as though you rolled a 5. -# Keen Warfare  +## Keen Warfare  _7th-Level Knowledge Feature_  Each time you cast a cantrip that creates a harmless effect, you can create one additional harmless effect of your choice as part of that casting. In addition, you add your **WIS** modifier to the damage of any cantrip that you cast or melee weapon attack that you make.  -# Channel Divinity: Divine Sight  +## Channel Divinity: Divine Sight  _11th-Level Knowledge Feature_  @@ -60,7 +60,7 @@ You can use your Channel Divinity to give yourself truesight out to a distance o - Each time you make a **WIS** (Perception) check, treat any d20 roll less than your cleric level as though it were your cleric level. - You can read all writing and have advantage on checks made to decipher codes and cyphers. -# Timeless Understanding  +## Timeless Understanding  _15th-Level Knowledge Feature_  diff --git a/content/Classes/Cleric/Life Domain.md b/content/Classes/Cleric/Life Domain.md index 909fe17..93545fd 100644 --- a/content/Classes/Cleric/Life Domain.md +++ b/content/Classes/Cleric/Life Domain.md @@ -14,7 +14,7 @@ Gods of the Life domain celebrate natural cycles of life and death, exemplifying |11th|Greater Preservation| |15th|Perfect Healing| -# Life Domain Spells +## Life Domain Spells _3rd-Level Life Feature_ @@ -28,7 +28,7 @@ You gain domain spells at the cleric levels listed in the Life Domain Spells tab |7th|death ward, guardian of faith| |9th|greater restoration, mass cure wounds| -# Channel Divinity: Preserve Life +## Channel Divinity: Preserve Life _3rd-Level Life Feature_  @@ -36,19 +36,19 @@ As an action, you present your holy symbol and evoke healing energy that can res Choose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This healing has no effect on Undead or Constructs. -# Disciple of Life +## Disciple of Life _3rd-Level Life Feature_  Your healing spells are more effective. When you use a Divine spell of 1st circle or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s circle. -# Blessed Healer +## Blessed Healer _7th-Level Life Feature_  Healing spells you cast on others heal you as well. When you cast a Divine spell of 1st circle or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s circle. -# Greater Preservation +## Greater Preservation _11th-Level Life Feature_ @@ -58,7 +58,7 @@ The Preserve Life effect of your Channel Divinity feature can now affect any cre - End one of the following conditions affecting the target: blinded, deafened, paralyzed, or poisoned. - Neutralize all poisons affecting the target. -# Perfect Healing +## Perfect Healing _15th-Level Life Feature_  diff --git a/content/Classes/Cleric/Light Domain.md b/content/Classes/Cleric/Light Domain.md index 7e51a46..0bff222 100644 --- a/content/Classes/Cleric/Light Domain.md +++ b/content/Classes/Cleric/Light Domain.md @@ -14,7 +14,7 @@ Gods of the Light domain dedicate themselves to bringing light and warmth to the |11th|Lux Malediction| |15th|Luminous Shroud| -# Light Domain Spells +## Light Domain Spells _3rd-Level Light Feature_  @@ -28,19 +28,19 @@ You gain domain spells at the cleric levels listed in the Light Domain Spells ta |7th|elemental shield, wall of fire| |9th|dispel evil and good, flame strike| -# Channel Divinity: Searing Radiance  +## Channel Divinity: Searing Radiance  _3rd-Level Light Feature_  As an action, you present your holy symbol and channel divine radiance through every magical light source that you’ve created so long as they’re on the same plane as you. Each hostile creature within the bright light of those sources must make a **CON** save. Roll a number of d8s equal to twice your **PB**. A creature takes radiant damage equal to the result on a failed save, or half as much damage on a successful save. Aberrations and Undead have disadvantage on the save. -# Imbue Light +## Imbue Light _3rd-Level Light Feature_  You learn the light and dancing lights cantrips if you don’t already know them. Dancing lights no longer requires concentration when you cast it and lasts for the duration or until you cast the spell again. These cantrips count as Divine spells when you cast them, but they don’t count against the number of cantrips you know as listed in the Cleric Progression table. -# Overwhelming Flash +## Overwhelming Flash _3rd-Level Light Feature_  @@ -48,13 +48,13 @@ When a creature within 10 feet of you makes an attack roll, you can use your rea You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. -# Radiant Spellcasting +## Radiant Spellcasting _7th-Level Light Feature_  Your Divine cantrips that deal damage deal an additional 1d8 radiant damage. In addition, while you have light or continual flame cast on a weapon that you are holding, the first time that weapon deals damage on a turn, it deals additional radiant damage equal to your **WIS** modifier. -# Lux Malediction +## Lux Malediction _11th-Level Life Feature_ @@ -69,7 +69,7 @@ In addition, when you use your Overwhelming Flash feature against a creature, th A remove curse spell ends this effect. A creature can suffer only one curse at a time. If the creature starts and ends its turn in magical darkness, a Lux Malediction curse afflicting it ends. -# Luminous Shroud +## Luminous Shroud _15th-Level Life Feature_  diff --git a/content/Classes/Cleric/Mercy Domain.md b/content/Classes/Cleric/Mercy Domain.md index f60f7ff..ef4ee23 100644 --- a/content/Classes/Cleric/Mercy Domain.md +++ b/content/Classes/Cleric/Mercy Domain.md @@ -14,7 +14,7 @@ Mercy can mean promoting healing instead of harm, but it can also mean ending su |11th|Slice of life| |15th|Hand of Grace and Execution| -# Mercy Domain Spells  +## Mercy Domain Spells  _3rd-Level Mercy Feature_  @@ -29,31 +29,31 @@ You gain domain spells at the cleric levels listed in the Mercy Domain Spells ta |9th|antilife shell, raise dead| |*indicates a spell found in this Document|| -# Bonus Proficiencies  +## Bonus Proficiencies  _3rd-Level Mercy Feature_  You take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner’s kit.  -# Manifestation of Mercy  +## Manifestation of Mercy  _3rd-Level Mercy Feature_  You gain the ability to infuse your Manifestations with the dual nature of mercy. When you deal damage with Manifest might or Manifest Miracles and the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to your **PB**. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 7th level, the healing is instead equal to double your **PB**.  -# Channel Divinity: Involuntary Aid  +## Channel Divinity: Involuntary Aid  _3rd-Level Mercy Feature_  You can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn’t have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target. -# Bolster the Living +## Bolster the Living _7th-Level Mercy Feature_  You gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn  -# Slice of life  +## Slice of life  _11th-Level Mercy Feature_  @@ -62,7 +62,7 @@ The involuntary aid effect of your Channel Divinity feature can now affect creat - **Damage:** The target taking damage has disadvantage on its next attack if it fails its saving throw**.**  - **Healing:** The target being healed has advantage on its next attack.  -# Hand of Grace and Execution  +## Hand of Grace and Execution  _15th-Level Mercy Feature_  diff --git a/content/Classes/Cleric/Nature Domain.md b/content/Classes/Cleric/Nature Domain.md index 2d6f4f2..b68a15a 100644 --- a/content/Classes/Cleric/Nature Domain.md +++ b/content/Classes/Cleric/Nature Domain.md @@ -12,7 +12,7 @@ Gods of the Nature domain protect and govern the overgrown wilds and fertile lan | 11th | Nature’s Protection | | 15th | Guide the Untamed | -# Nature Domain Spells  +## Nature Domain Spells  3rd-Level Nature Feature  @@ -26,7 +26,7 @@ You gain domain spells at the cleric levels listed in the Nature Domain Spells t | 7th | blight, conjure woodland beings | | 9th | contagion, tree stride | -# Apostle of Nature  +## Apostle of Nature  3rd-Level Nature Feature  @@ -34,7 +34,7 @@ You gain proficiency in any two of the following skills or tools: Animal Handlin In addition, you learn one Primordial cantrip of your choice, which counts as a cleric cantrip for you but doesn’t count against the number of cleric cantrips you know.  -# Channel Divinity: Nature’s Vigor  +## Channel Divinity: Nature’s Vigor  3rd-Level Nature Feature  @@ -42,19 +42,19 @@ As an action, you present your holy symbol and imbue a creature you can see with A friendly Beast or Plant creature targeted by Nature’s Vigor gains twice as many temporary hit points and can’t be frightened while those temporary hit points exist. -# Consume Wrath  +## Consume Wrath  3rd-Level Nature Feature  As a reaction when you or a creature within 30 feet of you would take acid, cold, fire, lightning, poison, or thunder damage, you can reduce the damage dealt to yourself and a number of creatures you can see within 30 feet of you equal to your **PB**. The damage is reduced by an amount equal to 1d10 + your cleric level. If the damage is reduced to 0, you regain one of your expended 1st-circle spell slots.  -# Wield Wrath  +## Wield Wrath  7th-Level Nature Feature  Your cantrips and weapon attacks deal additional damage equal to your **WIS** modifier. Each time a creature takes this damage, you can choose the damage type: acid, cold, fire, lightning, poison, or thunder.  -# Nature’s Protection   +## Nature’s Protection   11th-Level Death Feature  @@ -66,7 +66,7 @@ In addition, each target gains one of the following benefits (your choice) while - It has resistance to the following damage types: acid, cold, fire, lightning, poison, and thunder. - Its speed is doubled.  -# Guide the Untamed  +## Guide the Untamed  15th-Level Nature Feature  diff --git a/content/Classes/Cleric/Portal Domain.md b/content/Classes/Cleric/Portal Domain.md index caec52a..ed3a334 100644 --- a/content/Classes/Cleric/Portal Domain.md +++ b/content/Classes/Cleric/Portal Domain.md @@ -14,7 +14,7 @@ You have dedicated yourself to the study and protection of the doors, gateways, |11th|Dimensional 20| |15th|Portal Mastery| -# Portal Domain Spells  +## Portal Domain Spells  _3rd-Level Portal Feature_  @@ -29,13 +29,13 @@ You gain domain spells at the cleric levels listed in the Portal Domain Spells t |9th|teleportation circle, word of recall| |*indicates a spell found in this Document|| -# Bonus Proficiencies  +## Bonus Proficiencies  _3rd-Level Portal Feature_  You gain proficiency with either cartographer’s tools or navigator’s tools (your choice). In addition, you gain proficiency in the Arcana skill. -# Portal Bond  +## Portal Bond  _3rd-Level Portal Feature_  @@ -43,13 +43,13 @@ You learn to forge a bond between yourself and another creature. At the end of a Once you teleport a creature in this way, you can’t use this feature again until you finish a long rest. You can have only one bonded creature at a time. If you bond yourself to a new creature, the bond on the previous creature ends. Otherwise, the bond lasts until you die or dismiss it as an action. -# Channel Divinity: Dimensional Shift  +## Channel Divinity: Dimensional Shift  _3rd-Level Portal Feature_  You can use your Channel Divinity to harness the magic of portals and teleportation. As an action, you teleport a willing target you can see, other than yourself, to an unoccupied space within 30 feet of you that you can see. When you reach 9th level in this class, you can teleport an unwilling target. An unwilling target that succeeds on a Wisdom saving throw is unaffected. -# Portal Touch  +## Portal Touch  _7th-Level Portal Feature_  @@ -57,13 +57,13 @@ You can use a bonus action to create a small portal in a space you can see withi You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Dimensional 20 +## Dimensional 20 _11th-Level Portal Feature_  The Dimensional Shift effect of your Channel Divinity feature can now teleport creatures to a spot within 60 feet of you. In addition, when you use Dimensional Shift, you can affect a number of creatures equal to your **PB**, with each creature being teleported to a different unoccupied space of your choice. -# Portal Mastery  +## Portal Mastery  _15th-Level Portal Feature_  diff --git a/content/Classes/Cleric/Saints Domain.md b/content/Classes/Cleric/Saints Domain.md index b64ef86..28d9ee7 100644 --- a/content/Classes/Cleric/Saints Domain.md +++ b/content/Classes/Cleric/Saints Domain.md @@ -14,7 +14,7 @@ Unlike other domains, the Saint’s Domain doesn’t focus on association with a |11th|Sharing is Caring| |15th|Martyr’s Shield| -# Saints Domain Spells  +## Saints Domain Spells  _3rd-Level Saints Feature_  @@ -29,7 +29,7 @@ You gain domain spells at the cleric levels listed in the Saints Domain Spells t |9th|commune, greater restoration| |*indicates a spell found in this Document|| -# Shared Suffering  +## Shared Suffering  _3rd-Level Saints Feature_  @@ -37,7 +37,7 @@ You can divert injuries dealt to your allies by taking on some of their pain. Wh You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Channel Divinity: Self Sacrifice +## Channel Divinity: Self Sacrifice _3rd-Level Saints Feature_  @@ -46,7 +46,7 @@ You can expend your vitality to heal your allies or harm your foes. As a bonus a - **Heal.** One friendly creature you can see within 30 feet of you regains hit points equal to the amount of hit points you lost. - **Harm.** Make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes radiant damage equal to the amount of hit points you lost. If the attack misses, you don’t lose the hit points. -# Soldier of Sorrow  +## Soldier of Sorrow  _7th-Level Saints Feature_  @@ -55,7 +55,7 @@ Your spells become more potent as your body sustains more damage. Whenever you h - When you cast a spell of 1st circle or higher that deals damage, the spell deals extra damage equal to your proficiency bonus + the spell’s circle. - When you cast a spell of 1st circle or higher that restores hit points to a creature other than you, the target regains additional hit points equal to your proficiency bonus + the spell’s circle. -# Sharing is Caring +## Sharing is Caring _11th-Level Saints Feature_  @@ -64,7 +64,7 @@ The Self Sacrifice effect of your Channel Divinity feature gain the following Tr - **Heal.** The Range is increased to within 60 feet. Additionally, you can target two friendly creatures instead of one. When you target more than one creature the Healing is split between them, you choose how much each creature heals.  - **Harm.** The Range is increased to 120 feet. Additionally, you can target two creatures instead of one. When you target more than one creature the radiant damage is split between them, you choose how much each creature takes.  -# Martyr’s Shield  +## Martyr’s Shield  _15th-Level Saints Feature_  diff --git a/content/Classes/Cleric/Serpent Domain.md b/content/Classes/Cleric/Serpent Domain.md index 176b578..22d5e27 100644 --- a/content/Classes/Cleric/Serpent Domain.md +++ b/content/Classes/Cleric/Serpent Domain.md @@ -16,7 +16,7 @@ Clerics in this domain may favor Io the Skulk. |11th|Snakes on a Plane (of existence)| |15th|Transformative Molt| -# Serpent Domain Spells  +## Serpent Domain Spells  _3rd-Level Serpent Feature_  @@ -30,37 +30,37 @@ You gain domain spells at the cleric levels listed in the Serpent Domain Spells |7th|Freedom of movement, polymorph| |9th|dominate person, mislead| -# Envenomed  +## Envenomed  _3rd-Level Serpent Feature_  You learn the poison spray cantrip. In addition, you gain proficiency in the Deception skill and with a poisoner’s kit. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.  -# Ophidian Tongue  +## Ophidian Tongue  _3rd-Level Serpent Feature_  You can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature’s responses, if any, are limited by its intelligence and typically convey the creature’s current or most recent state, such as “hungry” or “in danger.”  -# Channel Divinity: Serpent Stealth  +## Channel Divinity: Serpent Stealth  _3rd-Level Serpent Feature_  You can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.  -# Serpent’s Blood  +## Serpent’s Blood  _7th-Level Serpent Feature_  You are immune to the poisoned condition and have resistance to poison damage.  -# Snakes on a Plane (of existence) +## Snakes on a Plane (of existence) _11th-Level Serpent Feature_  The Serpent Stealth effect of your Channel Divinity feature can now affect creatures within 60 feet of you and you can choose any number of creatures instead of up to 5. In addition, when you use Serpent Stealth, you and each target gain Darkvision out to a range of 60 ft for the 10 minutes.  -# Transformative Molt +## Transformative Molt _15th-Level Serpent Feature_  diff --git a/content/Classes/Cleric/Speed Domain.md b/content/Classes/Cleric/Speed Domain.md index 71a7732..c85cfd4 100644 --- a/content/Classes/Cleric/Speed Domain.md +++ b/content/Classes/Cleric/Speed Domain.md @@ -12,7 +12,7 @@ In speed and skill there is power, and you serve your faith by engaging in acts | 11th | Need 4 Speed | | 15th | Channel Divinity: Time Stop | -# Speed Domain Spells  +## Speed Domain Spells  3rd-Level Keeper Feature  @@ -26,25 +26,25 @@ You gain domain spells at the cleric levels listed in the Keeper Domain Spells t | 7th | conjure minor elementals, dimension door | | 9th | Greater hold, teleportation circle | -# Celerity in Thought and Action  +## Celerity in Thought and Action  3rd-Level Speed Feature  Your speed increases by 5 feet, and you gain proficiency in Acrobatics and Insight. -# Channel Divinity: Burst of Speed +## Channel Divinity: Burst of Speed 3rd-Level Speed Feature  You can use your Channel Divinity to grant yourself or another creature greater speed. When you use an action to touch a creature, the target adds 10 feet to its walking speed. Also whenever they make an attack roll or a saving throw that rely on **DEX**, they can roll a d4 and add the number rolled to the attack roll or saving throw. This effect lasts for 1 minute.  -# Quickness of the Gods  +## Quickness of the Gods  7th-Level Speed Feature  Your speed increases by another 5 feet. Also, as a reaction or a bonus action, you can increase your Dexterity modifier by +5 until the end of your current turn. This benefit can be used for all purposes except attack rolls and damage. Once you use this feature, you can’t use it again until you finish a long rest. -# Need 4 Speed +## Need 4 Speed 11th-Level Speed Feature  @@ -54,7 +54,7 @@ The Burst of Speed effect of your Channel Divinity feature gain the following Tr - They can roll a d6 instead of a d4 on the attack roll or saving throw. - The Target can immediately use its reaction to take the dodge action.   -#  Channel Divinity: Time Stop  +##  Channel Divinity: Time Stop  15th-Level Speed Feature  diff --git a/content/Classes/Cleric/Tempest Domain.md b/content/Classes/Cleric/Tempest Domain.md index 9b10bb4..f55c0fe 100644 --- a/content/Classes/Cleric/Tempest Domain.md +++ b/content/Classes/Cleric/Tempest Domain.md @@ -12,7 +12,7 @@ Gods of the Tempest domain embody the awesome destructive power of storms, earth | 11th | Cyclonic Stride | | 15th | Storm’s Shelter | -# Tempest Domain Spells  +## Tempest Domain Spells  3rd-Level Tempest Feature  @@ -26,7 +26,7 @@ You gain domain spells at the cleric levels listed in the Tempest Domain Spells | 7th | control water, ice storm | | 9th | cone of cold, conjure elemental | -# Channel Divinity: Storm’s Fury  +## Channel Divinity: Storm’s Fury  3rd-Level Tempest Feature  @@ -34,7 +34,7 @@ You can use your Channel Divinity feature to invoke the wrath of thunderstorms. Alternatively, when you hit a target with a melee weapon attack, you can use your Storm’s Fury to deal additional lightning or thunder damage equal to the damage of the triggering attack. If the attack is a critical hit, it deals maximum damage on each of its damage dice.  -# Tempest’s Herald  +## Tempest’s Herald  3rd-Level Tempest Feature  @@ -43,7 +43,7 @@ Your tempestuous divinity grants you an additional benefit determined by which M - Manifest Might. While wearing heavy armor, you are resistant to lightning damage. You can deal either lightning or thunder damage instead of necrotic or radiant damage each time you infuse your weapon with divine energy.  - Manifest Miracles. You can change the damage type of any cleric cantrip you cast to either lightning or thunder damage. In addition, you always have the inflict wounds spell prepared, and each time you cast it, you can cause the spell to deal lightning or thunder damage instead of necrotic damage.  -# Thunderclap +## Thunderclap 7th-Level Tempest Feature  @@ -53,13 +53,13 @@ Whenever you deal lightning or thunder damage to a target, you can choose one of - The target is deafened and can’t take reactions until the end of its next turn. - The target is pushed 10 feet directly away from you.  -# Cyclonic Stride  +## Cyclonic Stride  11th-Level Tempest Feature  You gain a flying speed equal to your walking speed and can hover. This feature ends if you spend 24 hours or more underground or are otherwise unable to see the sky. -# Storm’s Shelter  +## Storm’s Shelter  15th-Level Tempest Feature  diff --git a/content/Classes/Cleric/Trickery Domain.md b/content/Classes/Cleric/Trickery Domain.md index 3f858b1..deb2a6f 100644 --- a/content/Classes/Cleric/Trickery Domain.md +++ b/content/Classes/Cleric/Trickery Domain.md @@ -14,7 +14,7 @@ Gods of the Trickery Domain are known to beguile, manipulate, and distract their |11th|Greater Ruse| |15th|Splitting Image| -# Trickery Domain Spells  +## Trickery Domain Spells  _3rd-Level Trickery Domain Feature_  @@ -28,7 +28,7 @@ You gain domain spells at the cleric levels listed in the Trickery Domain Spells |7th|confusion, greater invisibility| |9th|animate object, mislead| -# Channel Divinity: Trickster’s Feint  +## Channel Divinity: Trickster’s Feint  _3rd-Level Trickery Feature_  @@ -36,25 +36,25 @@ You can use your Channel Divinity to hide yourself and others from prying eyes. Whenever you roll initiative, you can use your Channel Divinity to cause yourself and each creature of your choice within 10 feet of you to become invisible until the end of their next turn or until they attack or cast a spell. While invisible, creatures make no noise while moving.  -# Divine Guile  +## Divine Guile  _3rd-Level Trickery Feature_  You can use your **WIS** modifier instead of CHA when you make a Deception, Intimidation, or Persuasion check. Alternatively, you can add your **WIS** modifier to a Sleight of Hand or Stealth check. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.   -# Duplicitous Spellcraft  +## Duplicitous Spellcraft  _3rd-Level Trickery Feature_  You learn the minor illusion cantrip if you don’t know it, and it does not count against the number of cleric cantrips you know. When you cast a spell with a range of touch, illusions you have created can deliver the spell as if it were the caster. You must be able to see your illusion for it to deliver the spell. It uses your spellcasting modifier for any attack roll required by the spell.  -# Beguiling Illusions  +## Beguiling Illusions  _7th-Level Trickery Feature_  When you create an illusion, you and your allies have advantage on attack rolls against creatures within 5 feet of that illusion until the end of your next turn. Creatures within 5 feet of an illusion you create have disadvantage on **WIS** (Perception) checks made to see or hear anything other than your illusion.  -# Greater Ruse  +## Greater Ruse  _11th-Level Trickery Feature_  @@ -66,7 +66,7 @@ Additionally, when you use Channel Divinity: Trickster’s Feint, the invisibili - You can cast spells without supplying the verbal spell component. - You have resistance to non-magical damage. -# Splitting Image  +## Splitting Image  _15th-Level Trickery Feature_  diff --git a/content/Classes/Cleric/War Domain.md b/content/Classes/Cleric/War Domain.md index 33f954d..16d7890 100644 --- a/content/Classes/Cleric/War Domain.md +++ b/content/Classes/Cleric/War Domain.md @@ -14,7 +14,7 @@ Gods of the War domain celebrate strength, the glory of victory, and the thrill |11th|Greater Triumph| |15th|Holy Strike| -# War Domain Spells  +## War Domain Spells  _3rd-Level War Feature_  @@ -28,13 +28,13 @@ You gain domain spells at the cleric levels listed in the War Domain Spells tabl |7th|death ward, guardian of faith| |9th|antilife shell, flame strike| -# Channel Divinity: Mark of Triumph  +## Channel Divinity: Mark of Triumph  _3rd-Level War Feature_  As a bonus action, you present your holy symbol and mystically mark one creature within 60 feet of you that you can see. Until the start of your next turn, all creatures who attack a marked creature have advantage on the first attack roll they make against it. -# Disciple of War +## Disciple of War _3rd-Level War Feature_  @@ -42,19 +42,19 @@ Victory brings you closer to the divine, inspiring you to press beyond your norm You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a short or long rest. -# Expanded Talent List +## Expanded Talent List _3rd-Level War Feature_  When you gain a new talent, you can select that talent from the magic or martial talent list (see Talents). -# Blessed Warrior  +## Blessed Warrior  _7th-Level War Feature_  Attacks you make are particularly potent. When you deal damage with a weapon or spell attack made with a Divine spell, you can reroll any 1s you roll on the damage dice. You must take the new result for any dice rerolled in this way. -# Greater Triumph  +## Greater Triumph  _11th-Level War Feature_  @@ -62,7 +62,7 @@ When you use the Mark of Triumph effect of your Channel Divinity feature, you ca In addition, when a creature marked by your Mark of Triumph feature is reduced to 0 HP, you can use your reaction to move the mark to a different target within 60 feet of you that you can see. A mark moved in this way still disappears at the start of your next turn, as normal.  -# Holy Strike +## Holy Strike _15th-Level War Feature_  diff --git a/content/Classes/Druid/*Playing a Druid*.md b/content/Classes/Druid/*Playing a Druid*.md index fbf3a19..43a3552 100644 --- a/content/Classes/Druid/*Playing a Druid*.md +++ b/content/Classes/Druid/*Playing a Druid*.md @@ -4,7 +4,7 @@ Druids are the guardians and warriors of the natural world. All druids feel a de Druid is a class that interacts with the environment often. Your class is a “pure” spellcasting class, but your Wild Shape feature gives you some ability to mix it up. Lean into exploration with your various spells and capabilities. -# DRUID AS ADVENTURERS +## DRUID AS ADVENTURERS Druids are exceptional explorers and warriors. They hold an impressive range of magical abilities that allow them to heal allies, gather information, and invoke nature’s wrath. @@ -12,11 +12,11 @@ While druids regularly confront threats in the wild, their passions often clash Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 40. -# ERRATA +## ERRATA **Starting Equipment:** In the druid’s Starting Equipment, replace scimitar with sickle -## Druid Boons +### Druid Boons When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the druid class. @@ -31,7 +31,7 @@ Your commitment to the druid’s path grants you a powerful ability. Choose one - Rite of the Healer. When you use your Nature’s Gift feature (see Player’s Guide), you can now heal a number of creatures equal to your **PB** within 60 feet of you with one use of the feature. In addition, you no longer have to see a creature to target it when using Nature’s Gift as long as both you and the target are standing on earth, wood, stone, ice, or other solid, natural surface. - Rite of the Traveler. As a bonus action, you can give yourself a 30-foot burrowing, climbing, flying (with the ability to hover), or swimming speed. Alternatively, you can use this bonus action to increase a movement speed you already have by 30 feet. You can activate and benefit from this feature whether in your standard form or while transformed via the Wild Shape feature (see Player’s Guide). Once activated, this bonus movement lasts until you either finish a long rest or use this feature again to select a different movement type. -### Epic Boons  +#### Epic Boons  When you reach 20th level in the druid class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. diff --git a/content/Classes/Druid/Ring of Ash.md b/content/Classes/Druid/Ring of Ash.md index ee839c0..5c88afc 100644 --- a/content/Classes/Druid/Ring of Ash.md +++ b/content/Classes/Druid/Ring of Ash.md @@ -18,7 +18,7 @@ All Circle of Ash druids request to be cremated after death, and their ashes are |11th|Feed the Earth| |15th|From the Ashes| -# Ash Ring Spells +## Ash Ring Spells _3rd-Level Ash Feature_  @@ -32,7 +32,7 @@ You gain ring spells at the druid levels listed in the Ash Ring Spells table. Se |7th|Elemental Shield (Fire Only), Wall of Fire| |9th|Flame Strike, Conjure Elemental (Fire and Earth Elementals Only)| -# Ash Cloud  +## Ash Cloud  _3rd-Level Ash Feature_  @@ -44,13 +44,13 @@ You automatically succeed on this saving throw while within the area of your ash The cloud lasts for 1 minute, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. -# Firesight  +## Firesight  _3rd-Level Ash Feature_  Your vision can’t be obscured by ash, fire, smoke, fog, or the cloud created by your Ash Cloud feature, but it can still be obscured by other effects, such as dim light, dense foliage, or rain. In addition, you have advantage on saving throws against gas or cloud-based effects, such as from the cloudkill or stinking cloud spells, a gorgon’s petrifying breath, or a kraken’s ink cloud. -# Covered in Ash  +## Covered in Ash  _7th-Level Ash Feature_  @@ -58,7 +58,7 @@ When a creature within 30 feet of you that you can see (including yourself) take In addition, while your Ash Cloud feature is active and you are within 30 feet of it, you can use a bonus action to teleport to an unoccupied space you can see within the cloud. You can use this teleportation no more than once per minute. -# Feed the Earth  +## Feed the Earth  _11th-Level Ash Feature_  @@ -70,7 +70,7 @@ If at least one creature takes damage from the ash cloud’s eruption, you can u The ash cloud now lasts for 10 minutes, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. -# From the Ashes  +## From the Ashes  _15th-Level Ash Feature_  diff --git a/content/Classes/Druid/Ring of Bees.md b/content/Classes/Druid/Ring of Bees.md index 80de241..5fdf5ce 100644 --- a/content/Classes/Druid/Ring of Bees.md +++ b/content/Classes/Druid/Ring of Bees.md @@ -14,7 +14,7 @@ Druids of Bees are friends to all stinging insects but focus their attention on |11th|Hive Mind| |15th|Mantle of Bees| -# Bees Ring Spells +## Bees Ring Spells _3rd-Level Bees Feature_  @@ -29,7 +29,7 @@ You gain ring spells at the druid levels listed in the Bees Ring Spells table. S |9th|insect plague, primal infusion*| |*indicates a spell found in this Document|| -# Bee Bond  +## Bee Bond  _3rd-Level Bees Feature_  @@ -37,7 +37,7 @@ You gain proficiency in the Acrobatics skill, and you can understand Bee Dance, When a Beast attacks you with a weapon that deals poison damage, such as a giant spider’s Bite or a scorpion’s Sting, it must succeed on a CHA save against your spell save **DC** or have disadvantage on attack rolls against you until the start of its next turn. -# Wild Shape: Bee Stinger  +## Wild Shape: Bee Stinger  _3rd-Level Bees Feature_  @@ -47,13 +47,13 @@ When you hit with an unarmed strike with this stinger, you use **WIS** instead o As you gain levels in this class, your stinger becomes more powerful. At 7th level, unarmed strikes with your stinger count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and the poison damage dealt by your stinger equals your **PB**. In addition, the stinger’s damage die increases to a d6 at 7th level, to a d8 at 11th level, and to a d10 at 15th level. -# Bumblebee Rush  +## Bumblebee Rush  _7th-Level Bees Feature_  As a bonus action, you can Dash, and creatures have disadvantage on attack rolls against you until the start of your next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Hive Mind  +## Hive Mind  _11th-Level Bees Feature_  @@ -61,7 +61,7 @@ You can perform a 10-minute ritual with a number of willing creatures up to your Once you perform this ritual, you can’t do so again until you finish a short or long rest. -# Mantle of Bees  +## Mantle of Bees  _15th-Level Bees Feature_  diff --git a/content/Classes/Druid/Ring of Crystals.md b/content/Classes/Druid/Ring of Crystals.md index 78ca7c2..3ee2940 100644 --- a/content/Classes/Druid/Ring of Crystals.md +++ b/content/Classes/Druid/Ring of Crystals.md @@ -14,7 +14,7 @@ Circle of Crystals druids first arose in subterranean environments, where they h |11th|Magical Resonance| |15th|Crystalline Form| -# Crystals Ring Spells +## Crystals Ring Spells _3rd-Level Crystals Feature_  @@ -28,7 +28,7 @@ You gain ring spells at the druid levels listed in the Crystals Ring Spells tabl |7th|Stone Shape, Stoneskin| |9th|Mass Cure Wounds, Wall of Stone| -# Resonant Crystal  +## Resonant Crystal  _3rd-Level Crystals Feature_  @@ -44,7 +44,7 @@ Whenever you finish a long rest, you can attune your crystal to one of the follo To create or replace a lost resonant crystal, you must perform a 1-hour ceremony. This ceremony can be performed during a short or long rest, and it destroys the previous crystal, if one existed. If a previous crystal had a harmonic frequency, the new crystal has that frequency, unless you create the new crystal during a long rest. -# Crystalline Skin  +## Crystalline Skin  _7th-Level Crystals Feature_  @@ -52,7 +52,7 @@ When you take damage, you can use a reaction to cause your skin to become crysta You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Magical Resonance  +## Magical Resonance  _11th-Level Crystals Feature_  @@ -60,7 +60,7 @@ You can draw on stored magical energy in your resonant crystal to restore some o Once you use this feature, you can’t use it again until you finish a long rest. -# Crystalline Form +## Crystalline Form _15th-Level Crystals Feature_  diff --git a/content/Classes/Druid/Ring of Owls.md b/content/Classes/Druid/Ring of Owls.md index 10ba81f..3d6eb89 100644 --- a/content/Classes/Druid/Ring of Owls.md +++ b/content/Classes/Druid/Ring of Owls.md @@ -12,7 +12,7 @@ Druids of Owls maintain a tradition of spying and gathering knowledge and, occas | 11th | Shadow Flight | | 15th | Ever Vigilant | -# Owls Ring Spells +## Owls Ring Spells 3rd-Level Owls Feature  @@ -26,19 +26,19 @@ You gain ring spells at the druid levels listed in the Owls Ring Spells table. S | 7th | arcane eye, greater invisibility | | 9th | modify memory, passwall | -# Tiny Spy +## Tiny Spy 3rd-Level Owls Feature  You gain proficiency in the Insight or Stealth skill. In addition, the number of beast forms you can know increases by an amount equal to half your **PB** (rounded down), but these extra known forms must be Tiny Beasts.  -# On Silent Wings +## On Silent Wings 3rd-Level Owls Feature  You can magically evade the notice of even those who watch you. You can use a bonus action to take the Hide action, and while in dim light or while lightly obscured by foliage, heavy rain, falling snow, or other natural phenomena, you can always attempt to Hide, even if circumstances wouldn’t normally allow you to do so. -# Owl’s Eyes +## Owl’s Eyes 7th-Level Owls Feature  @@ -48,7 +48,7 @@ When you reach 11th level in this class, you learn the scrying ritual spell, and Once you use this feature to cast a spell, you can’t do so again until you finish a short or long rest. -# Shadow Flight +## Shadow Flight 11th-Level Owls Feature  @@ -56,7 +56,7 @@ If you are in dim light or darkness, you can use a bonus action to sprout feathe You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Ever Vigilant +## Ever Vigilant 15th-Level Owls Feature  diff --git a/content/Classes/Druid/Ring of Roses.md b/content/Classes/Druid/Ring of Roses.md index 6079cc6..7902528 100644 --- a/content/Classes/Druid/Ring of Roses.md +++ b/content/Classes/Druid/Ring of Roses.md @@ -12,7 +12,7 @@ Druids of Roses use the power of nature to influence the minds and hearts of tho | 11th | Lingering Perfume | | 15th | Rose’s Thorns | -# Roses Ring Spells +## Roses Ring Spells 3rd-Level Roses Feature  @@ -26,13 +26,13 @@ You gain ring spells at the druid levels listed in the Roses Ring Spells table. | 7th | confusion, phantasmal killer | | 9th | dominate, seeming | -# Bonus Proficiencies +## Bonus Proficiencies 3rd-Level Roses Feature  You gain proficiency in the Deception, Intimidation, or Persuasion skill and with herbalist tools.  -# Wild Shape: Wild Perfume +## Wild Shape: Wild Perfume 3rd-Level Roses Feature  @@ -48,13 +48,13 @@ As part of the action when you create the perfume and as a bonus action on your If you or your allies attack or harm a charmed creature, it is no longer charmed. If the target of your Musky or Pungent perfume’s save is successful or if the effect ends for it, it is immune to your perfume for the next 24 hours. A creature that doesn’t breathe is immune to your perfume. -# Rose’s Remedy +## Rose’s Remedy 7th-Level Roses Feature  Your spells are infused with the invigorating power of roses. When you cast a spell of 1st circle or higher that helps or enhances a friendly creature or restores hit points to a friendly creature, such as barkskin or cure wounds, the target has advantage on the next attack roll or ability check it makes before the start of your next turn. -# Lingering Perfume +## Lingering Perfume 11th-Level Roses Feature  @@ -64,7 +64,7 @@ Your perfume grows more potent and extends farther. The perfume you create using - Pungent. Each ally within your perfume has advantage on the first attack roll it makes each turn against a creature frightened by your perfume. - Refreshing. The list of conditions you can choose from also now includes the incapacitated and paralyzed conditions.  -# Rose’s Thorns +## Rose’s Thorns 15th-Level Roses Feature  diff --git a/content/Classes/Druid/Ring of Sand.md b/content/Classes/Druid/Ring of Sand.md index f1bf306..75ad54d 100644 --- a/content/Classes/Druid/Ring of Sand.md +++ b/content/Classes/Druid/Ring of Sand.md @@ -14,7 +14,7 @@ While the unacquainted might view sand as lifeless and desolate, druids of this |11th|Echo of the Dunes| |15th|Sandstorm| -# Sand Ring Spells +## Sand Ring Spells _3rd-Level Sand Feature_  @@ -30,7 +30,7 @@ You gain ring spells at the druid levels listed in the Sand Ring Spells table. S *indicates a spell found in this Document -# Sand Form  +## Sand Form  _3rd-Level Sand Feature_  @@ -45,13 +45,13 @@ You can stay in your sand form for 10 minutes, or until you dismiss it (no actio  When you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it as a bonus action. In addition, the damage of Abrasive Blast increases to 2d8, and the range of Stinging Cloud increases to 10 feet. -# Diffuse Form  +## Diffuse Form  _3rd-Level Sand Feature_  When you are hit by a weapon attack while in your Sand Form, you can use your reaction to gain resistance to non-magical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Sand Dervish  +## Sand Dervish  _7th-Level Sand Feature_  @@ -63,7 +63,7 @@ The sand dervish lasts for 1 minute or until you dismiss it as a bonus action. O When you reach 10th level in this class, the damage dealt by the dervish increases to 2d8.  -# Echo of the Dunes  +## Echo of the Dunes  _11th-Level Sand Feature_  @@ -74,7 +74,7 @@ Your connection with sand deepens, and you can call on the power of the deep dun Once you use one of these options, you can’t use this feature again until you finish a short or long rest.  -# Sandstorm  +## Sandstorm  _15th-Level Sand Feature_  diff --git a/content/Classes/Druid/Ring of the Elementalist.md b/content/Classes/Druid/Ring of the Elementalist.md index a387dc9..07cd2a2 100644 --- a/content/Classes/Druid/Ring of the Elementalist.md +++ b/content/Classes/Druid/Ring of the Elementalist.md @@ -13,7 +13,7 @@ Druids of the Elementalist ring believe that the best way to be a protector of n |11th|Elemental Bulwark| |15th|Elemental Bulwark| -# Elementalist Ring Spells  +## Elementalist Ring Spells  3rd-Level Elementalist Feature  @@ -28,7 +28,7 @@ You gain ring spells at the druid levels listed in the Elementalist Ring Spells |7th|conjure minor elementals, elemental shield| |9th|cone of cold, conjure elemental| -# Elemental Convergence  +## Elemental Convergence  3rd-Level Elementalist Feature  @@ -36,7 +36,7 @@ You learn one cantrip from the following list: acid splash, electric jolt, fireb In addition, when you deal acid, cold, fire, lightning, or thunder damage, you can choose for any number of those damage dice to be damage of one of the other types. For example, if you cast the fireball spell, you can choose for any number of its damage dice to be thunder, with all other damage dice being fire, as normal.  -# Wild Shape: Elemental Conduit  +## Wild Shape: Elemental Conduit  3rd-Level Elementalist Feature  @@ -48,19 +48,19 @@ As a reaction while the conduit is active, you can produce one of the following - Elemental Empowerment. When you deal acid, cold, fire, lightning, or thunder damage, you can choose to reroll a number of the damage dice equal to your **WIS** modifier (minimum of 1). You must use the new rolls.  - Elemental Enervation. When a creature you can see within 30 feet of you succeeds on a save against a spell or effect that deals acid, cold, fire, lightning, or thunder damage, you can force the creature to reroll the save. The target must use the new result. -# Elemental Deflection  +## Elemental Deflection  7th-Level Elementalist Feature  As a reaction when a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can twist some of that energy in the target’s favor. The target becomes resistant to that type of damage (including the triggering effect) until the start of its next turn. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest.  -# Elemental Bulwark  +## Elemental Bulwark  11th-Level Elementalist Feature  Your command of the elements has deepened, strengthening your control over them and lessening their effect on you. While using the Elemental Conduit effect of your Wild Shape feature, you are resistant to acid, cold, fire, lightning, and thunder damage and to the paralyzed, petrified, poisoned, and unconscious conditions. -# Elemental Flare  +## Elemental Flare  15th-Level Elementalist Feature  diff --git a/content/Classes/Druid/Ring of the Fey.md b/content/Classes/Druid/Ring of the Fey.md index 5acaee6..9378070 100644 --- a/content/Classes/Druid/Ring of the Fey.md +++ b/content/Classes/Druid/Ring of the Fey.md @@ -12,7 +12,7 @@ Though the fey are mercurial by nature and often tricksters, they are powerful a | 11th | Superior Seelie | | 15th | Archfey’s Blessing | -# Fey Ring Spells  +## Fey Ring Spells  3rd-Level Fey Feature  @@ -26,7 +26,7 @@ You gain ring spells at the druid levels listed in the Fey Ring Spells table. Se | 7th | conjure woodland beings, dimension door | | 9th | seeming, tree stride | -# Enchanting Presence  +## Enchanting Presence  3rd-Level Fey Feature  @@ -34,7 +34,7 @@ Your connection with the faerie realms makes you better at communicating with th In addition, you can use your **WIS** modifier in place of your CHA modifier on CHA checks, and you have advantage on CHA checks when interacting with Fey. -# Wild Shape: Seelie Spirit  +## Wild Shape: Seelie Spirit  3rd-Level Fey Feature  @@ -52,7 +52,7 @@ When you summon the spirit and as a bonus action on your turn, you can move the | 3 | Autumn | Enchanting. A beautiful, charming fey that radiates love and kindness. | Enchanting Distraction. One hostile creature within 5 feet of the spirit has disadvantage on the next attack roll it makes before the start of your next turn. | | 4 | Winter | Sorrowful. A withered and gnarled fey that is unsettling to look upon. | Sorrowful Rebuke. Choose one friendly creature within 5 feet of the spirit. The next time the target takes damage from another creature within 10 feet of the spirit before the start of your next turn, the creature that dealt damage to the target must succeed on a **CON** save against your spell save **DC** or take cold damage equal to your **PB**. | -# Mercurial Magic  +## Mercurial Magic  7th-Level Fey Feature  @@ -60,7 +60,7 @@ Your time interacting with Fey has left you wise to their wiles. You are resista In addition, as a reaction whenever a friendly creature you can see within 60 feet of you (which can include yourself) makes a save against an effect that causes the charmed, frightened, poisoned, or unconscious conditions or against an effect from a Fey, you can give that creature advantage on the save. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. -# Superior Seelie  +## Superior Seelie  11th-Level Fey Feature  @@ -71,7 +71,7 @@ Your mastery of fey magic grows. When using the Seelie Spirit effect of your Wil - Autumn’s Charm (Autumn Spirit). One hostile creature within range must succeed on a **WIS** save against your spell save **DC** or be charmed by you and the spirit until the start of your next turn. - Winter’s Grasp (Winter Spirit). One hostile creature within range must succeed on a **STR** save against your spell save **DC** or be restrained until the start of your next turn. -# Archfey’s Blessing +## Archfey’s Blessing 15th-Level Fey Feature  diff --git a/content/Classes/Druid/Ring of the Leaf.md b/content/Classes/Druid/Ring of the Leaf.md index 95bc01b..668e56c 100644 --- a/content/Classes/Druid/Ring of the Leaf.md +++ b/content/Classes/Druid/Ring of the Leaf.md @@ -14,7 +14,7 @@ Druids who align with the ring of the Leaf feel a deep connection to plants. Lea |11th|Grove Warden| |15th|Heart of the Forest| -# Leaf Ring Spells +## Leaf Ring Spells _3rd-Level Leaf Feature_  @@ -28,7 +28,7 @@ You gain ring spells at the druid levels listed in the Leaf Ring Spells table. S |7th|blight, freedom of movement| |9th|greater hold, tree stride| -# Green Song +## Green Song _3rd-Level Leaf Feature_  @@ -36,7 +36,7 @@ Your deep connection to plants allows you to communicate with them. As an action In addition, Plant type creatures can understand your speech, and you can understand them as if they were speaking a language—regardless of what languages they know (if any). -# Wild Shape: Sacred Grove +## Wild Shape: Sacred Grove _3rd-Level Leaf Feature_  @@ -50,7 +50,7 @@ When you first create the grove, choose one of the following magical properties - **Tree Line.** Saplings surge from the ground, creating a protective circle. All creatures, except you, have disadvantage on attacks against creatures within the grove’s area. In addition, if you would take damage from a weapon or spell attack while on solid ground within the grove, you can use your reaction to command the grove to intercept it. When you do, you take no damage from the triggering attack and the grove is destroyed. - **Wildflowers.** Patches of aromatic magical flowers calm and clarify minds. All creatures in the grove have advantage on saves against being charmed or frightened. In addition, as a bonus action, you can choose to destroy the grove to end all conditions affecting one creature in the grove’s area. When you do so, all creatures of your choice on solid ground in the grove gain temporary hit points equal to your **PB**. -# Take Root +## Take Root _7th-Level Leaf Feature_  @@ -58,13 +58,13 @@ While standing on solid ground, you can use a bonus action to root yourself in p If you are rooted when your turn begins, you can choose to spend one of your hit dice. When you do so, roll the die and regain hit points equal to the number rolled plus your **CON** modifier. -# Grove Warden +## Grove Warden _11th-Level Leaf Feature_  Your bond to your sacred grove has deepened, allowing you more precise control over it. The grove you summon using the Sacred Grove effect of your Wild Shape feature now covers a 30-foot-radius circle centered on you, and you can now decide whether allied creatures (including yourself) within the grove are immune to any effects it imposes. -# Heart of the Forest  +## Heart of the Forest  _15th-Level Leaf Feature_  diff --git a/content/Classes/Druid/Ring of the Sewer.md b/content/Classes/Druid/Ring of the Sewer.md index 98e8b36..cb06d24 100644 --- a/content/Classes/Druid/Ring of the Sewer.md +++ b/content/Classes/Druid/Ring of the Sewer.md @@ -14,7 +14,7 @@ Much like the sewers where they dwell, these druids are often considered best le | 11th | Discarded Knowledge | | 15th | Fluid Flesh | -# The Sewer Ring Spells +## The Sewer Ring Spells 3rd-Level The Sewer Feature  @@ -28,7 +28,7 @@ You gain ring spells at the druid levels listed in the Sewer Ring Spells table. | 7th | Blight, Control Water | | 9th | Cloudkill, Contagion | -# Drowned Form  +## Drowned Form  3rd-Level The Sewer Feature  @@ -40,7 +40,7 @@ You can stay in your drowned form for 10 minutes, or until you dismiss it (no ac When you reach 11th level in this class, you can stay in your drowned form for 1 hour or until you dismiss it. In addition, your swimming speed equals double your walking speed, and you are immune to the poisoned condition and poison damage. -# Flow of the City  +## Flow of the City  3rd-Level The Sewer Feature  @@ -50,7 +50,7 @@ When you reach 11th level in this class, you can use this feature while touching You can’t use this feature again until you finish a short or long rest -# Polluted Waters +## Polluted Waters 7th-Level The Sewer Feature  @@ -58,7 +58,7 @@ Your exposure to the often-polluted or refuse-filled water within a city has inf In addition, while in your drowned form, you emit a rotten, mildewy stench. A creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw against your spell save **DC** or be poisoned until the start of its next turn. If this effect ends for a creature, that creature is then immune to your mildewy stench for the next 24 hours.  -# Discarded Knowledge +## Discarded Knowledge 11th-Level The Sewer Feature  @@ -70,7 +70,7 @@ You learn how to tap into the knowledge contained within the waste-filled waters At least one inhabitant in the city or town where the water is located must have knowledge of the desired language, skill, tool, or cantrip for you to choose that benefit. The benefit lasts until you finish a long rest or until you perform this ritual again. Once you perform this ritual, you can’t do so again until you finish a short or long rest. -# Fluid Flesh +## Fluid Flesh 15th-Level The Sewer Feature  diff --git a/content/Classes/Druid/Ring of the Shapeless.md b/content/Classes/Druid/Ring of the Shapeless.md index 8c8fd62..3c7a025 100644 --- a/content/Classes/Druid/Ring of the Shapeless.md +++ b/content/Classes/Druid/Ring of the Shapeless.md @@ -16,7 +16,7 @@ The sworn enemies of Circle of the Shapeless druids are the so-called ooze lords |11th|Improved Ooze| |15th|Engulfing Embrace| -# The Shapeless Ring Spells +## The Shapeless Ring Spells _3rd-Level The Shapeless Feature_  @@ -31,7 +31,7 @@ You gain ring spells at the druid levels listed in the Shapeless Ring Spells tab |9th|Contagion, Seeming| |*indicates a spell found in this book|| -# Ooze Form  +## Ooze Form  _3rd-Level The Shapeless Feature_  @@ -50,7 +50,7 @@ While in ooze form, you gain the following benefits:  - **Climber.** You have a climbing speed of 20 feet.  - **Oozing Form.** When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 1d6 acid damage to that creature. -# Slimy Pseudopod  +## Slimy Pseudopod  _7th-Level The Shapeless Feature_  @@ -58,13 +58,13 @@ You can use a bonus action to cause an oozing pseudopod to erupt from your body You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the acid damage dealt by your pseudopod increases to 2d6. -# Improved Ooze  +## Improved Ooze  _11th-Level The Shapeless Feature_  Your ooze form becomes more powerful. It now lasts 1 hour, and the acid damage dealt by your Acid Weapons and Oozing Form increases to 2d6.  -# Engulfing Embrace  +## Engulfing Embrace  _15th-Level The Shapeless Feature_  diff --git a/content/Classes/Druid/Ring of the Shifter.md b/content/Classes/Druid/Ring of the Shifter.md index 9290b56..37baef5 100644 --- a/content/Classes/Druid/Ring of the Shifter.md +++ b/content/Classes/Druid/Ring of the Shifter.md @@ -16,7 +16,7 @@ Druids that align with the ring of the Shifter feel a deep connection to the ani |11th|Elemental Infusion| |15th|Manifold Mind| -# Shifter Ring Spells +## Shifter Ring Spells _3rd-Level Shifter Feature_  @@ -30,7 +30,7 @@ You gain ring spells at the druid levels listed in the Shifter Ring Spells table |7th|giant insect, polymorph| |9th|dominate, insect plague| -# Potent Forms +## Potent Forms _3rd-Level Shifter Feature_  @@ -50,13 +50,13 @@ At higher druid levels, you can choose beast forms with a CR as high as your dru |15th|5|Triceratops| |18th|6|Mammoth| -# Quick Shift +## Quick Shift _3rd-Level Shifter Feature_  By delving into the mysteries of the shifters, you have learned to change form more rapidly. When you use the Beast Form effect of your Wild Shape feature, you can transform as a bonus action instead of as an action. -# Beast’s Fury  +## Beast’s Fury  _7th-Level Shifter Feature_  @@ -64,33 +64,33 @@ Immediately after you take the Attack action on your turn while in beast form, y In addition, all damage you deal with melee weapon attacks while in beast form now counts as magical damage for the purposes of overcoming resistance or immunity to non-magical damage. -# Elemental Infusion +## Elemental Infusion _11th-Level Shifter Feature_  By expending two uses of the Beast Form effect of your Wild Shape feature, you can infuse your chosen form with one of the four elemental powers described here. Alternatively, you can use your reaction to spend one use of Wild Shape while already transformed by the Beast Form effect, either infusing yourself with one of the following powers or changing which power is active. -## Air  +### Air  You gain a 90-foot flying (hover) speed and are resistant to lightning and thunder damage. You gain the following action: - **Whirl (Recharge 4–6).** Each Large or smaller creature within 5 feet of you must make a **STR** save (**DC** 10 + your **PB**). On a failure, a target takes 3d8 + your **PB** bludgeoning damage and is flung up to 20 feet away from you in a random direction and knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target lands in the same space as another creature, that creature must succeed on a **DC** 13 **DEX** save or take the same damage and be knocked prone. The target is then prone in an adjacent unoccupied space. If the target’s **STR** save is successful, a target takes half damage and isn’t flung or knocked prone. -## Earth  +### Earth  You gain a 30-foot burrowing speed and can burrow through nonmagical, unworked earth and stone without disturbing the material you move through. You gain tremorsense to a range of 60 feet and are resistant to bludgeoning, piercing, and slashing damage. Melee attacks you make deal double damage to objects and structures.  -## Fire  +### Fire  You shed bright light in a 30-foot-radius and dim light for an additional 30 feet. You are immune to fire damage. Melee attacks you make deal an additional 1d8 fire damage. When you deal fire damage to a flammable creature or object, you can choose whether it ignites—an ignited target takes 5 (1d10) fire damage at the start of each of its turns until a creature uses an action to douse it. Your GM determines what constitutes a flammable creature or object.  -## Water  +### Water  You gain a 90-foot swimming speed and can breathe underwater. You are resistant to cold and poison damage. You gain the following action:  - **Wave (Recharge 4–6).** Each creature within 5 feet of you must make a **STR** save (**DC** 10 + your **PB**). On a failure, a target takes 2d8 + your **PB** bludgeoning damage. If a target is Large or smaller, it is also grappled (escape **DC** 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe in water. On a successful **STR** save, a creature takes half damage and isn’t grappled. At the start of each of your turns, each target grappled by you takes 2d8 + your **PB** bludgeoning damage. A creature within 5 feet of a grappled target can pull it out of the grapple if it expends an action to attempt a **DC** 14 **STR** (Athletics) check—freeing the target on a success. -# Manifold Mind  +## Manifold Mind  _15th-Level Shifter Feature_  diff --git a/content/Classes/Druid/Ring of the Stoneheart.md b/content/Classes/Druid/Ring of the Stoneheart.md index f234a13..3853ab0 100644 --- a/content/Classes/Druid/Ring of the Stoneheart.md +++ b/content/Classes/Druid/Ring of the Stoneheart.md @@ -12,7 +12,7 @@ Druids of the Stoneheart ring believe that nature is a vital resource and that t | 11th | Stone Sentinel | | 15th | Stone Heart | -# Stoneheart Ring Spells +## Stoneheart Ring Spells 3rd-Level Stoneheart Feature  @@ -28,7 +28,7 @@ You gain ring spells at the druid levels listed in the Stoneheart Ring Spells ta *indicates a spell found in this Document -# Stone Intuition  +## Stone Intuition  3rd-Level Stoneheart Feature  @@ -36,7 +36,7 @@ You learn the shillelagh cantrip if you don’t already know it. When you cast s In addition, you have advantage on checks related to the origin and purpose of an object or structure made of metal or stone.  -# Wild Shape: Earthen Armor  +## Wild Shape: Earthen Armor  3rd-Level Stoneheart Feature  @@ -51,7 +51,7 @@ While the armor is active, you gain the following benefits: You can maintain this earthen armor for a number of hours equal to your **PB**. You then lose the armor unless you expend another use of Wild Shape. -# Stone’s Vengeance  +## Stone’s Vengeance  7th-Level Stoneheart Feature  @@ -59,7 +59,7 @@ On your turn, you can make two attacks when you take the Attack action.  In addition, when a friendly creature you can see within 30 feet of you is attacked while on the ground, you can summon a small pillar of earth, stone, wood, or similar material between the attack and the creature, imposing disadvantage on the attack roll. If the attack hits, the pillar bursts, and the attacker takes bludgeoning damage equal to your druid level. You can use this feature a number of times equal to your **PB** and regain all expended uses when you finish a long rest. -# Stone Sentinel  +## Stone Sentinel  11th-Level Stoneheart Feature  @@ -71,7 +71,7 @@ Your earthen armor improves. While the Earthen Armor effect of your Wild Shape f - Your AC now equals 15 + your **WIS** modifier.  - Your tremorsense increases to a range of 20 feet. -# Stone Heart  +## Stone Heart  15th-Level Stoneheart Feature  diff --git a/content/Classes/Druid/Ring of the Verdant.md b/content/Classes/Druid/Ring of the Verdant.md index 8487b66..ed18705 100644 --- a/content/Classes/Druid/Ring of the Verdant.md +++ b/content/Classes/Druid/Ring of the Verdant.md @@ -12,7 +12,7 @@ Verdant druids embrace the wild, ancient growth of deep forests and tropical jun | 11th | Verdant Body | | 15th | Verdant Ascendant | -# Verdant Ring Spells +## Verdant Ring Spells 3rd-Level Verdant Feature  @@ -26,13 +26,13 @@ You gain ring spells at the druid levels listed in the Verdant Ring Spells table | 7th | elemental shield, freedom of movement | | 9th | greater restoration, tree stride | -# Grasping Vines +## Grasping Vines 3rd-Level Verdant Feature   As a bonus action, you can imbue the next attack you make or spell you cast before the start of your next turn with the power of plants. When you hit with an attack or when a creature fails a save against your spell, the target’s speed is reduced by 10 feet as vines grasp at its limbs. If you score a critical hit with the attack or if a creature fails the save by 5 or more, its speed is halved instead. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Wild Shape: Plant Form  +## Wild Shape: Plant Form  3rd-Level Verdant Feature  @@ -44,13 +44,13 @@ You can’t speak while in plant form—unless your new form is capable of doing At higher druid levels, you can choose plant forms with a CR as high as your druid level divided by 3, rounded down. For example, upon achieving 8th level of druid, you can choose any Plant of CR 2 or lower as a known form, CR 3 or lower at 12th level, and so on. See the Appendix and Monster Vault for a selection of Plants to choose from. -# Thorny Armor +## Thorny Armor 7th-Level Verdant Feature  When you cast a Primordial spell of 1st-circle or higher, thorns sprout across your body for 1 minute, and they remain even if you change into or out of your plant form. W hile the thorns are active, you gain a bonus to your AC equal to half your **PB** (rounded down), and a creature that hits you with a melee attack while within 5 feet of you takes piercing damage equal to half your druid level (rounded down). -# Verdant Body +## Verdant Body 11th-Level Verdant Feature  @@ -62,7 +62,7 @@ Your body gains characteristics similar to Plants, granting you the following be - You have advantage on saves against being paralyzed or petrified and against effects that would make you fall unconscious. - When you use your Grasping Vines feature, the effect lasts for 1 minute rather than for the next attack roll or spell. -# Verdant Ascendant  +## Verdant Ascendant  15th-Level Verdant Feature  diff --git a/content/Classes/Fighter/*Playing a Fighter*.md b/content/Classes/Fighter/*Playing a Fighter*.md index 0ab0fbc..8992ea1 100644 --- a/content/Classes/Fighter/*Playing a Fighter*.md +++ b/content/Classes/Fighter/*Playing a Fighter*.md @@ -4,7 +4,7 @@ There are many ways to build a fighter, but at the end of the day, their talents What fighters are good at is written on the label. Your class gives you more options than just standing and swinging to hit, however. Use weapon options to change up a fight and make things easier for the less martially inclined party members. -# FIGHTERS AS ADVENTURERS +## FIGHTERS AS ADVENTURERS Fighters are capable and hardy, and they excel at combat— all qualities well-suited to life as an adventurer. With the diverse weapon and armor options available, they can easily thrive on the frontlines of combat or decimate foes from afar with ranged attacks. diff --git a/content/Classes/Fighter/Discipline of the Duelist.md b/content/Classes/Fighter/Discipline of the Duelist.md index 9016073..e937beb 100644 --- a/content/Classes/Fighter/Discipline of the Duelist.md +++ b/content/Classes/Fighter/Discipline of the Duelist.md @@ -6,7 +6,7 @@ source: Kobold Press https://koboldpress.com/play-these-exclusive-tales-of-the-v Fighters of the Duelist discipline eschew heavy armor and weapons in favor of mobility and the precision of fast, light weapons. For you, a battle is won by striking quickly and accurately, sidestepping slow, clumsy opponents and moving in for the fatal blow. -# Combat Mobility +## Combat Mobility _3rd-Level Duelist Feature_ @@ -14,25 +14,25 @@ While you are not wearing armor and wielding only weapons with the Finesse or Li If a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your **PB** (to a minimum of 0 damage). -# Practiced Precision +## Practiced Precision _3rd-Level Duelist Feature_ Due to diligent training, you can apply your quickness and finesse to a broader range of weapons. You can treat any Light weapon you wield as if it had the Finesse property. If a Light or Finesse weapon also has the Thrown property, you do not have disadvantage to use it as a ranged weapon attack if you are within 5 feet of a hostile creature. -# Swift Riposte +## Swift Riposte _7th-Level Duelist Feature_ When a creature you can see within your reach misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature, so long as you are wielding a weapon with the Finesse or Light properties. -# Light of Foot +## Light of Foot _11th-Level Duelist Feature_ As long as you are wielding a weapon with the Finesse or Light properties, your movement does not provoke opportunity attacks. When you move, you can ignore up to 15 feet of difficult terrain. In addition, you can use your bonus action to Dash. -# Whirling Steel +## Whirling Steel _15th-Level Duelist Feature_ diff --git a/content/Classes/Fighter/Discipline of the Elemental Striker.md b/content/Classes/Fighter/Discipline of the Elemental Striker.md index 8e1d29d..d88c871 100644 --- a/content/Classes/Fighter/Discipline of the Elemental Striker.md +++ b/content/Classes/Fighter/Discipline of the Elemental Striker.md @@ -6,7 +6,7 @@ source: Kobold Press Blog Fighters of the Elemental Striker discipline study the effects and interactions of elemental damage types and hone their skills to amplify their combined effects. They call these combinations “impacts”, and although they work with any combination of damage types, you do your best work in tandem with spell casters and those who can summon elemental effects. -# Initiate Impact +## Initiate Impact _3rd-Level Elemental Striker Feature_ @@ -16,7 +16,7 @@ You can use Impacta number of times equal to your **PB**, and you regain all exp When an effect on the Impact Outcomes table refers to a save, the **DC** equals 8 + your **PB** + your ability score for the attack (**STR** or **DEX**). -## Impact Outcomes +### Impact Outcomes | | | | |---|---|---| @@ -30,13 +30,13 @@ When an effect on the Impact Outcomes table refers to a save, the **DC** equals |Tempest Gaze|Psychic + Lightning|The target must succeed on a **WIS** save or take 1d6 lightning damage and it can target only you until the end of its next turn. **Command Effect:** The target takes 2d6 lightning damage.| |Wither|Cold + Necrotic|The target must succeed on a **CON** save or take 1d4 necrotic damage and be restrained until the end of your next turn. **Command Effect:** The target takes 2d4 necrotic damage at the start of each of its turns. This effect ends on a successful **CON** save at the end of a target’s turn.| -# Coalesce Elements +## Coalesce Elements _7th-Level Elemental Striker Feature_ Your ties to the elements deepen. As a bonus action, when you hit with a weapon attack, you can change the attack’s damage type to any damage type. For instance, you could change a sword strike from slashing to thunder, or an arrow hit from piercing to bludeonging. -# Chain Elements +## Chain Elements _11th-Level Elemental Striker Feature_ @@ -47,7 +47,7 @@ Your growing mastery of elemental combinations allows you to chain multiple Impa You can use Chain Elements up to a number of times equal to your **STR** or **DEX** modifier (your choice, minimum of one use), and you regain all expended uses when you finish a long rest. -# Command Elements +## Command Elements _15th-Level Elemental Striker Feature_ diff --git a/content/Classes/Fighter/Discipline of the Ghost Knight.md b/content/Classes/Fighter/Discipline of the Ghost Knight.md index 9c20300..d5b2922 100644 --- a/content/Classes/Fighter/Discipline of the Ghost Knight.md +++ b/content/Classes/Fighter/Discipline of the Ghost Knight.md @@ -14,13 +14,13 @@ The Order of Knights Incorporeal, or Ghost Knights, arose in the principalities |11th|Taint of Undeath, Gravestrike| |15th|Incorrigible Showoff| -# Bonus Proficiency  +## Bonus Proficiency  _3rd-Level Ghost Rider Feature_  You gain proficiency in the Animal Handling skill. -# Pale Rider +## Pale Rider _3rd-Level Ghost Rider Feature_  @@ -28,25 +28,25 @@ You can cast find steed. The steed created is an undead creature that takes the You can cast this spell once, and regain the ability to do so when you finish a long rest. While riding your mount, you can use a bonus action to have the steed make one attack.  -# Frightful Charge +## Frightful Charge _7th-Level Ghost Rider Feature_  When you move at least 20 feet and attack a creature, it must succeed on a Wisdom saving throw (**DC** = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the start of your next turn. -# Taint of Undeath +## Taint of Undeath _11th-Level Ghost Rider Feature_  The foul nature of the undead begins overtaking you. You no longer need to eat or drink, and you are immune to being frightened. You take on a pale or waxy appearance that the living find disturbing. You have advantage on Charisma (Intimidation) checks made against living creatures. -# Gravestrike +## Gravestrike _11th-Level Ghost Rider Feature_  Your weapon attacks deal an additional 1d8 necrotic damage, and you have resistance to necrotic damage. -# Ghost Rider +## Ghost Rider _15th-Level Ghost Rider Feature_  diff --git a/content/Classes/Fighter/Discipline of the Iron Bastion.md b/content/Classes/Fighter/Discipline of the Iron Bastion.md index b1421e1..75514eb 100644 --- a/content/Classes/Fighter/Discipline of the Iron Bastion.md +++ b/content/Classes/Fighter/Discipline of the Iron Bastion.md @@ -14,13 +14,13 @@ Encased in a tower of iron and steel, the Iron Bastion stands between its allies |11th|Barrier Shield Expert| |15th|Impenetrable| -# Additional Talent  +## Additional Talent  _3rd-Level Iron Bastion Feature_  You gain a new martial talent. Choose a talent to represent the way you specialize in protecting yourself and your allies: Armor Expert, Shield Mastery, or Vanguard.  -# Barrier Shield  +## Barrier Shield  _3rd-Level Iron Bastion Feature_  @@ -33,19 +33,19 @@ In addition, choose one shield exploit that you know from the list below. You ca - **Shield Bash.** As a bonus action, you can forgo the bonus to your AC from your shield to make an attack with it. In your hands, a shield is a weapon with the Light property that deals 1d6 + your **STR** modifier bludgeoning damage and has the Bash weapon option. - **Superior Maneuvering.** When you hit with a shove attack, you can push your target an additional 5 feet. When you are forced to move against your will, decrease the distance by 5 feet.  -# Unscathed  +## Unscathed  _7th-Level Iron Bastion Feature_   Protected by the steel plates of armor and your heavy shield, you can walk through almost anything. While you are wearing heavy armor and wielding a shield and you are subjected to an effect that allows you to make a **DEX** save to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail. -# Barrier Shield Expert  +## Barrier Shield Expert  _11th-Level Iron Bastion Feature_  Your skill with a shield exceeds what most would have thought achievable. When you are wielding a shield, you now gain a +4 bonus to your AC instead of +3. In addition, you learn a second shield exploit from the Tower Shield feature. -# Impenetrable +## Impenetrable _15th-Level Iron Bastion Feature_  diff --git a/content/Classes/Fighter/Discipline of the Knight.md b/content/Classes/Fighter/Discipline of the Knight.md index b04d2dc..f382065 100644 --- a/content/Classes/Fighter/Discipline of the Knight.md +++ b/content/Classes/Fighter/Discipline of the Knight.md @@ -14,7 +14,7 @@ The word summons images of warriors wearing plate armor and charging on horses, |11th|Daunting Prowess| |15th|Unstoppable Strikes| -# Oath of Service and Code of Honor  +## Oath of Service and Code of Honor  Two aspects guide a knight: their oath of service and their code of honor. Knights swear oaths of loyalty to kings, nobles, or moral guidelines, binding them to serve and defend. They faithfully follow the orders of their liege as long as such orders don’t violate their code of honor. These oaths of service are not a lifetime bond, for death, betrayal, and the changing tides of fate can convince a knight to relinquish their oath, which would typically be done in public, in front of witnesses. @@ -30,13 +30,13 @@ Above your oath of service, as a knight, you follow a personal code of honor, a |5|Let no slight go unanswered.| |6|Protect the weak against those who would prey upon them.| -# Bonus Proficiency  +## Bonus Proficiency  _3rd-Level Knight Feature_  You gain proficiency in two of the following skills of your choice: Deception, History, Insight, Intimidation, Persuasion. -# Renown  +## Renown  _3rd-Level Knight Feature_  @@ -49,7 +49,7 @@ As a bonus action, you can choose a creature within 30 feet of you and expend on Your Renown die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level. In addition, at 10th level, the range of this feature increases to 60 feet. -# Commander’s Precept  +## Commander’s Precept  _7th-Level Knight Feature_  @@ -63,13 +63,13 @@ As a bonus action, you can call out to a number of friendly creatures (up to you When you reach 12th level in this class, this feature’s range increases to 60 feet.  -# Daunting Prowess  +## Daunting Prowess  _11th-Level Knight Feature_  Foes become demoralized at your prowess in battle and in court. When you reduce a target of the challenge effect of your Renown feature to 0 HP, each creature of your choice within 15 feet of you has disadvantage on attack rolls until the start of your next turn. When you use the proclaim effect of your Renown feature and roll a 20 on the d20 roll, each creature of your choice within 15 feet of you has disadvantage on **WIS** (Insight) and CHA (Deception, Intimidation, Performance, and Persuasion) checks until the start of your next turn. Creatures that are immune to being frightened are immune to this effect. -# Unstoppable Strikes  +## Unstoppable Strikes  _15th-Level Knight Feature_  diff --git a/content/Classes/Fighter/Discipline of the Pugilist.md b/content/Classes/Fighter/Discipline of the Pugilist.md index f4f65bd..36dac27 100644 --- a/content/Classes/Fighter/Discipline of the Pugilist.md +++ b/content/Classes/Fighter/Discipline of the Pugilist.md @@ -14,7 +14,7 @@ Pugilists live by their fists, bare-knuckle warriors who do not hesitate to thro |11th|Debilitating Blow| |15th|Opportunistic Brawler| -# Unarmed Warrior  +## Unarmed Warrior  _3rd-Level Pugilist Feature_  @@ -23,13 +23,13 @@ You learn to use your fists, knees, elbows, head, and feet to attack your oppone - Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. Your unarmed strike damage increases as you reach higher levels. The d6 becomes a d8 at 10th level and a d10 at 18th level.  - When you use the Attack action to make one or more unarmed strikes, you can make one unarmed strike as a bonus action. -# Resilient Fighter  +## Resilient Fighter  _3rd-Level Pugilist Feature_  You learn to endure great amounts of physical punishment. You add your Constitution modifier (minimum of 1) to any death saving throw you make. In addition, you can use Last Stand a number of times equal to your proficiency bonus without expending any Hit dice. You regain all expended uses when you finish a short or long rest.  -# Uncanny Fortitude  +## Uncanny Fortitude  _7th-Level Pugilist Feature_  @@ -37,13 +37,13 @@ If damage reduces you to 0 hit points, you can make a Constitution saving throw In addition, when you use Last Stand, you now regain hit points equal to 1d10 + your fighter level + your Constitution modifier. -# Debilitating Blow  +## Debilitating Blow  _11th-Level Pugilist Feature_  When you hit one target with two unarmed strikes in the same turn, you can use a bonus action to force the target to make a Constitution saving throw (**DC** equals 8 + your proficiency bonus + your Strength modifier). On a failure, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.  -# Opportunistic Brawler  +## Opportunistic Brawler  _15th-Level Pugilist Feature_  diff --git a/content/Classes/Fighter/Discipline of the Rake.md b/content/Classes/Fighter/Discipline of the Rake.md index 02ca457..c331ea9 100644 --- a/content/Classes/Fighter/Discipline of the Rake.md +++ b/content/Classes/Fighter/Discipline of the Rake.md @@ -12,13 +12,13 @@ The rake is a confident fighter and ne’er-do-well, typically of aristocratic b | 11th | Taunt | | 15th | Incorrigible Showoff | -# Bonus Proficiency  +## Bonus Proficiency  3rd-Level Rake Feature  You gain proficiency in one of the following skills of your choice: Intimidation, Persuasion, Sleight of Hand, or Stealth. Alternatively, you learn one language of your choice. -# Astute Charm +## Astute Charm 3rd-Level Rake Feature  @@ -26,13 +26,13 @@ You learn to utilize your personality and charm to enhance your prowess in and o In addition, when you make a Strength (Athletics) or Dexterity (Acrobatics) check or when you make a saving throw, you can use a reaction to add your Charisma modifier to the check or saving throw. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Carouser +## Carouser 7th-Level Rake Feature  You gain proficiency in Charisma saving throws, and you can add half your proficiency bonus, rounded down, to any Charisma check you make that doesn’t already include your proficiency bonus. -# Taunt  +## Taunt  11th-Level Rake Feature  @@ -40,7 +40,7 @@ You know exactly how to enrage your foes to strike where and when you want. As a You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Incorrigible Showoff +## Incorrigible Showoff 15th-Level Rake Feature  diff --git a/content/Classes/Fighter/Discipline of the Red Sun Dragonslayer.md b/content/Classes/Fighter/Discipline of the Red Sun Dragonslayer.md index 3cccfb4..625dc03 100644 --- a/content/Classes/Fighter/Discipline of the Red Sun Dragonslayer.md +++ b/content/Classes/Fighter/Discipline of the Red Sun Dragonslayer.md @@ -4,13 +4,13 @@ source: Kobold Press https://koboldpress.com/midgard-monday-play-a-new-fighter-s Despite the name, fighters of the Red Sun Dragonslayer discipline slay more than dragons. The tactics devised by the knights of the Magdar Kingdom are effective at slaying large enemies of nearly any type. In addition to dragons, the knights use these strategies against their centaur foes to the east, stray griffons from the Margreve Forest, and even the occasional roc that the Mharoti let fly over to bother them. All fall before the prowess of the Red Sun. -# SLAYER’S RESOLVE +## SLAYER’S RESOLVE _3rd-Level Red Sun Dragonslayer Feature_ You’ve studied and practiced tactics designed to defeat terrifying foes, but none more than mighty dragons. You’ve learned their ways and wiles. You know Draconic. You are also resistant to becoming frightened. You are immune to the frightened condition if the source of the fear is a dragon. -# VOLLEY FIRE +## VOLLEY FIRE _3rd-Level Red Sun Dragonslayer_ _Feature_ @@ -20,7 +20,7 @@ Select a creature you can see within normal or long range of your weapon. The ta You can use this feature a number of times equal to your **PB**. You regain one use of this feature when you finish a short rest and regain all uses when you finish a long rest. -# MOUNTING ATTACK +## MOUNTING ATTACK _7th-Level Red Sun Dragonslayer_ _Feature_ @@ -30,13 +30,13 @@ While you are mounting a creature with this feature, your speed becomes 0, you h At the end of your turn while you are mounted on a creature, you must succeed on a **DEX** save with a **DC** equal to the mounted creature’s AC. On a failure, you fall from the creature to an unoccupied space within 5 feet of it. If you take falling damage, treat it as if the distance you fell was 10 feet less. -# BREATH WEAPON DEFENSE +## BREATH WEAPON DEFENSE _11th-Level Red Sun Dragonslayer_ _Feature_ You’ve trained to withstand the elemental intensity of a dragon’s breath weapon, and you can even shield your allies against the worst of it. When you make a save against any effect that deals acid, cold, fire, lightning, or poison damage, as a reaction, you and creatures within 5 feet of you gain resistance to that type of damage until the start of your next turn. If the damage is caused by a dragon, the range of this feature increases to 15 feet. -# BRING THEM LOW +## BRING THEM LOW _15th-Level Red Sun Dragonslayer Feature_ diff --git a/content/Classes/Fighter/Discipline of the Scrapper.md b/content/Classes/Fighter/Discipline of the Scrapper.md index 43240c3..a85f94f 100644 --- a/content/Classes/Fighter/Discipline of the Scrapper.md +++ b/content/Classes/Fighter/Discipline of the Scrapper.md @@ -12,7 +12,7 @@ Fighters typically engage with their opponents with manufactured weapons. Howeve | 11th | Expert Grappler | | 15th | Expert Grappler | -# Grappling Superiority  +## Grappling Superiority  3rd-Level Scrapper Feature  @@ -22,7 +22,7 @@ In addition, instead of using your reaction to make an opportunity attack, you c Starting at 7th level, you have advantage on checks to initiate or escape a grapple but not on the checks to perform the maneuvers listed in the Grappling Maneuvers feature.  -# Mighty Fists  +## Mighty Fists  3rd-Level Scrapper Feature  @@ -32,7 +32,7 @@ Starting at 7th level, your unarmed strikes count as magical for the purpose of Starting at 11th level, you score a critical hit on a d20 roll of 19 or 20 with unarmed strikes. -# Grappling Maneuvers  +## Grappling Maneuvers  7th-Level Scrapper Feature  @@ -42,7 +42,7 @@ As a bonus action while grappling a creature, you can perform one of the followi - Makeshift Shield. You pull the creature between you and danger. You have half cover if the target is your size or smaller and three-quarters cover if it is larger than you. - Pin. You pin, hold, or otherwise immobilize the creature. The target is restrained. -# Expert Grappler  +## Expert Grappler  11th-Level Scrapper Feature  @@ -50,7 +50,7 @@ You are an expert at holding onto and locking down foes. You can grapple creatur In addition, when you successfully initiate a grapple or succeed on a grappling maneuver, you can choose for the target to also take bludgeoning damage equal to half your fighter level. -# Knockout Punch  +## Knockout Punch  15th-Level Scrapper Feature  diff --git a/content/Classes/Fighter/Discipline of the Skirmisher.md b/content/Classes/Fighter/Discipline of the Skirmisher.md index 6d04ced..493e0bc 100644 --- a/content/Classes/Fighter/Discipline of the Skirmisher.md +++ b/content/Classes/Fighter/Discipline of the Skirmisher.md @@ -18,13 +18,13 @@ Skirmishers train with light armor, crossbows, daggers, and other light throwing |11th|Additional Fighting Style, Juke| |15th|Bleeding Strike| -# Agile  +## Agile  _3rd-Level Skirmisher Feature_  You gain a +2 bonus to all your **DEX** saves and ability checks while you’re wearing light or no armor.  -# Crossbow Finesse  +## Crossbow Finesse  _3rd-Level Skirmisher Feature_  @@ -32,19 +32,19 @@ You can fire more than once in a turn with a crossbow or other ranged weapon wit In addition, if you take the Attack action and make a ranged weapon attack with a hand crossbow, you can use your bonus action to attack with a Light weapon you are wielding in your other hand. -# Focused Aim  +## Focused Aim  _7th-Level Skirmisher Feature_  You can use your bonus action to take precise, specific aim. Your ranged weapon attacks score critical hits on rolls of 19 or 20. When you score a critical hit in this way, you can also perform the Disarm, Hamstring, or Pinning Shot weapon option on the target (no action required). If you know the Aim Martial Action, you can use Focused Aim and Aim as part of the same bonus action. -# Honed Reflexes  +## Honed Reflexes  _11th-Level Skirmisher Feature_  You are particularly adept at responding to changes on the battlefield. Until the beginning of your next turn, you can take two reactions. You can do this a number of times equal to your **PB**. You regain all expended charges of this feature when you finish a long rest. -# Juke  +## Juke  _11th-Level Skirmisher Feature_  @@ -52,7 +52,7 @@ You become more difficult to pin down on the battlefield. When a creature misses In addition, when a creature makes a melee attack roll against you, if you are wielding a Light weapon in one hand, you can use your reaction to increase your AC by a number equal to your **DEX** modifier. -# Bleeding Strike  +## Bleeding Strike  _15th-Level Skirmisher Feature_  diff --git a/content/Classes/Fighter/Discipline of the Spell Blade.md b/content/Classes/Fighter/Discipline of the Spell Blade.md index ed80931..41b9b15 100644 --- a/content/Classes/Fighter/Discipline of the Spell Blade.md +++ b/content/Classes/Fighter/Discipline of the Spell Blade.md @@ -36,17 +36,17 @@ Fighters of the Spell Blade discipline view fighting with swords and sorcery as |19th|3|12|4|3|3|1| |20th|3|13|4|3|3|1| -# Arcane Spellcasting  +## Arcane Spellcasting  _3rd-Level Spell Blade Feature_  You enhance your martial prowess with the ability to cast Arcane spells. See Spell Rules in Players handbook for the general rules of spellcasting and the Arcane spell list. -# Cantrips  +## Cantrips  At 3rd level, choose two cantrips to learn from the Arcane spell list. You choose more Arcane cantrips to learn at higher levels, as shown in the Cantrips Known column of the Spell Blade Progression table. -# Casting Spells  +## Casting Spells  You know a small number of spells and can cast any of them by using an Arcane spell slot of the spell’s circle or higher. You don’t need to prepare spells ahead of time. @@ -54,7 +54,7 @@ The Spell Blade Progression table shows how many spells you know and how many sp You regain all used spell slots when you finish a long rest. -# Spells Known of 1st Circle and Higher  +## Spells Known of 1st Circle and Higher  At 3rd level, choose three 1st-circle spells from the Arcane spell list that you know, two of which must be from either the abjuration or evocation schools. @@ -62,7 +62,7 @@ The Spells Known column of the Spell Blade Progression table shows when you lear In addition, when you gain a level of fighter, you can choose one Arcane spell you know and replace it with another spell of your choice from the Arcane spell list. The replacement spell must be of a circle for which you have Arcane spell slots, and it must be an abjuration or evocation spell—unless you’re replacing the third spell you gained at 3rd level or any of the spells you chose at 8th level and beyond. -# Spellcasting Ability  +## Spellcasting Ability  Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for certain spells you cast: @@ -70,7 +70,7 @@ Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier deter **Spell attack modifier** = your proficiency bonus (**PB**) + your **INT** modifier -# Enchant Weapon +## Enchant Weapon _3rd, 11th, and 15th-Level Spell Blade Feature_  @@ -83,25 +83,25 @@ Your enchanted weapon functions as a magic weapon with the following properties: Creatures who handle or inspect the enchanted weapon can tell it isn’t a true magic item (unless the weapon was magic to begin with). Otherwise, it follows the rules of a typical magic item (see Magic Items in Player’s Handbook). Starting at 11th level, the bonus increases to +2. At 15th level, it becomes +3. -# Expanded Talent List  +## Expanded Talent List  _3rd-Level Spell Blade Feature_  When you gain a new talent, you can select it from either the magic or the martial talents list (see Talents). -# Spell Multiattack +## Spell Multiattack _7th-Level Spell Blade Feature_  When you use your Multiattack class feature to make multiple attacks with the Attack action, you can replace one of those attacks with the casting of a cantrip that you know with a casting time of 1 action. You can’t cast more than one cantrip in one Attack action in this way. -# Follow Through +## Follow Through _11th-Level Spell Blade Feature_  When you take the Cast a Spell action, you can make a single weapon attack as part of that same action, provided a target is within range. -# Charged Strike  +## Charged Strike  _15th-Level Spell Blade Feature_  diff --git a/content/Classes/Fighter/Discipline of the Stunt Archer.md b/content/Classes/Fighter/Discipline of the Stunt Archer.md index a472688..2bae46d 100644 --- a/content/Classes/Fighter/Discipline of the Stunt Archer.md +++ b/content/Classes/Fighter/Discipline of the Stunt Archer.md @@ -12,7 +12,7 @@ Some fighters eschew melee weapons completely, choosing the greater range afford | 11th | Advanced Stunt Shots | | 15th | Absolute Mastery | -# Bow Mastery  +## Bow Mastery  3rd-Level Stunt Archer Feature  @@ -22,7 +22,7 @@ Once per turn, when you roll damage for an attack with a bow or crossbow, you ca When you gain this subclass, choose one bow or crossbow to master. This weapon has the Ricochet Shot weapon option (see Weapons in Player’s Guide for Ricochet Shot and more on weapon options) when wielded by you, even if it normally wouldn’t have that weapon option. -# Stunt Shots  +## Stunt Shots  3rd-Level Stunt Archer Feature  @@ -64,7 +64,7 @@ When you deal damage with your attack, you can also deal half the damage you dea When you score a critical hit, you can immediately force the target to make a **STR** save. On a failed save, the target falls prone or is pushed 5 feet away from you (your choice). -# Keen Eye  +## Keen Eye  7th-Level Stunt Archer Feature  @@ -76,7 +76,7 @@ You increase the normal range for any bow or crossbow you wield:  When you wield the weapon that you chose as part of your Bow Mastery feature, its range increases by an additional 10 feet. This feature doesn’t affect any weapon’s long range. In addition, you can choose one additional bow or crossbow to master, and you can use the Ricochet Shot weapon option (see Weapons in Player’s Guide) with that weapon, even if it normally wouldn’t have that weapon option. When wielding either of your mastered weapons, you score a critical hit on a d20 roll of 19 or 20 and ignore any Loading properties. -# Advanced Stunt Shots  +## Advanced Stunt Shots  11th-Level Stunt Archer Feature  @@ -112,7 +112,7 @@ You ignore the crossbow’s Loading weapon property until the start of your next As a reaction when a creature within 5 feet of you uses the Disengage action and moves out of that range, you can make an opportunity attack with your ranged weapon. -# Absolute Mastery  +## Absolute Mastery  15th-Level Stunt Archer Feature  diff --git a/content/Classes/Fighter/Discipline of the Sword-Dancer.md b/content/Classes/Fighter/Discipline of the Sword-Dancer.md index b72a85e..270e322 100644 --- a/content/Classes/Fighter/Discipline of the Sword-Dancer.md +++ b/content/Classes/Fighter/Discipline of the Sword-Dancer.md @@ -14,31 +14,31 @@ Sword-dancers blur the line between warrior and courtier. Sword-dancers are grac |11th|Deadly Artistry| |15th|Howling Edge of the Razor| -# Bonus Proficiency  +## Bonus Proficiency  _3rd-Level Sword-Dancer Feature_  You gain proficiency in the Performance and Persuasion skills. -# Light on Your Feet  +## Light on Your Feet  _3rd-Level Sword-Dancer Feature_  While wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your Armor Class, and you ignore difficult terrain. -# Dust on the Wind  +## Dust on the Wind  _7th-Level Sword-Dancer Feature_  When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature until the start of your next turn. -# Deadly Artistry  +## Deadly Artistry  _11th-Level Sword-Dancer Feature_  After you move at least 10 feet, your melee attacks deal an additional 1d8 damage until the start of your next turn. -# Howling Edge of the Razor  +## Howling Edge of the Razor  _15th-Level Sword-Dancer Feature_  diff --git a/content/Classes/Fighter/Discipline of the Timeblade.md b/content/Classes/Fighter/Discipline of the Timeblade.md index c67b57e..33939bd 100644 --- a/content/Classes/Fighter/Discipline of the Timeblade.md +++ b/content/Classes/Fighter/Discipline of the Timeblade.md @@ -14,7 +14,7 @@ There are warriors who move so quickly that they seem to stop time, then there a |11th|Improved Temporal Strike| |15th|Temporal Rift| -# Temporal Strike  +## Temporal Strike  _3rd-Level Timeblade Feature_  @@ -25,13 +25,13 @@ When you hit a creature with a weapon attack, you can use a bonus action to trig You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. -# Chronologic Echo  +## Chronologic Echo  _7th-Level Timeblade Feature_  Immediately after you use your Last Stand feature, you can trigger an echo in time, allowing you to use an extra Hit dice without expending it. Roll separately for this extra use of Last stand. Once you use this feature, you can’t use it again until you finish a long rest.  -# Improved Temporal Strike  +## Improved Temporal Strike  _11th-Level Timeblade Feature_  @@ -40,7 +40,7 @@ When you use your Temporal Strike feature, you can choose one of the following a - **Chronal Cleave.** You immediately make a weapon attack against a different target within range.  - **Chronal Shield.** You add your proficiency bonus to your Armor Class until the beginning of your next turn.  -# Temporal Rift  +## Temporal Rift  _15th-Level Timeblade Feature_  diff --git a/content/Classes/Fighter/Discipline of the Twinblade.md b/content/Classes/Fighter/Discipline of the Twinblade.md index fd5e535..d8b4847 100644 --- a/content/Classes/Fighter/Discipline of the Twinblade.md +++ b/content/Classes/Fighter/Discipline of the Twinblade.md @@ -13,7 +13,7 @@ Fighters that choose the Twinblade discipline are master dual-wielders, forgoing |11th|One Thousand Cuts| |15th|Moving Target| -# Blade Dance  +## Blade Dance  3rd-Level Twinblade Feature  @@ -27,7 +27,7 @@ If you can cast spells, you can’t cast them or concentrate on them while you A blade dance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t moved at least 5 feet since the start of your turn. You can also end a blade dance early on your turn (no action required). You can begin a blade dance a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Deadly Grace  +## Deadly Grace  3rd-Level Twinblade Feature  @@ -35,13 +35,13 @@ You gain proficiency in either the Acrobatics or Performance skill. If you are a In addition, while you are wielding a melee weapon in each hand and aren’t restrained, grappled, or otherwise unable to move, your AC equals 10 + your **DEX** modifier + your **PB**. You can’t benefit from this feature while wearing medium or heavy armor. -# Double Edged  +## Double Edged  7th-Level Twinblade Feature  When you take the Attack action on your turn and then use a bonus action to make one or more additional attacks (such as for two-weapon fighting and the Quick Strike martial action), you can add your **DEX** modifier to the damage dealt by the bonus attacks. If you have at least one use remaining of your Blade Dance feature, you can activate it as part of the same bonus action you used to make these attacks. -# One Thousand Cuts  +## One Thousand Cuts  11th-Level Twinblade Feature  @@ -51,7 +51,7 @@ In addition, if you use a bonus action to use two-weapon fighting or the Quick S Once you use this feature, you can’t do so again until you finish a short or long rest. -# Moving Target  +## Moving Target  15th-Level Twinblade Feature  diff --git a/content/Classes/Fighter/Discipline of the Weapon Master.md b/content/Classes/Fighter/Discipline of the Weapon Master.md index aaf2158..dded24f 100644 --- a/content/Classes/Fighter/Discipline of the Weapon Master.md +++ b/content/Classes/Fighter/Discipline of the Weapon Master.md @@ -14,7 +14,7 @@ Most fighters feel a deep connection to their weapons, but none more so than the |11th|Advanced Stunts| |15th|Grand Finale| -# Mastery +## Mastery _3rd-Level Weapon Master Feature_  @@ -24,7 +24,7 @@ Once per turn, when you roll damage for an attack with a weapon you have mastere Alternatively, once per turn, when you use a weapon option (see Weapon Options in Chapter 5) for a weapon that you have mastered, you can roll the attack’s damage even if the weapon option doesn’t normally allow it.  -# Stunts +## Stunts _3rd-Level Weapon Master Feature_  @@ -40,51 +40,51 @@ All stunts listed are available to you at 3rd level. You can perform stunts a nu Stunts are presented in alphabetical order. -## Arcing Strike  +### Arcing Strike  _Requires a Heavy Melee Weapon_  When you deal damage with a heavy weapon wielded in both hands, you can also deal half the damage you dealt to a different target within reach that you can see. If the second target is an object, it takes the full damage instead. You can decide to use this after you know your damage roll. -## Cheap Shot  +### Cheap Shot  _Requires a Melee Weapon_  When you successfully hit a target with a melee weapon as part of the Attack action, you can immediately make an unarmed strike against that target as part of the same Attack action.  -## Make It Count  +### Make It Count  When you take the Attack action, you can make a single weapon attack with a +10 to the attack roll. On a hit, the attack deals additional damage equal to your fighter level. You can’t make additional attacks as part of that Attack action, even if a feature like Multiattack would normally allow you to do so.  -## Parry  +### Parry  _Requires a Melee Weapon_  When a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your **PB** (to a minimum of 0 damage).  -## Redirect  +### Redirect  When you miss a target with a weapon attack, you can use your reaction to immediately reroll the attack, but you must select a different target you can see within 5 feet of the original target.  -## Riposte  +### Riposte  _Requires a Melee Weapon_  When a creature you can see within range misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature.  -## Straight Through  +### Straight Through  _Requires a Ranged Weapon_  When you deal damage with a ranged weapon attack, you can also deal half the damage you dealt to a different target you can see within 5 feet of the original target. You can decide to use this after you know your damage roll. -## Tactical Retreat  +### Tactical Retreat  _Requires a Melee Weapon_  When you hit a creature with a weapon as part of the Attack action, you can immediately move up to half your speed as part of the same action without provoking opportunity attacks. -# Deadly Flourish +## Deadly Flourish _7th-Level Weapon Master Feature_  @@ -93,47 +93,47 @@ Attacks made with weapons you have mastered through your Mastery feature score c - Make a ranged weapon attack against a number of creatures equal to your **PB** within 15 feet of the target hit by your critical hit.  - Make a separate melee attack against each creature within 5 feet of you. -# Advanced Stunts  +## Advanced Stunts  _11th-Level Weapon Master Feature_  The following powerful stunts are available to you whenever you could use a stunt. -## Assassin’s Ambush  +### Assassin’s Ambush  When you hit a creature, from which you are hidden, with a weapon attack, roll your weapon damage dice twice instead of once. On a critical hit, roll the weapon’s damage dice three times instead of twice.  -## Bulwark  +### Bulwark  _Requires a Shield_  When you take damage from a spell or ability that requires a save, such as the fireball spell, you can use your reaction to reduce the damage dealt to you by an amount equal to your AC. Psychic damage can’t be reduced by this stunt.  -## Felling Sweep  +### Felling Sweep  _Requires a Heavy Melee Weapon_  As an action, you can make a single melee attack that targets each creature within reach, using a single attack and damage roll.  -## Preemptive Strike  +### Preemptive Strike  _Requires a Melee Weapon_  When a creature comes within reach of your weapon, you can use your reaction to make a single attack against it. On a hit, the target’s speed is reduced by 15 feet until the start of your next turn. -## Rapid Release  +### Rapid Release  _Requires a Ranged or Thrown Weapon_  After you take the Attack action, you can use a bonus action to make an additional attack with a ranged or thrown weapon. You can draw a thrown weapon as part of the attack.  -## Wrestler’s Clutch +### Wrestler’s Clutch _Requires a Melee Weapon_  When you hit a creature with a melee attack, the creature must succeed on a **STR** save or become grappled by you. While this grapple persists, stunts you use against the grappled creature don’t expend uses of your Stunts feature. This grapple ends if you attack another creature, the target escapes, or you end it (no action required). -# Grand Finale +## Grand Finale _15th-Level Weapon Master Feature_  diff --git a/content/Classes/Mechanist/*Playing a Mechanist*.md b/content/Classes/Mechanist/*Playing a Mechanist*.md index 980bbbd..af1e7e2 100644 --- a/content/Classes/Mechanist/*Playing a Mechanist*.md +++ b/content/Classes/Mechanist/*Playing a Mechanist*.md @@ -4,27 +4,27 @@ Mechanists are inventors, makers, and engineers, interested in the composition o Mechanist is a class that invites creative interpretation by players. Your class can hold up in combat, but finding ways to use the items and objects around you brings out the aspects that make this class shine -# MECHANISTS AS ADVENTURERS +## MECHANISTS AS ADVENTURERS Mechanists are capable warriors with an arsenal of magical tricks. With a little creativity, a mechanist can create items or tools to suit any purpose, whether creating weapons that exploit a foe’s weakness, conjuring a device to save a falling friend, or enhancing a vehicle to reach a destination in record time. Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 53. -# Errata +## Errata -## Shard of Creation +### Shard of Creation _1st-Level Mechanist Feature_  … -### Transform  +#### Transform  While touching the shard, you can use an action and expend 1 charge to transform it into any type of nonmagical weapon or shield or object of Medium size or smaller. The object appears in an unoccupied space within 10 feet of you, but the chosen space must contain a surface or liquid capable of supporting the object. If the object you create is of an appropriate size to be worn or held, you can choose for the object to appear in your hand or on your person. The total value (in gold pieces) of an object created can’t be more than 20 × your mechanist level. A transformed shard remains in its new form until you die, use an action to return it to its original state (expending no charges), or use an action to transform it again. No matter what shape the shard assumes, those who handle the shard can sense something strange about its nature. The shard can’t be passed off as a typical item for purposes of buying and selling.  -## Augment +### Augment _2nd-Level Mechanist Feature_   @@ -40,11 +40,11 @@ The maximum number of items you can affect with this feature at one time is list You can also augment your transformed shard of creation, provided its form meets the requirements for the chosen effect. The effect remains with the shard when it transforms as long as the new form remains compatible— if not, the effect immediately ends. -## Mechanist Boons +### Mechanist Boons When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the mechanist class. -### Heroic Boons  +#### Heroic Boons  When you reach 10th level in the mechanist class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. @@ -57,7 +57,7 @@ Your commitment to the mechanist’s path grants you a powerful ability. Choose - Inspired Combatant. You can now use the Inspire effect of your Shard of Creation feature (see Player’s Guide) to enhance your attacks. When you make an attack roll while touching the shard (regardless of its current form), you can spend 1 charge to roll a d8 and then add the number rolled to your check result. If you hit with the attack, the attack deals extra damage (of the type dealt by the triggering attack) equal to the number rolled. When you reach 18th level in the mechanist class, this die increases to a d10. - Manifold Invention. You learn two additional effects of your choice from your Augment feature. These effects don’t count against your total effects known, as shown in the Augments Effects Known column of the Mechanist Progression table (see Player’s Guide). -### Epic Boons  +#### Epic Boons  When you reach 20th level in the mechanist class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. @@ -70,7 +70,7 @@ Your commitment to the mechanist’s path grants you a powerful new ability. You - Energy Transfer. As a reaction when you would suffer an instance of damage, you can end one of the active effects from your Augment feature (see Player’s Guide) on an item within 60 feet of you (you choose which if multiple) to instead take no damage from the triggering instance. - Fully Loaded. For each effect from your Augment feature (see Player’s Guide) currently active on items within 60 feet, you gain a +1 bonus to any attack rolls and damage rolls you make. If you fail to hit with an attack roll while any of those items are within 60 feet of you, you can automatically end one of those effects (your choice) to automatically succeed on the attack roll instead. -## Augment Effects Expanded  +### Augment Effects Expanded  This section lists additional augments available for mechanists to learn and use. See the Augment class feature in the Player’s Guide for a full description of how these effects work. Some augments can be used by the Fleshsmith subclass on the body of the mechanist, their flesh-forged servitors, or living allies. These are denoted as Living Body (Fleshsmiths Only).  diff --git a/content/Classes/Mechanist/Craft of the Clockmaker.md b/content/Classes/Mechanist/Craft of the Clockmaker.md index ebd4a0c..661116e 100644 --- a/content/Classes/Mechanist/Craft of the Clockmaker.md +++ b/content/Classes/Mechanist/Craft of the Clockmaker.md @@ -14,19 +14,19 @@ The clockmaker is a master crafter whose timepiece does more than keep track of |11th|Stasis Trap| |15th|Master Timepiece| -# Augment: Count Down  +## Augment: Count Down   _3rd-Level Clockmaker Feature_  You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects you know, as shown in the Augment Effects Known column of the Mechanist Progression table. -## Count Down  +### Count Down  _Item Requirement: Medium or Smaller Magic Item that Is Worn or Carried_  You imbue a magic item with a countdown of any length of time. At the end of the countdown, one of the magic item’s effects (your choice) triggers. When you set the countdown, you choose the duration. The effect targets the creature carrying or wearing the item. If the effect targets an area, the area of effect is centered on the creature. You can touch the item and use an action to change or cancel the item’s countdown.  -# Timepiece +## Timepiece _3rd-Level Clockmaker Feature_  @@ -40,7 +40,7 @@ You create a small clockwork device as a focus for your clockwork abilities. Thi - **Double Time.** On your turn, you can double your speed until the start of your next turn. When you use this feature, you gain temporary hit points equal to 1d6 + your **INT** modifier. You must finish a short or long rest before you can use this feature again. -# Advanced Timepiece  +## Advanced Timepiece  _7th-Level Clockmaker Feature_  @@ -50,7 +50,7 @@ You add more intricate clockworks to your timepiece, improving and expanding its - **Spellcasting.** Add haste and slow to the list of spells that you can cast with your timepiece without expending spell slots. You can now use your timepiece to cast any spell gained from this subclass two times until you finish a long rest. - **Extra Time.** You expand your mastery over time. You can gain an additional bonus action on your turn. You must finish a short or long rest before you can use this feature again. -# Stasis Trap  +## Stasis Trap  _11th-Level Clockmaker Feature_  @@ -64,7 +64,7 @@ When a creature steps on, touches, or is hit by a stasis trap, it must succeed o - You learn one thing of your choice about the creature: type, resistances, immunities, vulnerabilities, or special attacks. - Time within a 20-foot radius slows. Creatures in the area halve their speed, take a −2 penalty to AC and **DEX** saves, and can’t use reactions. This effect lasts until the end of the creature’s next turn.  -# Master Timepiece  +## Master Timepiece  _15th-Level Clockmaker Feature_  diff --git a/content/Classes/Mechanist/Craft of the Cog Augur.md b/content/Classes/Mechanist/Craft of the Cog Augur.md index 482a16a..a14c497 100644 --- a/content/Classes/Mechanist/Craft of the Cog Augur.md +++ b/content/Classes/Mechanist/Craft of the Cog Augur.md @@ -12,13 +12,13 @@ Some mechanists see the universe and its workings as mathematical calculations. | 11th | Improved Divining | | 15th | Clarity of Vision | -# Augment: Clairvoyant  +## Augment: Clairvoyant  3rd-Level Cog Augur Feature  You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table (see Player’s Guide). -# Clairvoyant +## Clairvoyant Item Requirement: Equipment or Object that Can Fit in One Hand   @@ -26,7 +26,7 @@ You imbue an item with the ability to make quick, tactical calculations and pred At Higher Levels. Once you reach 11th level in the mechanist class, you can target a number of creatures equal to your **PB** with one bonus action. -# Auguring Device  +## Auguring Device  3rd-Level Cog Augur Feature  @@ -43,7 +43,7 @@ Your auguring device functions as a magic item with the following properties: - While holding the device, as a bonus action, you can consult with it to learn one of the following details about a creature within 30 feet of you that you can see: one of its resistances, one of its immunities, one of its vulnerabilities, or the damage type of one of its actions. - While holding the device, you can’t be surprised, for it clicks and whirs warnings of danger. -# Intricate Predictions  +## Intricate Predictions  7th-Level Cog Augur Feature  @@ -54,7 +54,7 @@ You learn to upgrade your Auguring Device feature, which gains the following add - While holding the device, you can spend 10 minutes communing with the device to learn details about current or future events or to learn the direction to a specific creature or object. These effects work like the divination or locate spells, except the device serves as the material component and isn’t consumed by the spell. When you reach 11th-level in the mechanist class, you can use the At Higher Circles aspect of the locate spell when using this aspect of the auguring device. You can use this aspect of the device a number of times equal to your **PB**, but this doesn’t prevent you from risking no answer, as detailed in the divination spell. You regain all expended uses when you finish a long rest.  - While holding the device, you can’t be surprised, for it clicks and whirs warnings of danger. -# Improved Divining  +## Improved Divining  11th-Level Cog Augur Feature  @@ -62,7 +62,7 @@ You learn to adjust your Auguring Device feature’s calculations to reduce its In addition, you can now spend 1 minute communing with your auguring device to find the shortest, most direct physical route to a location you are familiar with on the same plane of existence. This effect works like the find the path spell, except the device serves as the material component. Once you use this aspect of this feature, you can’t use it again until you finish a long rest. -# Clarity of Vision  +## Clarity of Vision  15th-Level Cog Augur Feature  diff --git a/content/Classes/Mechanist/Craft of the Demolitionist.md b/content/Classes/Mechanist/Craft of the Demolitionist.md index 450f212..ffd8b11 100644 --- a/content/Classes/Mechanist/Craft of the Demolitionist.md +++ b/content/Classes/Mechanist/Craft of the Demolitionist.md @@ -14,13 +14,13 @@ Mechanists who pursue the Demolitionist’s craft use their knowledge to destroy |11th|Greater Destruction, Catastrophic Force| |15th|Total Destruction, Unseen Augment| -# Augment +## Augment _3rd-Level Demolitionist Feature_  You imbue an item with the ability to break down into its component pieces in one of several ways. While you touch the item, you can use an action to set or change the item’s trigger and unmaking effect. -## Augment: Unmake  +### Augment: Unmake  _Item Requirement: Large or Smaller Item that Isn’t Being Worn or Held_ @@ -34,7 +34,7 @@ The item can react in one of the following ways. At your GM’s discretion, an i - **Disintegrate.** The item crumbles into fine dust. The area in a 10-foot cube surrounding the object is lightly obscured by the dust for 1 round.  - **Explode.** The item explodes into pieces. Any creature within a 10-foot radius of the item must succeed on a **DC** 12 **DEX** save or take 2d4 bludgeoning damage. -# Shard of Destruction +## Shard of Destruction _3rd-Level Demolitionist Feature_  @@ -43,7 +43,7 @@ Your shard of creation gains two additional properties.  - **Demolish.**  While touching the shard to a non-magical object of Medium size or smaller that isn’t being worn or held, you can use an action and expend one charge from the shard to permanently destroy that item. If there are no witnesses, a slight residue in the aftermath of the destruction gives those in the area a sense that something is missing, and a successful **INT** (Investigation) check reveals what it was (GM’s discretion): **DC** equals your augment save **DC** (see Augment Effects for the mechanist class in the Player’s Guide). - **Depower.**  When touching the shard to a magic item with charges, as an action, you can remove 1d4 charges from the item. If the item loses its final charge because of Depower, it isn’t destroyed. -# Disruptive Force +## Disruptive Force _7th-Level Demolitionist Feature_  @@ -52,7 +52,7 @@ Your commitment to the demolitionist’s craft grants you the ability to tempora - **Drain.** As an action, you can make a melee spell attack using your augment attack modifier (see Augment Effects for the mechanist class in the Player’s Guide) against a magic item within reach. On a successful hit, the item loses all functionality until the start of your next turn. In addition, any creature within 10 feet of the item must make a **DEX** save against your augment save **DC**, and on a failure, that creature can’t cast magic until the start of your next turn, as if under the effects of an antimagic field spell.  - **Glitch.** As an action, you can make a melee attack using your augment attack modifier (see Augment Effects for the mechanist class in the Player’s Guide) against a mechanical item within reach. On a successful hit, the item loses all functionality until the start of your next turn. In addition, any creature within 10 feet of the item must make a **DEX** save against your augment save **DC**, and on a failure, that creature is stunned until the start of their next turn. -# Greater Destruction +## Greater Destruction _11th-Level Demolitionist Feature_  @@ -61,7 +61,7 @@ Your growing insight into the nature of demolition gives you greater control ove - **Demolish.** You can now use the shard to destroy any Large or smaller non-magical object, including objects being held or worn. - **Depower.** You can now use the shard to remove 1d6 charges from a charged item (instead of 1d4).  -# Catastrophic Force +## Catastrophic Force _11th-Level Demolitionist Feature_  @@ -70,7 +70,7 @@ Your commitment to the demolitionist’s craft allows you greater control over y - **Drain.** On a successful hit, the affected item loses functionality for 1d4+1 rounds. Any creature that fails its **DEX** save can’t cast magic as long as it is within 10 feet of the nonfunctioning item. - **Glitch.** On a successful hit, the affected item loses functionality for 1d4+1 rounds. A creature that fails its **DEX** save is knocked prone in addition to being stunned. -# Total Destruction +## Total Destruction _15th-Level Demolitionist Feature_  @@ -79,7 +79,7 @@ Your growing insight into the nature of demolition gives you greater control ove - **Demolish.** You can now use the shard to destroy any Huge or smaller non-magical item, including walls, structures, and vehicles. - **Depower.** You can now use the shard to remove 1d8 charges from a charged item (instead of 1d6). -# Total Destruction +## Total Destruction _15th-Level Demolitionist Feature_  diff --git a/content/Classes/Mechanist/Craft of the Fleshsmith.md b/content/Classes/Mechanist/Craft of the Fleshsmith.md index 9c9a59b..3d61174 100644 --- a/content/Classes/Mechanist/Craft of the Fleshsmith.md +++ b/content/Classes/Mechanist/Craft of the Fleshsmith.md @@ -16,13 +16,13 @@ Depending on their background, a Fleshsmith might grow magical vines from their |11th|Absorb Servitor| |15th|Flawless Servitor| -# Augment: Shape Flesh  +## Augment: Shape Flesh  _3rd-Level Fleshsmith Feature_  You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects you know, as shown in the Augment Effects Known column of the Mechanist Progression table. -## Shape Flesh  +### Shape Flesh  _Item Requirement: Medium or Smaller Magic Item that Is Worn or Carried_  @@ -32,7 +32,7 @@ You twist and shape the flesh of your body or that of your flesh-forged servitor - By adding organs to increase durability, you add twice your **INT** modifier to the target’s hit points and hit point maximum. - By attaching a thick hide or chitin, add your **INT** modifier to the target’s AC as long as it is wearing no armor. -# Flesh-Forged Servitor  +## Flesh-Forged Servitor  _3rd-Level Fleshsmith Feature_  @@ -44,13 +44,13 @@ Your flesh servitor has a d6 for hit dice. It has a number of hit dice equal to [![[assets/7f97add5a9f7c7fb8c00460a995ce88a_MD5.png]]](https://www.worldanvil.com/i/7139699 "Screenshot_20251109_120529.png") -# Augment: Graft  +## Augment: Graft  _7th-Level Fleshsmith Feature_  You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects you know, as shown in the Augment Effects Known column of the Mechanist Progression table. -## Graft +### Graft _Item Requirement: Your Body, the Body of Your Flesh-Forged Servitor, or Other Willing Body_ @@ -63,13 +63,13 @@ You graft a body part to your own body or that of a willing host. This graft las - **Spine Projector.** You graft a spine-covered bud onto the target. The bud contains a number of spines equal to your **INT** modifier. As a bonus action, the target can fire a spine as a ranged weapon attack with a range of 100 feet. Each spine deals 1d6 + the target’s **DEX** modifier piercing damage. The spines regenerate when the target finishes a short rest. - **Third Arm.** You graft a third limb onto the target. This limb is strong enough to wield a weapon with the Light property. When wielding three Light weapons and the target takes a bonus action to attack with two-weapon fighting, it can choose to make attacks with its third hand, leaving a hand free to wield a shield, a spell focus, or any other one-handed object. -# Absorb Servitor  +## Absorb Servitor  _11th-Level Fleshsmith Feature_  As an action while adjacent to your flesh-forged servitor, you can absorb it into your body, destroying it. You immediately regain hit points equal to its current hit points. You are cleansed of blindness, deafness, diseases, and poisons. If your flesh-forged servitor was imbued with an augmentation, you can choose to have that augment be instantly imbued into you.  -# Flawless Servitor  +## Flawless Servitor  _15th-Level Fleshsmith Feature_  diff --git a/content/Classes/Mechanist/Craft of the Grenadier.md b/content/Classes/Mechanist/Craft of the Grenadier.md index dd2a6f0..dd58ca5 100644 --- a/content/Classes/Mechanist/Craft of the Grenadier.md +++ b/content/Classes/Mechanist/Craft of the Grenadier.md @@ -12,7 +12,7 @@ Mechanists who pursue the Grenadier’s craft are disciples of entropy, more int | 11th | Advanced Modifications, Arcane Grenades (3d8) | | 15th | Arcane Grenades (4d8, 3/turn), Superior Firepower | -# Arcane Grenades  +## Arcane Grenades  3rd-Level Grenadier Feature  @@ -53,7 +53,7 @@ This explosion can trigger a number of times equal to your **PB**. The augmented At Higher Levels. Once you reach 9th level in the mechanist class, you can choose to increase the item’s explosive area to a 20-foot-radius sphere.  -# Controlled Blasts  +## Controlled Blasts  7th-Level Grenadier Feature  @@ -64,7 +64,7 @@ Your experience affords you greater control and precision with your Arcane Grena - You are immune to all damage, conditions, and other negative effects caused by items you activate, including effects from your augments and arcane grenades. - You can now arm and throw up to two arcane grenades on your turn (though you are still restricted to only one modified grenade per turn). -# Advanced Modifications  +## Advanced Modifications  11th-Level Grenadier Feature  @@ -80,7 +80,7 @@ In addition, you learn to create the following new modifications, which are avai - Elemental Grenade. An elemental grenade is filled with the energy of one element of your choice: acid, cold, fire, lightning, or thunder. You don’t make an attack roll when you throw an elemental grenade, and it doesn’t deal standard damage. Instead, you throw the grenade at a point you can see within 30 feet of you. Each creature within 15 feet of that point must make a **DEX** save. On a failure, a creature takes a number of d6s equal to your **PB** of damage of the type you chose and then becomes vulnerable to that damage type until the end of its next turn. On a success, a creature takes half the damage and isn’t vulnerable. If the creature is normally resistant to that damage type, it instead loses that resistance. A creature immune to that damage type remains immune to it.  - Phrenic Grenade. You infuse the grenade with psychic energy that shrieks into the minds of those nearby. When you hit a creature with a phrenic grenade, the target takes psychic damage instead of force damage, and the target and each creature within 10 feet of the target must succeed on a **WIS** save or be frightened of you for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.  -# Superior Firepower  +## Superior Firepower  15th-Level Grenadier Feature  diff --git a/content/Classes/Mechanist/Craft of the Metallurgist.md b/content/Classes/Mechanist/Craft of the Metallurgist.md index c3dceb1..fac2232 100644 --- a/content/Classes/Mechanist/Craft of the Metallurgist.md +++ b/content/Classes/Mechanist/Craft of the Metallurgist.md @@ -14,13 +14,13 @@ Mechanists who pursue the Metallurgist’s craft delight in the thrill of combat |11th|Heavy Hitter (d8), Juggernaut| |15th|Full Metal, Heavy Hitter (d10)| -# Augment: Absorbing +## Augment: Absorbing _3rd-Level Metallurgist Feature_  You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table. -# Absorbing +## Absorbing _Item Requirement: Armor or Shield_  @@ -28,7 +28,7 @@ You empower armor or a shield with the ability to absorb and adapt to different You can use this feature a number of times equal to your **PB**, regaining all expended charges when you finish a long rest. -# Mystic Metal +## Mystic Metal _3rd-Level Metallurgist Feature_  @@ -47,7 +47,7 @@ Your mystic metal functions as a magic suit of armor with the following properti Creatures who handle or inspect the mystic metal can tell it isn’t a true magic item. Otherwise, it follows the rules of a typical magic item (see Magic Items in Chapter 5). -# Heavy Hitter +## Heavy Hitter _7th-Level Metallurgist Feature_  @@ -56,7 +56,7 @@ You learn to upgrade the offensive capabilities of your Mystic Metal feature. Wh - When you deal damage with a weapon attack, you deal an additional 1d6 force damage. This extra damage increases at higher levels, becoming 1d8 at 11th level and 1d10 at 15th level. - When you make a weapon attack, you score a critical hit on a roll of 19 or 20.  -# Juggernaut +## Juggernaut _11th-Level Metallurgist Feature_  @@ -64,7 +64,7 @@ While wearing the armor from your Mystic Metal feature, you have proficiency in In addition, if you move at least 15 feet on your turn before making a melee weapon attack, you have advantage on the attack roll. -# Full Metal +## Full Metal _15th-Level Metallurgist Feature_  diff --git a/content/Classes/Mechanist/Craft of the Spellwright.md b/content/Classes/Mechanist/Craft of the Spellwright.md index fb35c39..f6244c3 100644 --- a/content/Classes/Mechanist/Craft of the Spellwright.md +++ b/content/Classes/Mechanist/Craft of the Spellwright.md @@ -33,25 +33,25 @@ _3rd-Level Spellwright Feature_  When you wield a magic weapon (including those with active effects from your Augment feature), you can use your **INT** instead of **STR** or **DEX** to determine the weapon’s attack bonus and damage. -# Augment: Imbue Spell +## Augment: Imbue Spell _3rd-Level Spellwright Feature_ You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table. -## Imbue Spell  +### Imbue Spell  _Item Requirement: Weapon, Shield, or Object that Can Be Worn or Held_ You imbue an item with spell-like offensive or defensive magical properties, choosing one of your known imbued spells (see Imbued Spells Known) when you do so. While holding the item, you—and only you—can take an action to produce the spell’s effect from it, using your spellcasting ability (see Spellcasting Ability). Any imbued spell you cast in this way is always cast at the highest circle you have access to via the Maximum Circle column of the Spellwright Progression table. If the imbued spell requires concentration, you must concentrate as the normal spellcasting rules. The Spellwright Progression table shows how many spells you can cast from imbued items at a given level, regardless of the number of items imbued with spells. You regain all expended uses when you finish a long rest. -## Imbued Spells Known  +### Imbued Spells Known  When you first gain access to this feature, choose two 1st circle spells from the abjuration or evocation school. These are your imbued spells. They can be from any source— Arcane, Divine, Primordial, or Wyrd—but they must have a casting time of 1 action. You can’t cast these spells as a normal spellcaster would, but you know these spells for the purposes of use with this feature. You learn more imbued spells in this way as you progress in mechanist levels as shown on the Spellwright Progression table. Each imbued spell must be from the abjuration or evocation school and each must be from the same circle or lower as the circle listed in the Maximum Circle column. When you gain a new level of mechanist, you can replace one imbued spell you know with another spell of your choice that fits the required criteria. -## Spellcasting Ability  +### Spellcasting Ability  Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier determines the save **DC** or the attack modifier for your imbued spells: @@ -59,7 +59,7 @@ Intelligence (**INT**) is your spellcasting ability. Your **INT** modifier deter **Spell attack modifier** = your proficiency bonus (**PB**) + your Intelligence (**INT**) modifier -# Energy Efficent +## Energy Efficent _7th-Level Spellwright Feature_  @@ -69,7 +69,7 @@ When you cast a spell from a magic item (including items you have augmented), yo - The spell deals additional damage equal to your **INT** modifier (of the same damage type as the spell). If the spell has multiple targets, you choose which target takes the additional damage. Don’t add this bonus more than once on the same casting. - Double your **PB** when determining the spell save **DC** for this casting of the spell. -# Device Savant +## Device Savant _11th-Level Spellwright Feature_  @@ -77,7 +77,7 @@ Your metaphysical understanding of magic items allows you to use them with ease.  If an item requires you use of your spell save **DC** or spell attack modifier, use Intelligence (**INT**) as your spellcasting ability (see Spellcasting Ability in this subclass). -# Overcharge +## Overcharge _15th-Level Spellwright Feature_  diff --git a/content/Classes/Mechanist/Craft of the Tinker.md b/content/Classes/Mechanist/Craft of the Tinker.md index 8fb543e..80ccdfe 100644 --- a/content/Classes/Mechanist/Craft of the Tinker.md +++ b/content/Classes/Mechanist/Craft of the Tinker.md @@ -14,13 +14,13 @@ Inventors, builders, and engineers, tinkers are driven by the thrill of creation |11th|Expert Modifications| |15th|Kill Switch| -# Augment: Wind Up  +## Augment: Wind Up  _3rd-Level Tinker Feature_  You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table in the Player’s Guide. -# Wind Up  +## Wind Up  _Item Requirement: Medium or Smaller Object that Isn’t Being Worn or Held_ @@ -41,7 +41,7 @@ You imbue an item with the ability to move and follow commands for a short time. |Large|Armoire, boulder, memorial statue|50|10|+2|+0|850 lb.| |Huge|Ancient fallen tree, towering pillar|80|10|+4|-2|1000 lb.| -# Clockwork Companion  +## Clockwork Companion  _3rd-Level Tinker Feature_  @@ -61,7 +61,7 @@ You learn a ritual that allows you to create a clockwork construct to fight alon [![[assets/ad43709c7024826b5b83359a477d81ec_MD5.png]]](https://www.worldanvil.com/i/7139685 "Screenshot_20251109_120100.png") -## Modifications +### Modifications You can modify your clockwork companion to enhance and upgrade its abilities. Unless otherwise noted, a modification can be selected only once. @@ -75,7 +75,7 @@ You can modify your clockwork companion to enhance and upgrade its abilities. Un - **Steam Powered.** The companion’s base movement speed and any other forms of movement increase by 10 feet. Additionally, the companion can use a bonus action on each of its turns to perform the Dash action. - **Tempered Steel.** Choose one of the following damage types: acid, cold, fire, or lightning. The companion gains resistance to the chosen damage type. You can select this modification multiple times, choosing a different damage type or the same damage type. If you select the same damage type twice, the companion is immune to the selected type instead of just resistant (choosing the same type three or more times has no effect). -# Crafty  +## Crafty  _3rd-Level Tinker Feature_  @@ -84,7 +84,7 @@ As a tinker, you have dabbled in all manner of construction, artistry, and engin - When you craft non-magical items as part of the downtime crafting activity (see Player’s Guide), you produce items more quickly. For each workday spent crafting, you can craft one or more items worth a combined total of 10 gp × your **PB** (minimum of 20 gp), instead of the standard 10 gp limit. If you are crafting something worth more than that total, you contribute 10 gp × your **PB** worth of progress each workday you spend crafting the item instead of 10 gp limit. - You can attempt to make repairs on any vehicle, even if you aren’t proficient in the relevant vehicle type (see Vehicle Repair rules in the Player’s Guide). Vehicle repairs you make take half the time and you can halve the cost of spare parts required to make said repairs. At the GM’s discretion, the benefits of this ability might also extend to repairing damaged objects and structures— but this feature can’t be used to reduce any costs or requirements to the creation or repair of magic items. -# Compound Machine  +## Compound Machine  _7th-Level Tinker Feature_  @@ -92,7 +92,7 @@ When you start your turn within 5 feet of your clockwork companion or an activat In addition, when you use Rapid Augment or activate an augment effect that requires you to touch the item, your clockwork companion can deliver the required touch instead of you. To do so, the companion must be within 100 feet of you, the target item must be within the companion’s reach (typically 5 feet), and the companion must use its reaction to deliver the touch when you use Rapid Augment or activate the augment effect. -# Expert Modifications  +## Expert Modifications  _11th-Level Tinker Feature_  @@ -109,7 +109,7 @@ You can now select any of the following clockwork companion modifications in add - **Large Frame.** You replace your companion’s standard exoskeleton with a larger model. While it has this modification, your companion is a Large sized creature (instead of Medium size), and its weight, the amount it can lift, and the area it occupies all adjust accordingly to a creature of its new size. The companion also has advantage on all **STR**-based checks and saves it makes and the damage die for all its weapon attacks increase by one dice size (for example, the companion’s Slam attack die becomes a d10 instead of the standard d8). - **Spring Loaded.** You modify the companion’s weaponry, causing it to deal more damage. Whenever the companion successfully hits with a weapon attack, you can roll one additional damage die (dice type is the same as the type used in the base attack), and you also add additional damage equal to your **INT** modifier (damage type is the same as the type listed in the triggering attack). -# Kill Switch  +## Kill Switch  _15th-Level Tinker Feature_  diff --git a/content/Classes/Mechanist/Craft of the Toymaker.md b/content/Classes/Mechanist/Craft of the Toymaker.md index 38b67b9..6da55ec 100644 --- a/content/Classes/Mechanist/Craft of the Toymaker.md +++ b/content/Classes/Mechanist/Craft of the Toymaker.md @@ -29,7 +29,7 @@ You imbue an item with the ability to emit sound. As an action while touching th At Higher Levels. Once you reach 5th level in the mechanist class, the Disruptive Noise effect can now affect creatures within 15 feet of the item, and the Master’s Voice effect can last up to 10 minutes. In addition, you can activate this item to translate spoken languages for up to 10 minutes. For the duration, the item repeats any languages spoken within 30 feet of it into a language of your choice, and the repetition can be audible or as a voice in your mind, which you decide when you activate the item.  -# Autonomous Toys +## Autonomous Toys 3rd-Level Toymaker Feature  @@ -52,7 +52,7 @@ As a bonus action, you can command any number of your toys within 60 feet that c - Distract Enemy. The toy distracts one hostile creature it can see within 5 feet of it, pecking at its eyes, hopping around its legs, or performing some other distracting activity. The next attack roll against that creature before the start of your next turn has advantage. - Protect Ally. The toy protects one friendly creature it can see within 5 feet of it, leaping in the way of incoming attacks, nudging the creature out of the way of a blow, and similar. The next attack roll against that creature before the start of your next turn has disadvantage. If the attack still hits, and the creature is within 5 feet of the toy, the toy takes up to half the damage, reducing the damage the target takes. The toy can’t take more damage than its current hit point total. -# Automated Power  +## Automated Power  7th-Level Toymaker Feature  @@ -60,7 +60,7 @@ The toys from your Autonomous Toys feature gain a bonus to their saves and to th In addition, a friendly creature that makes an attack roll against a creature within 5 feet of a toy gains a +1 bonus to the attack roll for each toy within 5 feet of that creature, up to a maximum of +3. A friendly creature within 10 feet of at least two toys increases its AC by 1 for every two toys within 10 feet of it, up to a maximum of +3. -# Eyes Everywhere  +## Eyes Everywhere  11th-Level Toymaker Feature  @@ -68,7 +68,7 @@ While you are within 10 feet of at least two of the toys from your Autonomous To In addition, you can now create toys during a short or long rest, and the toys can be modeled after Beasts (or creatures with the Animal tag) that have a CR up to 1. -# Ultimate Toymaker  +## Ultimate Toymaker  15th-Level Toymaker Feature  diff --git a/content/Classes/Monk/*Playing a Monk*.md b/content/Classes/Monk/*Playing a Monk*.md index ffe4e39..110a98d 100644 --- a/content/Classes/Monk/*Playing a Monk*.md +++ b/content/Classes/Monk/*Playing a Monk*.md @@ -6,7 +6,7 @@ Monks are martial warriors that might hail from palatial fortresses in the sand- Monk is a class that can more easily stand alone than others. Your class sports powerful attacks, strong defenses, and fast movement. -# MONKS AS ADVENTURERS +## MONKS AS ADVENTURERS Monks seek out ever greater understanding and challenges. Due to their strict adherence to personal improvement, monks are among the most self-sufficient class, prepared to take on a variety of obstacles and journeys. @@ -14,19 +14,19 @@ Though they’re capable warriors, most monks follow teachings or seek specific Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 61. -# Errata +## Errata -## Unarmored Movement Feature +### Unarmored Movement Feature _2nd-Level Monk Feature_  Your walking speed increases by 10 feet while you aren’t wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk Progression table. -## Monk Boons +### Monk Boons When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the monk class. -### Heroic Boons  +#### Heroic Boons  When you reach 10th level in the monk class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. @@ -39,7 +39,7 @@ Your commitment to the monk’s path grants you a powerful ability. Choose one o - Superior Deflection. Your continued martial arts training allows you to deflect all manner of attacks. As a reaction when you are hit by a melee or ranged attack, you can reduce the damage you take from the attack by 1d10 + your **DEX** modifier + your monk level. If you reduce the damage to 0, you can redirect the force of the attack as long as you have at least one hand free. If you redirect the attack in this way, you can force one creature you can see within 60 feet of you to succeed on a **DEX** save against your technique save **DC** or take force damage equal to your martial arts die + your **DEX** modifier. - Vitality of Spirit. As a reaction when you spend technique points (see Player’s Guide) on your turn, you can redirect some of that energy to heal your injuries. When you do so, roll your martial arts die a number of times equal to the amount of technique points spent (up to a maximum number of rolls equal to your **PB**) and recover hit points equal to the total amount rolled. You can use this feature a number of times equal to your **PB** and regain expended uses when you finish a long rest.  -### Epic Boons  +#### Epic Boons  When you reach 20th level in the monk class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. diff --git a/content/Classes/Monk/Way of Angels.md b/content/Classes/Monk/Way of Angels.md index 8f96cca..99320ce 100644 --- a/content/Classes/Monk/Way of Angels.md +++ b/content/Classes/Monk/Way of Angels.md @@ -14,7 +14,7 @@ One follows the Way of Angels to unlock the heavenly Energy that resides in ever | 11th | Superior Deflect | | 15th | Heavenly Energy | -# Golden Rings +## Golden Rings 3rd-Level Angels Feature  @@ -24,19 +24,19 @@ While you have a golden ring on your wrist, your successful unarmed attacks or y While you have two rings on each wrist, the extra damage increases to 2. While you have three rings on each wrist, the extra damage increases to 3. -# Energy Treatment  +## Energy Treatment  7th-Level Angels Feature  Whenever you spend technique points, you regain 3 hit points per technique point spent. -# Superior Deflect  +## Superior Deflect  11th-Level Angels Feature  You can use your reaction to deflect harm when you are hit by a melee weapon attack or a spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. -# Heavenly Energy  +## Heavenly Energy  15th-Level Angels Feature  diff --git a/content/Classes/Monk/Way of Psychic Echoes.md b/content/Classes/Monk/Way of Psychic Echoes.md index 9a474b4..4c16de8 100644 --- a/content/Classes/Monk/Way of Psychic Echoes.md +++ b/content/Classes/Monk/Way of Psychic Echoes.md @@ -14,7 +14,7 @@ Psychic Echoes monks primarily read the impressions on unattended items or inani | 11th | Item Communion | | 15th | Exploit Weakness | -# Read Echoes +## Read Echoes 3rd-Level Psychic Echoes Feature  @@ -22,7 +22,7 @@ You can use an action to read the psychic echoes of an item by touching the obje  In addition, you can expend 1 technique point to cast the identify ritual, without the need for components. -# Sense Secret +## Sense Secret 3rd-Level Psychic Echoes Feature  @@ -30,13 +30,13 @@ Your ability to read items helps you detect hidden passages, traps, and secret d At the GM’s discretion, you can detect traps not connected to the surface you are touching if the surface’s memories hold other evidence of the trap’s presence, such as an ancient memory of an exploding trap blowing a victim against a wall you are touching. -# Read Foe +## Read Foe 7th-Level Psychic Echoes Feature  A creature’s equipment or even the detritus that clings to it can reveal secrets about the creature to your fine-tuned senses. When you hit a creature with an unarmed strike, you can expend 3 technique points to give yourself advantage on attack rolls against that creature for 1 minute. -# Item Communion +## Item Communion 11th-Level Psychic Echoes Feature  diff --git a/content/Classes/Monk/Way of Still Waters.md b/content/Classes/Monk/Way of Still Waters.md index c150e67..7eeb943 100644 --- a/content/Classes/Monk/Way of Still Waters.md +++ b/content/Classes/Monk/Way of Still Waters.md @@ -14,19 +14,19 @@ Monks who follow the Way of the Still Waters are like placid mountain lakes; the |11th|Duality of Water| |15th|Tempestuous Waters| -# Perfect Calm  +## Perfect Calm  _3rd-Level Still Waters Feature_  When you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn. -# Turbulent Waters  +## Turbulent Waters  _3rd-Level Still Waters Feature_  When an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don’t expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven’t made an attack or been the target of an attack by a hostile creature for 1 minute. -# Spreading Ripples  +## Spreading Ripples  _7th-Level Still Waters Feature_  @@ -34,13 +34,13 @@ When a creature within 10 feet of you and friendly to you is hit by an attack or When you hit with an attack and use two or more Turbulence dice on the attack’s damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage. -# Duality of Water  +## Duality of Water  _11th-Level Still Waters Feature_  When you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage. -# Tempestuous Waters  +## Tempestuous Waters  _15th-Level Still Waters Feature_  diff --git a/content/Classes/Monk/Way of the Affliction Eater.md b/content/Classes/Monk/Way of the Affliction Eater.md index 0d15335..86ebac6 100644 --- a/content/Classes/Monk/Way of the Affliction Eater.md +++ b/content/Classes/Monk/Way of the Affliction Eater.md @@ -12,7 +12,7 @@ Some monks realize the careful balance between life and death, and they’ve hon | 11th | Shield from Harm | | 15th | Merciful Burst | -# Absorb Affliction  +## Absorb Affliction  3rd-Level Affliction Eater Feature  @@ -22,13 +22,13 @@ Starting at 7th level, you can use this feature to affect a creature within 30 f You can use this feature a number of times equal to your **WIS** modifier, and you regain all expended uses when you finish a long rest. -# Stay Execution  +## Stay Execution  3rd-Level Affliction Eater Feature  When a creature within 30 feet of you is reduced to 0 HP, you can spend 2 technique points to stay its death. The target is unconscious but stable, or you can choose for it to regain hit points equal to one roll of your martial arts die + your **WIS** modifier and become conscious. If the target was hostile toward you before it was reduced to 0 HP, you have advantage on CHA checks to interact with it for the next 24 hours, as it understands you spared its life. -# Intercedence  +## Intercedence  7th-Level Affliction Eater Feature  @@ -36,7 +36,7 @@ You grant good fortune to your ally at the cost of your own. As a reaction when Alternatively, as a reaction, you can spend your own Luck to add to an ability check, attack roll, or save made by a friendly creature you can see within 30 feet of you. -# Shield from Harm  +## Shield from Harm  11th-Level Affliction Eater Feature  @@ -44,13 +44,13 @@ You link yourself to another creature, reducing harm to it as you channel some o In addition, you can spend 5 technique points to cast the death ward spell on a friendly creature. When the warded creature is reduced to 0 HP, it drops to 1 HP per the spell, but you also take the same amount of damage as the warded creature. You are subjected to any effect that would kill the warded creature instantaneously without dealing damage, but you can attempt the same save to negate the effect. -# Shield from Harm  +## Shield from Harm  11th-Level Affliction Eater Feature  You link yourself to another creature, reducing harm to it as you channel some of its wounds to yourself. As an action, you can spend 3 technique points to cast the warding bond spell on a friendly creature, without requiring a material component. -# Merciful Burst  +## Merciful Burst  15th-Level Affliction Eater Feature  diff --git a/content/Classes/Monk/Way of the Arcane Hand.md b/content/Classes/Monk/Way of the Arcane Hand.md index 33058d2..f3a409d 100644 --- a/content/Classes/Monk/Way of the Arcane Hand.md +++ b/content/Classes/Monk/Way of the Arcane Hand.md @@ -34,7 +34,7 @@ Monks who practice the Way of the Arcane Hand have trained their bodies and soul | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 | -# Erudite Education  +## Erudite Education  3rd-Level Arcane Hand Feature  @@ -42,7 +42,7 @@ You gain proficiency in the Arcana skill. Whenever you make an Intelligence abil You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.  -# Spellcasting  +## Spellcasting  3rd-Level Arcane Hand Feature  @@ -70,7 +70,7 @@ Spell save **DC** = 8 + your proficiency bonus + your Wisdom modifier  Spell attack modifier = your proficiency bonus + your Wisdom modifier  -# Eldritch Flurry +## Eldritch Flurry 3rd-Level Arcane Hand Feature  @@ -78,13 +78,13 @@ Whenever you take the Attack action on your turn, you can cast one of your cantr When you use your Flurry of Blows, you can cast a spell with a casting time of 1 action as a bonus action instead of making unarmed strikes. Finally, when you use your action to cast a spell, you may treat this as taking an attack with a monk weapon for the purposes of your other monk features. -# Arcane Empowerment +## Arcane Empowerment 7th-Level Arcane Hand Feature  While you are concentrating on a spell, you add the spell’s circle to the damage rolls of your unarmed strikes and attacks made with monk weapons. Starting at 11th level, add double the spell’s circle to the damage rolls instead.  -# Focus Power   +## Focus Power   11th-Level Arcane Hand Feature  @@ -92,13 +92,13 @@ When you cast a spell, you can expend technique points to increase the circle of For example, if you’re an 11th-level Way of the Arcane Hand monk, when you cast the spell scorching ray using a 2nd-circle spell slot, you could expend 2 technique points to cast the spell as 4th technique spell. -# Spell Resistance +## Spell Resistance 11th-Level Arcane Hand Feature  You have advantage on saving throws against spells and magical effects. Furthermore, you have resistance to damage from spells and magical effects.  -# Meditative Casting +## Meditative Casting 15th-Level Arcane Hand Feature  diff --git a/content/Classes/Monk/Way of the Dragon.md b/content/Classes/Monk/Way of the Dragon.md index cc0c59d..f68ebcc 100644 --- a/content/Classes/Monk/Way of the Dragon.md +++ b/content/Classes/Monk/Way of the Dragon.md @@ -14,7 +14,7 @@ You have studied at a monastery devoted to dragonkind. Warriors trained in these |11th|Conquering Wyrm| |15th|Scales of the Wyrm| -# Draconic Affiliation  +## Draconic Affiliation  _3rd-Level Dragon Feature_  @@ -32,25 +32,25 @@ You feel an affinity for one type of dragon, which you choose from the Draconic When you make your selection, you gain proficiency in the dragon’s associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.  -# Draconic Onslaught  +## Draconic Onslaught  _3rd-Level Dragon Feature_  When you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.  -# Take Flight  +## Take Flight  _7th-Level Dragon Feature_  When you take the Dash action, you can spend 1 technique point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.  -# Conquering Wyrm  +## Conquering Wyrm  _11th-Level Dragon Feature_  When you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 technique points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can’t use this feature and your Draconic Onslaught feature in the same round.  -# Scales of the Wyrm  +## Scales of the Wyrm  _15th-Level Dragon Feature_  diff --git a/content/Classes/Monk/Way of the Elemental Voice.md b/content/Classes/Monk/Way of the Elemental Voice.md index 44d263c..e2d732e 100644 --- a/content/Classes/Monk/Way of the Elemental Voice.md +++ b/content/Classes/Monk/Way of the Elemental Voice.md @@ -12,7 +12,7 @@ Monks that pursue the way of the Elemental Voice seek to reshape the primordial | 11th | Primordial Aspect | | 15th | Additional Elemental Words | -# Element Speaker  +## Element Speaker  3rd-Level Elemental Voice Feature  @@ -112,7 +112,7 @@ As an action, you can spend 2 technique points to gain tremorsense to a range of As a bonus action, you can spend 2 technique points to teleport up to 60 feet to an unoccupied space you can see. Until the end of your turn, your movement doesn’t trigger hazards or traps unless you allow it.  -# Voice of Wood and Steel  +## Voice of Wood and Steel  3rd-Level Elemental Voice Feature  @@ -122,7 +122,7 @@ If the weapon is magical, you learn all the weapon’s properties and become imm To gain this benefit, a weapon must be a simple or martial weapon that lacks the Heavy property.  -# Additional Elemental Words  +## Additional Elemental Words  7th-Level Elemental Voice Feature  @@ -176,7 +176,7 @@ As a bonus action, you can spend 2 technique points to cause spires of stone to As an action, you can spend 2 technique points to make a scything attack with your weapon, hands, or feet that creates a wave of flame all around you. Each creature within 20 feet of you must make a **DEX** save against your technique save **DC**, taking fire damage equal to 5d8 + your **WIS** modifier on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried ignite. -# Primordial Aspect  +## Primordial Aspect  11th-Level Elemental Voice Feature  @@ -187,7 +187,7 @@ You have become one with the elements to which you speak. You gain a powerful be - Crashing Tide. Your hair looks perpetually damp, bright light ripples off your skin, or the smell of salty brine follows you. You are resistant to cold damage. In addition, your unarmed strikes gain a +2 bonus to attack and damage rolls.  - Feast of Flames. Steam seeps from your skin or mouth, your eyes burn like embers, or your footsteps smoke and smolder. You are resistant to fire damage. In addition, each time a creature hits you with a melee attack, that creature takes fire damage equal to your **WIS** modifier. -# Additional Elemental Words  +## Additional Elemental Words  15th-Level Elemental Voice Feature  diff --git a/content/Classes/Monk/Way of the Equine Soul.md b/content/Classes/Monk/Way of the Equine Soul.md index 13601a6..f4f534a 100644 --- a/content/Classes/Monk/Way of the Equine Soul.md +++ b/content/Classes/Monk/Way of the Equine Soul.md @@ -14,13 +14,13 @@ Certain monks learn to enter a state of calm, purposeful action when riding a ho |11th|Bonded Defense| |15th|Storm of Arrows| -# Horse Archer  +## Horse Archer  _3rd-Level Equine Soul Feature_  Carried by your horse, you can be anywhere on the battlefield to rapidly launch a volley of arrows. You gain proficiency with shortbows and they are considered monk weapons for you. -# Twin Soul  +## Twin Soul  _3rd-Level Equine Soul Feature_  @@ -32,7 +32,7 @@ Your bonded horse has a d10 for hit dice. It has a number of hit dice equal to y [![[assets/bd3e20fb044bdb69e02ab98f01388a6a_MD5.png]]](https://www.worldanvil.com/i/7139739 "Screenshot_20251109_121853.png") -# Swift Steed  +## Swift Steed  _7th-Level Equine Soul Feature_  @@ -42,13 +42,13 @@ You and your mount work together with significant swiftness. You receive these b - As long as your bonded horse is not wearing barding, its speed increases by the same amount as your Unarmored Movement class feature. - When you spend a technique point to use Flurry of Blows, your bonded horse can make an attack with its Hooves as a reaction. -# Bonded Defense  +## Bonded Defense  _11th-Level Equine Soul Feature_  You and your bonded horse are effective at fighting together. While you are mounted on your bonded horse, it shares your Evasion class feature, and you do not have disadvantage on ranged attack rolls made against enemies within 5 feet. -# Storm of Arrows  +## Storm of Arrows  _15th-Level Equine Soul Feature_  diff --git a/content/Classes/Monk/Way of the Flickering Dark.md b/content/Classes/Monk/Way of the Flickering Dark.md index 1a7f583..1c937e9 100644 --- a/content/Classes/Monk/Way of the Flickering Dark.md +++ b/content/Classes/Monk/Way of the Flickering Dark.md @@ -14,7 +14,7 @@ Those few monks who coax and feed the shadows from beyond the veil may bond with |11th|Feeding Dark| |15th|Strike of Searing Shadow| -# Dark Flame +## Dark Flame _3rd-Level Flickering Dark Feature_  @@ -28,7 +28,7 @@ When you first summon the dark flames, choose one of the following properties: At 11th level, you can choose two options instead of one each time you use this feature. -# Obsidian Eyes +## Obsidian Eyes _3rd-Level Flickering Dark Feature_  @@ -36,7 +36,7 @@ With 1 minute of quiet meditation (which can be done as part of a rest), you fil At 7th level, the target can see invisible creatures. At 11th level, the target can’t be blinded. -# Grace Of Umbra +## Grace Of Umbra _7th-Level Flickering Dark Feature_  @@ -46,7 +46,7 @@ In addition, you can spend 1 additional technique point as part of the same bonu At 15th level, you have resistance to all damage, except radiant, while this feature is active. -# Feeding Dark +## Feeding Dark _11th-Level Flickering Dark Feature_  @@ -54,7 +54,7 @@ Your hold over shadow siphons energy from those around you. Creatures that start Whenever a creature succeeds or fails its save against this feature, you can use your reaction to teleport up to 1 mile to a space adjacent to the target. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 3 technique points to do so. -# Strike of Searing Shadow +## Strike of Searing Shadow _15th-Level Flickering Dark Feature_  diff --git a/content/Classes/Monk/Way of the Humble Elephant.md b/content/Classes/Monk/Way of the Humble Elephant.md index 900e752..807d1f9 100644 --- a/content/Classes/Monk/Way of the Humble Elephant.md +++ b/content/Classes/Monk/Way of the Humble Elephant.md @@ -14,7 +14,7 @@ Like their namesake, monks of the Way of the Humble Elephant are respectful and |11th|Decisive in Wrath| |15th|Thick Hide| -# Slow to Anger  +## Slow to Anger  _3rd-Level Humble Elephant Feature_  @@ -22,19 +22,19 @@ When you use Patient Defense and an attack hits you, you can use your reaction t When you use either of these reactions, you can spend 1 technique point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.  -# Unyielding Step  +## Unyielding Step  _7th-Level Humble Elephant Feature_  You can spend 1 technique point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can’t be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider’s web, you break free from the restraining material unless it is capable of moving with you.  -# Decisive in Wrath  +## Decisive in Wrath  _11th-Level Humble Elephant Feature_  When you spend 1 technique point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.  -# Thick Hide  +## Thick Hide  _15th-Level Humble Elephant Feature_  diff --git a/content/Classes/Monk/Way of the Mystic Flow.md b/content/Classes/Monk/Way of the Mystic Flow.md index abbe7c2..dce903e 100644 --- a/content/Classes/Monk/Way of the Mystic Flow.md +++ b/content/Classes/Monk/Way of the Mystic Flow.md @@ -6,7 +6,7 @@ source: Kobold Presshttps://koboldpress.com/play-these-exclusive-tales-of-the-va Some monks train their bodies, minds, and spirits to recognize the streams of mystic energy that flow through the earth and all living things. Some call it a type of intuitive geomancy, but the monks dedicated to the way of the mystic flow tap into this energy to perform incredible physical feats. They can alter and disrupt this flow through movement and strikes, inflicting debilitating conditions or removing them, or tapping their own internal flow to provide uncanny boosts to their own beings. -# Flow Point Strike +## Flow Point Strike _3rd-Level Mystic Flow Feature_ @@ -16,7 +16,7 @@ You can disrupt the flow of a creature’s energy. When you hit a creature with - Its movement is reduced by half until the end of your next turn. - It has disadvantage on either sight or hearing-based **WIS** (Perception) checks until the end of your next turn. -# Restore the Flow +## Restore the Flow _3rd-Level Mystic Flow Feature_ @@ -24,7 +24,7 @@ You can touch a creature to adjust its energy flow and mend ailments. As an acti At 7th level, when you use this feature, you can also remove one disease or condition from the target, as the _restoration_ spell. -# Tap the Earth’s Flow +## Tap the Earth’s Flow _7th-Level Mystic Flow Feature_ @@ -33,7 +33,7 @@ You spend 1 technique point to attune your flow to that of the earth beneath you - **Anchor.** You tie your energy to that of the earth beneath, anchoring you in place. When you are targeted by an effect that would knock you prone or move you, you can use this ability as a reaction, making you immune to the prone condition or to any unintentional movement until the start of your next turn. If you are grappled by a creature, it cannot move on its turn unless it releases you. While this version of this feature is active, your movement is reduced to 0 feet. - **Repel.** Your energy is repelled by that of the earth. As a bonus action, you can enact this feature, quadrupling your maximum jumping distance until the start of your next turn. While this version of the feature is active, you have disadvantage on saves against any effect that would knock you prone or move you. -# Improved Flow Point Strikes +## Improved Flow Point Strikes _11th-Level Mystic Flow Feature_ @@ -43,7 +43,7 @@ Your ability to disrupt the natural flow of a creature’s energy has increased. - It is restrained until the start of your next turn. - It is blinded or deafened until the start of your next turn. -# Stop the Flow +## Stop the Flow _15th-Level Mystic Flow Feature_ diff --git a/content/Classes/Monk/Way of the Ooze.md b/content/Classes/Monk/Way of the Ooze.md index ab170ab..97c3c01 100644 --- a/content/Classes/Monk/Way of the Ooze.md +++ b/content/Classes/Monk/Way of the Ooze.md @@ -14,7 +14,7 @@ It is an ooze-like liquid. In this way, they decrease the entropy in their life | 11th | Gelatinous Healing | | 15th | Entropy in Me | -# Acid Strikes  +## Acid Strikes  3rd-Level Ooze Feature  @@ -24,7 +24,7 @@ You can spend your technique points to change your body parts into an ooze-like - When a creature makes a weapon attack against you, you can spend 1 technique point as a reaction to transform the part of your body that is hit into green goo. You take half damage from a non-magical attack that hits you. - When you use the Step of the Wind feature, you can choose to spend 1 technique point to spray acid to the path on which you moved by the Step of the Wind. The surface you move on becomes covered with a sticky, ooze-like liquid and counts as difficult terrain for a number of rounds equal to your **PB**. The terrain created by this feature is not counted as difficult terrain for you. -# Ooze Form  +## Ooze Form  7th-Level Ooze Feature  @@ -37,13 +37,13 @@ You discover that your body has inhuman flexibility when in ooze shape. As an ac You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest.  -# Gelatinous Healing  +## Gelatinous Healing  11th-Level Ooze Feature  You can tend to your own wounds by transforming your internal organs to ooze. As an action, you can spend 1 technique point to regain 1d6 + 3 hit points. As an action, you can spend 2 technique points to end one effect on yourself that is causing you to be blinded, deafened, or poisoned. By spending 5 points as an action, you can reduce your exhaustion level by 1. -# Entropy in Me +## Entropy in Me 15th-Level Ooze Feature  diff --git a/content/Classes/Monk/Way of the Open Hand.md b/content/Classes/Monk/Way of the Open Hand.md index c10a2d4..70c009b 100644 --- a/content/Classes/Monk/Way of the Open Hand.md +++ b/content/Classes/Monk/Way of the Open Hand.md @@ -14,7 +14,7 @@ Monks of the Open Hand hone their bodies to physical perfection. They learn tech |11th|Tranquil Soul| |15th|Quivering Palm| -# Focus Intent +## Focus Intent _3rd-Level Open Hand Feature_  @@ -22,7 +22,7 @@ When you or a creature within 5 feet of you makes an ability check or attack rol You can use this feature a number of times equal to your **WIS** modifier. You regain all expended uses when you finish a long rest. -# Open Hand Technique +## Open Hand Technique _3rd-Level Open Hand Feature_  @@ -32,19 +32,19 @@ You can manipulate your enemy’s energy with your own. When you hit a creature - It must succeed on a **DEX** save or be knocked prone. - It must succeed on a **STR** save or be pushed up to 15 feet away from you. -# Wholeness of Body  +## Wholeness of Body  _7th-Level Open Hand Feature_  When you roll initiative and have at least 1 hit point, you regain a number of hit points equal to your **CON** modifier + your monk level. -# Tranquil Soul  +## Tranquil Soul  _11th-Level Open Hand Feature_  You have learned the way of war, so you may better walk the world in peace. As an action, you can spend 3 technique points to cast the sanctuary spell on yourself. The spell lasts until the end of your next short or long rest (or it can end early as normal). -# Quivering Palm  +## Quivering Palm  _15th-Level Open Hand Feature_  diff --git a/content/Classes/Monk/Way of the Radiant Dawn.md b/content/Classes/Monk/Way of the Radiant Dawn.md index 1b23a6a..5d8018b 100644 --- a/content/Classes/Monk/Way of the Radiant Dawn.md +++ b/content/Classes/Monk/Way of the Radiant Dawn.md @@ -12,7 +12,7 @@ Monks of the Radiant Dawn learn to kindle and amplify light wherever darkness th | 11th | Dawn Bringer | | 15th | Searing Corona | -# Golden Fist  +## Golden Fist  3rd-Level Radiant Dawn Feature  @@ -22,7 +22,7 @@ Your attack bonus to hit with a bolt is equal to your **PB** + your **DEX** modi This feature improves as you reach certain levels of the monk class. Starting at 7th level, you can expend 1 technique point to increase the range and damage of the Bolt . At 7th level, the range of your bolt increases to 60 feet, and you roll your martial arts die twice when calculating damage. At 11th level, the range increases to 90 feet and you roll your martial arts die three times. At 15th level, the range is 120 feet, and you roll your die four times. -# Shining Nimbus  +## Shining Nimbus  3rd-Level Radiant Dawn Feature  @@ -36,19 +36,19 @@ When you first summon the nimbus, choose one of the following properties: At 11th level, you can choose two options instead of one each time you use this feature. -# Blazing Strike  +## Blazing Strike  7th-Level Radiant Dawn Feature  Once per turn when you deal radiant damage to a creature, you can spend 1 technique point to attempt to blind your foe. When you do so, the creature must succeed on a **CON** save (**DC** is your technique save **DC**) or be blinded until the end of its next turn.  -# Dawn Bringer  +## Dawn Bringer  11th-Level Radiant Dawn Feature  As an action, you can spend 2 technique points to cast the daylight spell. The spell lasts until the end of your next short or long rest (or it can end early as normal). -# Searing Corona  +## Searing Corona  15th-Level Radiant Dawn Feature  diff --git a/content/Classes/Monk/Way of the Righteous Fist.md b/content/Classes/Monk/Way of the Righteous Fist.md index 35bf0de..e43b146 100644 --- a/content/Classes/Monk/Way of the Righteous Fist.md +++ b/content/Classes/Monk/Way of the Righteous Fist.md @@ -16,7 +16,7 @@ Monks of the Righteous Fist subclass channel their deep spirituality into energy |11th|Cleansing Soul| |15th|Soul Burst| -# Blazing Strike  +## Blazing Strike  _3rd-Level Righteous Fist Feature_  @@ -24,7 +24,7 @@ You can infuse your strikes with searing light. When you hit with a monk weapon You can increase the damage of your Blazing Strike by spending technique points. For each 1 point you spend, roll an extra martial arts die of radiant damage. The maximum number of technique points you can spend on this feature equals half your monk level. -# Manifest Light  +## Manifest Light  _3rd-Level Righteous Fist Feature_  @@ -36,7 +36,7 @@ When you first manifest the light, choose one of the following properties. - **Harsh Light of Reality.** Your eyes flare with light. You know the creature type of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within the dim light radius of Manifest Light that is visible only to you. - **Wings Alight.** Light bursts from your shoulder blades in a winglike pattern. You gain a flying speed of 60 feet until the end of your turn. -# Soul Flare  +## Soul Flare  _7th-Level Righteous Fist Feature_  @@ -45,7 +45,7 @@ You can expand your inner light to touch those around you. As an action, you spe - **Cleansing Flare.** Each creature of your choice within the area must make a **CON** save. On a failure, a creature takes 3d6 radiant damage, or half as much damage on a success. You can increase the size of your Cleansing Flare by 10 feet for every 2 technique points you spend above 2. - **Soothing Flare.** Each creature of your choice within the area regains 1d6 hit points. For every 2 technique points you spend above 2, you can increase the healing done by your Soothing Flare by 1d6. -# Cleansing Soul  +## Cleansing Soul  _11th-Level Righteous Fist Feature_  @@ -62,7 +62,7 @@ You can extend your soul to cleanse yourself and those around you. At the end of Spend the technique points at the beginning of the short rest. At the end of the short rest, you end one effect on a creature. With multiple uses of this feature, you can cleanse different creatures of different conditions or afflictions. -# Soul Burst  +## Soul Burst  _15th-Level Righteous Fist Feature_  diff --git a/content/Classes/Monk/Way of the Seal Guardian.md b/content/Classes/Monk/Way of the Seal Guardian.md index 1f7095f..7e773f2 100644 --- a/content/Classes/Monk/Way of the Seal Guardian.md +++ b/content/Classes/Monk/Way of the Seal Guardian.md @@ -26,7 +26,7 @@ Seal Guardian monks apply the knowledge they gain from transcribing written work | 19th | — | 11 | 4th | | 20th | — | 11 | 4th | -# Protective Seals  +## Protective Seals  3rd-Level Seal Guardian Feature  @@ -34,7 +34,7 @@ You transcribe protective spells (see Protective Spells Known) onto parchment, c A seal loses its magic after 24 hours, the magical inscription fading from it. The parchment can then be used to make a new seal. You can create a number of seals equal to your **PB**, and you regain all expended uses when you finish a long rest.  -# Protective Spells Known  +## Protective Spells Known  When you first gain access to this feature, choose two 1st-circle spells from the abjuration school. These are the spells you can use to create protective scrolls. They can be from any source—Arcane, Divine, Primordial, or Wyrd— but they must have a casting time of 1 action, 1 bonus action, or 1 reaction. You can’t cast these spells as a normal spellcaster would, but you know them for the purposes of this feature. @@ -50,19 +50,19 @@ Spell save **DC** = 8 + your proficiency bonus (**PB**) + your Wisdom (**WIS**) Spell attack modifier = your proficiency bonus (**PB**) + your Wisdom (**WIS**) modifier -# Shielded Mind  +## Shielded Mind  3rd-Level Seal Guardian Feature  Your thoughts are girded against the influence of other creatures. You have advantage on saves against being charmed or frightened. If you already have advantage on saves against both conditions, you can choose to be immune to one of these two conditions instead. -# Seal of Cleansing  +## Seal of Cleansing  7th-Level Seal Guardian Feature  As an action, you can spend 1 technique point (see Player’s Guide), draw a series of runes imbued with power on a bit of parchment, and place it on a creature within 5 feet of you. If the creature is charmed, frightened, or paralyzed, it immediately makes another save against that effect (even if the effect doesn’t allow for repeat saves), and it makes the save with advantage, ending the condition on itself on a success. If a creature that caused the effect on the target is within 30 feet of you, it must make a **WIS** save against your technique save **DC**, taking radiant damage equal to your **WIS** modifier + your monk level on a failed save or half as much damage on a successful one. -# Ward Against the Otherworldly  +## Ward Against the Otherworldly  11th-Level Seal Guardian Feature  @@ -70,7 +70,7 @@ As an action, you can spend 2 technique points, write a warning of rebuke on a b You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Sanctify Location  +## Sanctify Location  15th-Level Seal Guardian Feature  diff --git a/content/Classes/Monk/Way of the Tipsy Monkey.md b/content/Classes/Monk/Way of the Tipsy Monkey.md index d7636b9..529f387 100644 --- a/content/Classes/Monk/Way of the Tipsy Monkey.md +++ b/content/Classes/Monk/Way of the Tipsy Monkey.md @@ -18,19 +18,19 @@ Despite the name of their style, monks of this Way often abstain from drinking a |11th|Fortune Favors the Fool| |15th|Stumbling Stance| -# Adaptive Fighting +## Adaptive Fighting _3rd-Level Tipsy Monkey Feature_  Monks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. You are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item’s rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM’s discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons. -# Sway and Strike  +## Sway and Strike  _3rd-Level Tipsy Monkey Feature_  Your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 technique point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone. -# Jester Style  +## Jester Style  _7th-Level Tipsy Monkey Feature_  @@ -40,13 +40,13 @@ When you are prone, you don’t have disadvantage on attack rolls, and enemies w You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 technique point to succeed instead. -# Fortune Favors the Fool  +## Fortune Favors the Fool  _11th-Level Tipsy Monkey Feature_  When you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon’s type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon’s type instead. -# Stumbling Stance  +## Stumbling Stance  _15th-Level Tipsy Monkey Feature_  diff --git a/content/Classes/Monk/Way of the Wildcat.md b/content/Classes/Monk/Way of the Wildcat.md index 7e0f793..ef39537 100644 --- a/content/Classes/Monk/Way of the Wildcat.md +++ b/content/Classes/Monk/Way of the Wildcat.md @@ -16,13 +16,13 @@ Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and pr |11th|Improved Feline Reflexes| |15th|Hundred Step Strike| -# Enhanced Agility  +## Enhanced Agility  _3rd-Level WildCat Feature_  You gain proficiency in the Acrobatics skill if you don’t already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn. -# Feline Reflexes  +## Feline Reflexes  _3rd-Level WildCat Feature_  @@ -30,7 +30,7 @@ The inner power infusing your reflexes augments your nimbleness and makes it har You can’t benefit from this feature if your speed is 0.  -# Springing Pounce  +## Springing Pounce  _7th-Level WildCat Feature_  @@ -38,13 +38,13 @@ When you move at least 10 feet straight toward a creature and hit it with an att You can use this feature only once per turn.  -# Improved Feline Reflexes +## Improved Feline Reflexes _11th-Level WildCat Feature_  When you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the fireball that you avoided. If you end this movement within 5 feet of the source, you can spend 3 technique points to make one unarmed strike against it. -# Hundred Step Strike  +## Hundred Step Strike  _15th-Level WildCat Feature_  diff --git a/content/Classes/Paladin/*Playing a Paladin*.md b/content/Classes/Paladin/*Playing a Paladin*.md index 274c7e3..e38c2af 100644 --- a/content/Classes/Paladin/*Playing a Paladin*.md +++ b/content/Classes/Paladin/*Playing a Paladin*.md @@ -4,7 +4,7 @@ Though many consider a life pursuing divinity to be a life of healing, learning, Paladin is a class that combines aspects of healing and fighting. Your class can hit very hard a small number of times, so stay in the thick of things to be useful when the moment comes up -# PALADINS AS ADVENTURERS +## PALADINS AS ADVENTURERS Paladins are versatile warriors with a variety of divine and martial abilities and proficiencies that make them perfect for a life of adventuring. They are hardy traveling companions, capable of shrugging off physical and mental strain, and they often possess rousing personalities and unshakable resolve that fortifies adventure, whether in backstabbing noble courts or monster-strewn badlands. @@ -12,19 +12,19 @@ Unlike clerics, paladins aren’t bound to the sometimes-mercurial whim of gods, Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 66. -# Errata +## Errata -## Divine Smite +### Divine Smite _2nd-Level Paladin Feature_  Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to deal extra radiant damage to the target, in addition to the weapon’s normal damage. The extra damage is 2d8 for a 1st-circle spell slot, plus 1d8 for each circle higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead. -## Paladin Boons +### Paladin Boons When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Player’s Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the paladin class. -### Heroic Boons  +#### Heroic Boons  When you reach 10th level in the paladin class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature. @@ -37,7 +37,7 @@ Your commitment to the paladin’s path grants you a powerful ability. Choose on - Mystic Steed. Your faith is rewarded with the ability to summon a mystic steed. You learn a more potent version of the find steed ritual spell, and you can cast it as an action without the need for any material components. This spell doesn’t count against your number of spells known. When you cast it, you can choose one of the normal steed forms or one of the following special forms: dire wolf, griffon, hippogriff, pegasus, rhinoceros, or saber-toothed tiger (see Monster Vault for all); or hippalektryon or rampede (see Monster Vault 2 for both). Alternatively, with the approval of your GM, you can select any other Medium or Large Beast (or creature with the Animal tag) of CR 2 or lower. - Seraphic Sight. While your Divine Sense feature (see Player’s Guide) is active, you don’t have disadvantage on attack rolls against creatures you sense with Divine sense, even if you can’t see them, and such creatures don’t have advantage on attack rolls against you from being hidden, invisible, or otherwise unable to be seen by you. In addition, you can target such creatures with spells, even if the spell normally requires you to see the target. -### Epic Boons  +#### Epic Boons  When you reach 20th level in the paladin class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature. diff --git a/content/Classes/Paladin/Oath of Anemnesis.md b/content/Classes/Paladin/Oath of Anemnesis.md index 868f91a..f736a7e 100644 --- a/content/Classes/Paladin/Oath of Anemnesis.md +++ b/content/Classes/Paladin/Oath of Anemnesis.md @@ -6,7 +6,7 @@ source: Book of Blades The Anamnesis paladin is an oath of heralds and martyrs. Legends have been passed down through the ages, the simple memories of which spur warriors on to feats of heroism. Its adherents are a varied lot, from living embodiments of storybook ideals to cultured warrior scholars learned in the traditions of a dozen languages to insular knights so steeped in centuries of in-jokes and literary references that they are near-incomprehensible to strangers. All are champions of ancient lines, not merely for their memory but for the virtues and cultural impact they have on the living. -# Tenets of Anamnesis  +## Tenets of Anamnesis  Tenets of Anamnesis are as varied as the legends that spawn them. Their similarity is less in specific tenets, for different cultures may consider different traits virtuous, but in their belief that culture can be a force for good and that all cultures, even those of their foes, are worth remembering. @@ -23,7 +23,7 @@ Tenets of Anamnesis are as varied as the legends that spawn them. Their similari |11th|Unending Chant| |15th|Legendary Mien| -# Channel Divinity  +## Channel Divinity  _3rd-Level Anamnesis Feature_  @@ -32,7 +32,7 @@ You gain the following two Channel Divinity options.  - **Borrowed Knowledge.** As a bonus action, you recite the legend of an ancient hero and channel their legendary skills. For 10 minutes, you have proficiency in two skills of your choice. If you already have proficiency in a chosen skill, double your **PB** with it. - **Tactical Brilliance.**  As an action, you can perform any Battle Tactic (see Battle Tactics in Chapter 4) with an activation time of one action or less, even if you don’t have the Battle Tactician talent, by spending a spell slot whose spell circle equals its point cost. This does not count against your one Battle Tactic per short rest.. -# Anamnesis Oath Spells  +## Anamnesis Oath Spells  _3rd-Level Anamnesis Feature_  @@ -47,7 +47,7 @@ You gain oath spells at the paladin levels listed in the Anamnesis Oath Spells t |13th|compulsion| |17th|legend lore| -# Aura of Splendor  +## Aura of Splendor  _7th-Level Anamnesis Feature_  @@ -55,13 +55,13 @@ You draw power from all glory on the battlefield, regardless of origin, emanatin This aura is enhanced by the 17th-level Aura Improvements paladin class feature. -# Unending Chant  +## Unending Chant  _11th-Level Anamnesis Feature_  The memory of your chant continues even after you fall. Battle Tactics that you use last for their full duration, even if you are knocked unconscious or otherwise removed from a combat. -# Legendary Mien  +## Legendary Mien  _15th-Level Anamnesis Feature_  diff --git a/content/Classes/Paladin/Oath of Devotion.md b/content/Classes/Paladin/Oath of Devotion.md index e83d27d..02b0224 100644 --- a/content/Classes/Paladin/Oath of Devotion.md +++ b/content/Classes/Paladin/Oath of Devotion.md @@ -6,7 +6,7 @@ source: "[[ToV - Players Guide.pdf]]" Swearing an oath of Devotion binds a paladin to the principles of duty, honor, justice, and order. These paladins define themselves as holy warriors or knights, pledged to further a righteous cause to which they devote themselves. They typically hold angels, resplendent servants of good, in high regard, often adorning their armor, shield, or weapon with their iconography. -# Tenets of the Devotion +## Tenets of the Devotion Though the exact words and strictures of the oath of Devotion vary, its paladins share these tenets. @@ -24,7 +24,7 @@ Though the exact words and strictures of the oath of Devotion vary, its paladins |11th|Purity of Spirit| |15th|Holy Nimbus| -# Channel Divinity +## Channel Divinity _3rd-Level Devotion Feature_  @@ -36,7 +36,7 @@ You can end this effect on your turn (no action required). It ends early if you - **Channel Divinity: Sanctifying Light.** As an action, you present your holy symbol and speak a prayer to bathe yourself in a flash of holy light. Each Aberration, Fey, Fiend, and Undead of your choice within 30 feet of you that can see you must make a CHA save. If the creature fails its save, it is blinded for 1 minute. At the end of each of its turns, a target can make a **CON** save, ending the effect for itself on a success. -# Devotion Oath Spells +## Devotion Oath Spells _3rd-Level Devotion Feature_  @@ -51,13 +51,13 @@ You gain oath spells at the paladin levels listed in the Devotion Oath Spells ta |13th|stoneskin| |17th|mass cure wounds| -# Aura of Devotion  +## Aura of Devotion  _7th-Level Devotion Feature_   You and friendly creatures within 10 feet of you can’t be charmed while you are conscious. This aura is enhanced by the 17th-level Aura Improvements class feature. -# Purity of Spirit  +## Purity of Spirit  _11th-Level Devotion Feature_  @@ -67,7 +67,7 @@ Your connection to divinity gives you constant protection from the influence of - You can use your Divine Sense feature to detect any listed creatures, not just Celestials, Fiends, and Undead. - You can’t be charmed, frightened, or possessed by listed creatures. -# Holy Nimbus  +## Holy Nimbus  _15th-Level Devotion Feature_  diff --git a/content/Classes/Paladin/Oath of Justice.md b/content/Classes/Paladin/Oath of Justice.md index 52259ff..f4de73d 100644 --- a/content/Classes/Paladin/Oath of Justice.md +++ b/content/Classes/Paladin/Oath of Justice.md @@ -6,7 +6,7 @@ source: "[[ToV - Players Guide.pdf]]" Swearing an oath of Justice binds a paladin to the purpose of bringing great evil to justice. These paladins have been stripped of concerns for honor, piety, or purity—given free rein to oppose evil as they find prudent. They have promised themselves only to enact divine justice on those who bring harm and terror. Oftentimes, these paladins can be identified by the trappings with which they adorn themselves—ceremonial weapons, etchings of scripture, or vestments depicting their fallen enemies. -# Tenets of the Justice +## Tenets of the Justice Simple, sharp, and undeniable, the tenets of justice are as efficient as the paladins who swear them. Enacting them supersedes the paladin’s desires, fears, promises, and righteousness, so long as justice is served. @@ -22,7 +22,7 @@ Simple, sharp, and undeniable, the tenets of justice are as efficient as the pal |11th|Unworthy Adversary| |15th|Divine Executioner| -# Channel Divinity +## Channel Divinity _3rd-Level Justice Feature_  @@ -31,7 +31,7 @@ You gain the following two Channel Divinity options.  - **Channel Divinity: Burden of Guilt.** As a bonus action, you can call upon your divine power to curse a single foe you can see within 30 feet. For 1 minute, the target’s speed is halved. If it is flying at the end of its turn, it must succeed on a CHA save or fall to the ground. This effect ends early if you fall unconscious. - **Channel Divinity: Judgement.** As a bonus action, you can use your Channel Divinity to designate a single target within 10 feet of you as your divine quarry. For 1 minute, you have advantage on attack rolls against the target, and your weapon attacks against it deal additional radiant damage equal to your CHA modifier. This effect ends early if you deal damage to a creature other than the target of this feature. -# Justice Oath Spells +## Justice Oath Spells _3rd-Level Justice Feature_  @@ -46,19 +46,19 @@ You gain oath spells at the paladin levels listed in the Justice Oath Spells tab |13th|greater invisibility| |17th|greater hold| -# Aura of Vigilance  +## Aura of Vigilance  _7th-Level Justice Feature_  While you aren’t incapacitated, you and friendly creatures within 10 feet of you gain a bonus to initiative rolls equal to your proficiency bonus. This aura is enhanced by the 17th-level Aura Improvements class feature. -# Unworthy Adversary  +## Unworthy Adversary  _11th-Level Justice Feature_  When a creature you can see within 30 feet of you makes an attack against an ally, you can use your reaction to move up to half your speed toward the attacking creature. If the attacking creature is the target of the Judgement effect of your Channel Divinity feature, you can make a weapon attack against that creature as part of the same reaction. -# Divine Executioner  +## Divine Executioner  _15th-Level Justice Feature_  diff --git a/content/Classes/Paladin/Oath of the Ashen Base.md b/content/Classes/Paladin/Oath of the Ashen Base.md index e32396c..7abc7a6 100644 --- a/content/Classes/Paladin/Oath of the Ashen Base.md +++ b/content/Classes/Paladin/Oath of the Ashen Base.md @@ -8,7 +8,7 @@ The Ashen Base is a simple oath, as old as nations and hatred. These paladins de The Ashen Base is the oath of total warfare: burned villages, slaughtered innocents, salted fields, and the ruin of nations, even one’s own, because victory is not enough. T his oath exalts gods of murder, warfare, or the Baleful Sun, an aspect of the Sun in its role as bringer of drought and wildfire. To the devotees of Ash, the only thing that matters is ensuring that your foe dies so thoroughly that generations to come remember them only as a warning. -# Tenets of Ash  +## Tenets of Ash  Tenets of the Ashen Base are remarkably consistent, considering the enormous variety in its adherents. Fallen heroes, remorseless butchers, and bereaved scions all pledge themselves to a life of violence, bereft of beauty, kindness, or peace. @@ -25,7 +25,7 @@ Tenets of the Ashen Base are remarkably consistent, considering the enormous var |11th|Scorched Earth Brand| |15th|Form of the Destroyer| -# Channel Divinity  +## Channel Divinity  _3rd-Level Ashen Base Feature_  @@ -34,7 +34,7 @@ You gain the following two Channel Divinity options.  - **Ignite the World-Kiln.** As an action, you stoke the hatred within you and a torrent of unnatural flame follows in your wake. When you activate this ability, and at the start of each of your turns for 1 minute, deal fire damage equal to your **PB** to all creatures and objects within 10 feet of you. While you burn in this fashion, you emit dim light in a 20-foot radius. - **Rite of Devastation.** As a bonus action, you raise your holy symbol and recite a condemnation of all edifices of civilization. For 1 minute, double all damage you deal to objects, and any successful melee attacks you make against doors, walls, and floors are critical hits. -# Ashen Base Oath Spells  +## Ashen Base Oath Spells  _3rd-Level Ashen Base Feature_  @@ -49,7 +49,7 @@ You gain oath spells at the paladin levels listed on the Ashen Base Oath Spells |13th|fire shield| |17th|contagion| -# Aura of Contempt  +## Aura of Contempt  _7th-Level Ashen Base Feature_  @@ -57,7 +57,7 @@ You armor yourself in disdain for your foes. A hostile creature within 10 feet o This aura is enhanced by the 17th-level Aura Improvements paladin class feature. -# Scorched Earth Brand  +## Scorched Earth Brand  _11th-Level Ashen Base Feature_  @@ -67,7 +67,7 @@ You have advantage on attacks against a creature you have branded. In addition, You can brand creatures in this manner a number of times equal to your **PB**. You regain all uses after finishing a long rest. All brands issued last for 24 hours before disappearing.  -# Form of the Destroyer  +## Form of the Destroyer  _15th-Level Ashen Base Feature_  diff --git a/content/Classes/Paladin/Oath of the Elements.md b/content/Classes/Paladin/Oath of the Elements.md index 0684f52..3b84e09 100644 --- a/content/Classes/Paladin/Oath of the Elements.md +++ b/content/Classes/Paladin/Oath of the Elements.md @@ -6,7 +6,7 @@ source: Tome of Heroes The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the awakened spirits of air, earth, fire, and water. Such paladins might also serve a genie, elemental deity, or other powerful elemental creature. -# Tenets of the Elements  +## Tenets of the Elements  Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.  @@ -23,7 +23,7 @@ Though exact interpretations and words of the Oath of the Elements vary between |11th|Elemental Companion| |15th|Elemental Champion| -# Channel Divinity  +## Channel Divinity  _3rd-Level The Elements Feature_  @@ -37,7 +37,7 @@ A turned creature must spend its turns trying to move as far away from you as it You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. -# The Elements Oath Spells  +## The Elements Oath Spells  _3rd-Level The Elements Feature_  @@ -52,13 +52,13 @@ You gain oath spells at the paladin levels listed in The Elements Spells table. |13th|Conjure Minor Elementals| |17th|Conjure Elemental| -# Elemental Language  +## Elemental Language  _3rd-Level The Elements Feature_  You learn to speak, read, and write Primordial. -# Aura of Resistance  +## Aura of Resistance  _7th-Level The Elements Feature_  @@ -66,7 +66,7 @@ Your power over the elements forms a magical ward around you. Choose acid, cold, When you reach 17th level in this class, the range of this aura increases to 30 feet. -# Elemental Companion  +## Elemental Companion  _11th-Level The Elements Feature_  @@ -76,7 +76,7 @@ You can have only one elemental companion at a time. If you summon a new one, th The elemental continues to serve you until you dismiss it as a bonus action or it is reduced to 0 hit points, which causes it to disappear. Once you summon an elemental companion, you can’t summon another one until you finish a long rest. -# Elemental Champion  +## Elemental Champion  _15th-Level The Elements Feature_  diff --git a/content/Classes/Paladin/Oath of the Old World.md b/content/Classes/Paladin/Oath of the Old World.md index 0bdf71b..8744654 100644 --- a/content/Classes/Paladin/Oath of the Old World.md +++ b/content/Classes/Paladin/Oath of the Old World.md @@ -6,7 +6,7 @@ source: Labyrinth Worldbook Swearing an oath of the Old World binds a paladin to the principles of freedom, nature, light, and justice—not morality or law, but beauty and balance. Kindred to druids and rangers, these paladins understand the eternal cycle of beauty inherent to the multiverse and seek to protect it and those who live there from harm. They concern themselves with courage, decisiveness, and understanding and muse on the world as it was long ages ago or far into the future, along the endless march of time. They often adorn themselves with things found in nature—bones, bark, gemstones, vines, and flowers—to symbolize their connection to the most ancient understandings of life. -# Tenets of The Old World  +## Tenets of The Old World  The words of the oath of The Old World have been reshaped by time, though its tenets are as immutable as the stars. This oath does not concern itself with the laws of civilization or the machinations of evil, only with the eternal cycle of life. @@ -22,7 +22,7 @@ The words of the oath of The Old World have been reshaped by time, though its te |11th|Vigor of Creation| |15th|Bygone Emissary| -# Channel Divinity  +## Channel Divinity  _3rd-Level Old World Feature_  @@ -31,7 +31,7 @@ You gain the following two Channel Divinity options.  - **Upheaval.** As a bonus action, you can awaken the elder spirits of earth around you, trapping your enemies in a vice of stone, wood, or sucking mud. Each creature of your choice within 10 feet of you must succeed on a **STR** save or be restrained for up to 1 minute. The target can repeat its save at the end of each of its turns, ending the effect for itself on a successful save. This effect ends early if you willingly move or use another Channel Divinity option. - **Quelling Chime.** You can use your Channel Divinity to echo the primeval sounds of creation, wholly unknown to outsiders of the Material Plane. As an action, you display your holy symbol, and an enrapturing sound resonates from it. Each Aberration, Celestial, Fey, and Fiend within 60 feet of you must succeed on a CHA save or be stunned for 1 minute. The effect ends for a creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.  -# Old World Oath Spells  +## Old World Oath Spells  _3rd-Level Old World Feature_  @@ -46,7 +46,7 @@ You gain oath spells at the paladin levels listed in the Old World Oath Spells t |13th|freedom of movement| |17th|wall of stone| -# Aura of Perseverance  +## Aura of Perseverance  _7th-Level Old World Feature_  @@ -54,7 +54,7 @@ The supernatural resilience of the primordial titans flows through you. When you This aura is enhanced by the 17th-level Aura Improvements paladin class feature. -# Vigor of Creation  +## Vigor of Creation  _11th-Level Old World Feature_  @@ -62,7 +62,7 @@ When you take damage, you can immediately use Lay On Hands as a reaction, target In addition, so long as you maintain your oaths, you no longer age and can’t be aged by magic. -# Bygone Emissary  +## Bygone Emissary  _15th-Level Old World Feature_  diff --git a/content/Classes/Ranger/Calling of the Courier.md b/content/Classes/Ranger/Calling of the Courier.md index f2862c3..8c35884 100644 --- a/content/Classes/Ranger/Calling of the Courier.md +++ b/content/Classes/Ranger/Calling of the Courier.md @@ -14,7 +14,7 @@ Galloping along lonely, bandit-infested roads or running through assassin-filled |11th|Evasive Strike| |15th|Dimensional Traveler| -# Courier Calling Magic  +## Courier Calling Magic  _3rd-Level Courier Feature_  @@ -29,13 +29,13 @@ You gain the find steed ritual, and you gain calling spells at the ranger levels |13th|Freedom of Movement| |17th|Passwall| -# Adroit Traveler  +## Adroit Traveler  _3rd-Level Courier Feature_  You learn two languages of your choice, and you learn to travel faster and weave through combat, avoiding the attacks of your foes. On each of your turns, you can use a bonus action to take the Disengage action. In addition, if you spend 10 minutes examining a mount you plan to ride, its speed (in all movement types) increases by 10 feet until you finish a long rest. This bonus speed increases when you reach certain levels in this class: 20 feet at 7th level and 30 feet at 15th level. -# Skirmisher’s Step +## Skirmisher’s Step _3rd-Level Courier Feature_  @@ -43,7 +43,7 @@ Your instincts allow you to quickly react to danger and maneuver through social In addition, choose one skill from the following list: Deception, Insight, Intimidation, or Persuasion. You gain proficiency in that skill, and your proficiency bonus is doubled for any ability check you make using that skill. -# Inconspicuous +## Inconspicuous _7th-Level Courier Feature_  @@ -53,7 +53,7 @@ For the duration, **WIS** (Perception) checks made to see or hear you have disad You can use this feature a number of times equal to your **PB**, regaining all expended uses when you finish a long rest -# Evasive Strike  +## Evasive Strike  _11th-Level Courier Feature_  @@ -61,7 +61,7 @@ You know how to avoid attacks while maneuvering to deliver unexpected strikes. W You can use this feature a number of times equal to your **PB**, regaining all expended uses when you finish a long rest. -# Dimensional Traveler  +## Dimensional Traveler  _15th-Level Courier Feature_  diff --git a/content/Classes/Ranger/Calling of the Haunted Warden.md b/content/Classes/Ranger/Calling of the Haunted Warden.md index 370edc9..ada0d30 100644 --- a/content/Classes/Ranger/Calling of the Haunted Warden.md +++ b/content/Classes/Ranger/Calling of the Haunted Warden.md @@ -14,7 +14,7 @@ It is no secret the wilds are dangerous and that many an intrepid adventurer has |11th|Guardian Geist| |15th|True Psychopomp| -# Hunted Warden Calling Spells +## Hunted Warden Calling Spells _3rd-Level Haunted Warden Feature_  @@ -29,7 +29,7 @@ You gain calling spells at the ranger levels listed in the Haunted Warden Callin |13th|Death Ward| |17th|Dispel Evil and Good| -# Beyond the Pale  +## Beyond the Pale  _3rd-Level Haunted Warden Feature_  @@ -37,7 +37,7 @@ You can use a bonus action to see into the Ethereal Plane for 1 minute. Ethereal You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Spirit Usher  +## Spirit Usher  _3rd-Level Haunted Warden Feature_  @@ -55,7 +55,7 @@ When it joins with you, the spirit learns three cantrips it can cast at will, wh [![[assets/1a4e47e5d7117e1b0e3643b1e53a0529_MD5.png]]](https://www.worldanvil.com/i/7139874 "Screenshot_20251109_125318.png") -# Merge Spirit  +## Merge Spirit  _7th-Level Haunted Warden Feature_  @@ -63,7 +63,7 @@ You can use an action to cause your spirit usher to join its essence with you fo Once you use this feature, you shouldn’t use it again until you finish a short or long rest. Each time you use it again, you suffer one level of exhaustion. -# Guardian Geist +## Guardian Geist _11th-Level Haunted Warden Feature_  @@ -71,7 +71,7 @@ When you take damage that would reduce you to 0 hit points, you can use your rea In addition, when your spirit usher dies, you have advantage on attack rolls until the end of your next turn. -# True Psychopomp  +## True Psychopomp  _15th-Level Haunted Warden Feature_  diff --git a/content/Classes/Ranger/Calling of the Hunter.md b/content/Classes/Ranger/Calling of the Hunter.md index f27228b..100e3b8 100644 --- a/content/Classes/Ranger/Calling of the Hunter.md +++ b/content/Classes/Ranger/Calling of the Hunter.md @@ -14,7 +14,7 @@ Rangers who heed the calling of the Hunter are no mere trappers or furriers. The |11th|No Escape| |15th|Predator’s Shield| -# Hunter Calling Spells +## Hunter Calling Spells _3rd-Level Hunter Feature_  @@ -29,7 +29,7 @@ You gain calling spells at the ranger levels listed in the Hunter Calling Spells |13th|banishment| |17th|greater hold| -# Killer Instinct +## Killer Instinct _3rd-Level Hunter Feature_  @@ -37,13 +37,13 @@ As a bonus action, choose a creature within 60 feet of you that you can see. You You can use this feature a number of times equal to your **PB** and regain all uses of it when you finish a long rest. -# Relentless Pursuit +## Relentless Pursuit _3rd-Level Hunter Feature_  Your tenacity wears down even potent foes. When you hit a creature with a weapon attack, you deal extra damage if the target is below its hit point maximum. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn. -# Favored Foe +## Favored Foe _7th-Level Hunter Feature_  @@ -53,13 +53,13 @@ Choose a type of enemy: Aberration, Beast, Celestial, Construct, Dragon, Element At the end of your next long rest, you can choose the same type of creature or a different creature type as your Favored Foe. -# No Escape +## No Escape _11th-Level Hunter Feature_  When a creature marked by your mystic mark attempts to move, you can use your reaction to magically teleport up to 30 feet. If you teleport to a space within your weapon’s reach of the target, you can immediately make an opportunity attack as part of the same reaction. -# Predator’s Shield +## Predator’s Shield _15th-Level Hunter Feature_  diff --git a/content/Classes/Ranger/Calling of the Pack Master.md b/content/Classes/Ranger/Calling of the Pack Master.md index 35a0a85..0fe781c 100644 --- a/content/Classes/Ranger/Calling of the Pack Master.md +++ b/content/Classes/Ranger/Calling of the Pack Master.md @@ -14,7 +14,7 @@ Pack masters rarely choose this calling, rather they are chosen by it. Rangers w |11th|Soul Bond| |15th|Undying Friendship| -# Pack Master Calling Spells +## Pack Master Calling Spells _3rd-Level Pack Master Feature_  @@ -29,7 +29,7 @@ You gain calling spells at the ranger levels listed in the Pack Master Calling S |13th|polymorph| |17th|dominate| -# Beast Spirit +## Beast Spirit _3rd-Level Pack Master Feature_  @@ -49,7 +49,7 @@ If the spirit is reduced to 0 hit points, its body is instantly destroyed, and y [![[assets/233b2cca8c0ccb882b3e6758f9ec6ded_MD5.png]]](https://www.worldanvil.com/i/7139854 "Screenshot_20251109_124929.png") -# Life Link +## Life Link _3rd-Level Pack Master Feature_  @@ -57,7 +57,7 @@ Your connection to your companion allows you to ease its injuries by taking on s You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. -# Shared Mark  +## Shared Mark  _7th-Level Pack Master Feature_  @@ -65,7 +65,7 @@ Time spent with your companion has deepened your mystical connection. Your beast In addition, while a creature is marked by your Mystic Mark feature, your beast spirit deals an extra 1d6 damage to it each time it successfully hits the target with a weapon attack. This extra damage scales at the same rate as yours, becoming 1d8 when you reach 13th level and 1d10 when you reach 17th level in the ranger class. -# Soul Bond  +## Soul Bond  _11th-Level Pack Master Feature_  @@ -73,7 +73,7 @@ When you are targeted by a spell, you can choose for your beast spirit to also b In addition, when you cast a spell without a range of self, your beast spirit can deliver the spell as if it had cast the spell. It must still be within 100 feet of you and must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll or save, use your spellcasting modifier and spell save **DC**. -# Undying Friendship  +## Undying Friendship  _15th-Level Pack Master Feature_  diff --git a/content/Classes/Ranger/Calling of the Spelunker.md b/content/Classes/Ranger/Calling of the Spelunker.md index d7d1c48..521ae2a 100644 --- a/content/Classes/Ranger/Calling of the Spelunker.md +++ b/content/Classes/Ranger/Calling of the Spelunker.md @@ -14,7 +14,7 @@ While rangers are known for exploring and traversing the natural world, it takes |11th|Friend of Darkness| |15th|Subterranean Master| -# Spelunker Calling Magic  +## Spelunker Calling Magic   _3rd-Level Spelunker Feature_  @@ -29,7 +29,7 @@ You gain calling spells at the ranger levels listed in the Spelunker Calling Spe |13th|freedom of movement| |17th|passwall| -# Friend of Darkness +## Friend of Darkness _3rd-Level Spelunker Feature_  @@ -37,13 +37,13 @@ You gain darkvision out to a range of 60 feet. If you already have darkvision fr In addition, when viewing a lightly obscured area, as a bonus action you can tune your senses to ignore the normal disadvantage on **WIS** (Perception) checks that rely on sight for 10 minutes. Once you use this ability, you can’t use it again until you finish a long rest.  -# Shadowy Ambush +## Shadowy Ambush _3rd-Level Spelunker Feature_  You use the shadows to ambush your foes. When you attack from dim light, darkness, or magical darkness and hit a creature with a weapon attack, you deal extra damage. The extra damage is equal to the amount your Mystic Mark feature deals at your level and is of the same damage type as the weapon. You can deal this extra damage only once per turn.  -# Cave Crawler +## Cave Crawler _7th-Level Spelunker Feature_  @@ -58,13 +58,13 @@ You can do this a number of times equal to your **PB**, and you regain all expen In addition, you suffer no penalties for squeezing into a smaller space. -# Friend of Darkness +## Friend of Darkness _11th-Level Spelunker Feature_   Your time in the dark lets you energize yourself when hidden in shadows. When you use your Stalker’s Step feature, you gain temporary hit points equal to your **PB**.   -# Subterranean Master +## Subterranean Master _15th-Level Spelunker Feature_  diff --git a/content/Classes/Ranger/Calling of the Wasteland Strider.md b/content/Classes/Ranger/Calling of the Wasteland Strider.md index 3896c36..420cf0f 100644 --- a/content/Classes/Ranger/Calling of the Wasteland Strider.md +++ b/content/Classes/Ranger/Calling of the Wasteland Strider.md @@ -14,7 +14,7 @@ A barren landscape wracked by chaotic magics, crawling with strange monstrositie |11th|Call the Otherworldly| |15th|Dimensional Step| -# Wasteland Strider Calling Spells +## Wasteland Strider Calling Spells _3rd-Level Wasteland Strider Feature_  @@ -29,7 +29,7 @@ You gain calling spells at the ranger levels listed in the Wasteland Strider Cal |13th|Banishment| |17th|Greater Hold| -# Chaotic Strikes  +## Chaotic Strikes  _3rd-Level Wasteland Strider Feature_  @@ -47,13 +47,13 @@ You’ve learned to channel the unpredictable energies of magical wastelands int |7|Radiant| |8|Force| -# Stalwart Psyche  +## Stalwart Psyche  _7th-Level Wasteland Strider Feature_  You have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions. -# Call the Otherworldly  +## Call the Otherworldly  _11th-Level Wasteland Strider Feature_  @@ -63,7 +63,7 @@ The otherworldly being is friendly to you and your companions. In combat, roll i Once you use this feature, you can’t use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature. -# Dimensional Step  +## Dimensional Step  _15th-Level Wasteland Strider Feature_  diff --git a/content/Classes/Ranger/Calling of the Windsworn.md b/content/Classes/Ranger/Calling of the Windsworn.md index 6b56ebd..a3fc2e7 100644 --- a/content/Classes/Ranger/Calling of the Windsworn.md +++ b/content/Classes/Ranger/Calling of the Windsworn.md @@ -14,7 +14,7 @@ A Windsworn is as beautiful to behold as they are dangerous. They artfully whirl |11th|Superior Two-Weapon Fighting| |15th|Dance of Death| -# Windsworn Calling Spells  +## Windsworn Calling Spells  _3rd-Level Windsworn Feature_  @@ -29,7 +29,7 @@ You gain calling spells at the ranger levels listed in the Windsworn Calling Spe |13th|freedom of movement| |17th|mislead| -# Bob and Weave  +## Bob and Weave  _3rd-Level Windsworn Feature_  @@ -37,25 +37,25 @@ You are adept at moving in and out of combat with two weapons in hand. You can t During your turn, if you make a melee weapon attack against a creature as a bonus action while two-weapon fighting, that creature can’t make opportunity attacks against you for the rest of your turn. -# Momentum Swing  +## Momentum Swing  _3rd-Level Windsworn Feature_  For each melee attack you make on your turn, add 5 feet to your speed until the end of your turn. -# Parry +## Parry _7th-Level Windsworn Feature_  You can use your reaction to add your **PB** to your AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding a melee weapon with the Light property in each hand. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn. -# Superior Two-Weapon Fighting  +## Superior Two-Weapon Fighting  _11th-Level Windsworn Feature_  When you engage in two-weapon fighting, you gain a +2 bonus to damage rolls with each weapon. Once while two-weapon fighting on your turn, you can rend a creature that you hit with two attacks, dealing an extra 3d6 damage to that creature. -# Dance of Death  +## Dance of Death  _15th-Level Windsworn Feature_  diff --git a/content/Classes/Rogue/Dawn Blade.md b/content/Classes/Rogue/Dawn Blade.md index e40c51c..ffcae6d 100644 --- a/content/Classes/Rogue/Dawn Blade.md +++ b/content/Classes/Rogue/Dawn Blade.md @@ -14,19 +14,19 @@ Even churches and temples of deities of goodness and light have need of those wi |11th|Sudden Illumination| |15th|Dawn Flare| -# Eyes of the Dawn  +## Eyes of the Dawn  _3rd-Level Dawn Blade Feature_  You gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 30 feet.  -# Dawn Strike  +## Dawn Strike  _3rd-Level Dawn Blade Feature_  When you deal damage with your Sneak Attack feature, you can magically change the extra damage dealt to radiant damage. When you hit an undead or a creature of shadow with such a Sneak Attack, you deal an extra 1d6 radiant damage.  -# Radiant Beam  +## Radiant Beam  _3rd-Level Dawn Blade Feature_  @@ -34,7 +34,7 @@ When you deal radiant damage to a creature with a melee weapon attack, you can u When you reach 10th level in this class, the beam’s damage increases to 2d6.  -# Bolstering Light  +## Bolstering Light  _7th-Level Dawn Blade Feature_  @@ -45,13 +45,13 @@ When you reduce a creature to 0 hit points with radiant damage, choose one of th - End one curse affecting you.  - End one disease affecting you.  -# Sudden Illumination  +## Sudden Illumination  _11th-Level Dawn Blade Feature_  When you hit a creature with your Radiant Beam, it must succeed on a Constitution saving throw (**DC** equal to 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of its next turn.  -# Dawn Flare  +## Dawn Flare  _15th-Level Dawn Blade Feature_  diff --git a/content/Classes/Rogue/Delver.md b/content/Classes/Rogue/Delver.md index be28b10..0cb7f2f 100644 --- a/content/Classes/Rogue/Delver.md +++ b/content/Classes/Rogue/Delver.md @@ -4,7 +4,7 @@ source: Kobold Press Blog Delvers have honed their skills specifically for the exploration and looting of remote, dangerous locales. Ancient ruins, forgotten temples, deep cave systems, and especially dungeons are the purview of the delver. They are prepared for the hazards, traps, and strange creatures found in such locales, making them a valuable member of any band exploring such areas. -# Delver Progression +## Delver Progression |Rogue Level|Features| |---|---| @@ -13,25 +13,25 @@ Delvers have honed their skills specifically for the exploration and looting of |11th|Dynamic Explorer| |15th|Abomination Slayer| -# CURSE-VERSED +## CURSE-VERSED _3rd-Level Delver Feature_ You can determine if an item, object, or area is cursed with a successful **INT** (Investigation) or **WIS** (Perception) check (passive Perception does not apply here). The **DC** of the check is determined by the GM, but typically a **DC** 15 can be applied for most curses. -# HARDY +## HARDY _3rd-Level Delver Feature_ You are resistant to poison damage, and have advantage on saves against spells and effects that cause poison damage or the poisoned condition. -# WARDED +## WARDED _3rd-Level Delver Feature_ You have collected abjurations, blessings, and small warding charms to better protect you against the fell magics lurking in the places you delve. You have advantage on saves against spells or effects that would curse you. If you attune to a cursed item, you can attempt to slip free of the curse by making a successful **INT** save. On success, you immediately break attunement with the item. -# MASTER DELVER +## MASTER DELVER _7th-Level Delver Feature_ @@ -41,7 +41,7 @@ Your delving knowledge and expertise grant you the following features. - When applying Sneak Attack damage to an Aberration, Monstrosity, Ooze, or Undead, you can reroll any number of the dice, but you must take the new result. - You can use your Sneak Attack feature when using improvised weapons, acid, or alchemist’s fire. -# DYNAMIC EXPLORER +## DYNAMIC EXPLORER _11th-Level Delver Feature_ @@ -52,7 +52,7 @@ You are an expert at making your way through areas many would find inaccessible. - Your speed is not reduced by difficult terrain caused by nonmagical effects. - You gain a climbing speed and swimming speed equal to your walking speed. -# ABOMINATION SLAYER +## ABOMINATION SLAYER _15th-Level Delver Feature_ diff --git a/content/Classes/Rogue/Duelist.md b/content/Classes/Rogue/Duelist.md index 2473ba4..d89d63c 100644 --- a/content/Classes/Rogue/Duelist.md +++ b/content/Classes/Rogue/Duelist.md @@ -14,7 +14,7 @@ The roguish duelist is a lightly armored combatant who favors quick, precise att |11th|Virtuoso| |15th|Deep Reserve| -# Prowess +## Prowess _3rd-Level Duelist Feature_  @@ -24,31 +24,31 @@ You learn techniques that are fueled by a special reserve of strength called pro - **Prowess.** You have an amount of prowess equal to your proficiency bonus × 2. To spend prowess, you must be wielding a finesse weapon in one hand and have either nothing or a dagger in your other hand. You can spend prowess once per turn. You regain all spent prowess when you finish a short or long rest.  - **Saving Throws.** Some of your techniques require your target to make a saving throw to resist an effect. The saving throw **DC** = 8 + your proficiency bonus + your Dexterity modifier. -# Dancing Blade +## Dancing Blade _3rd-Level Duelist Feature_  You can wield a rapier as a light weapon, provided you have nothing heavier than a light weapon in your other hand. -# Strike First, Strike Last +## Strike First, Strike Last _7th-Level Duelist Feature_  Your reflexes are honed to a razor’s edge, granting you advantage on initiative checks. Additionally, if you are surprised, you can take the Attack action on your first turn by spending 1 prowess. -# Virtuoso +## Virtuoso _11th-Level Duelist Feature_  Choose two skills from the following list: Acrobatics, Athletics, Deception, History, Intimidation, Persuasion, Sleight of Hand. You gain proficiency in the chosen skills, or add double your proficiency bonus if you are already proficient. -# Deep Reserve +## Deep Reserve _15th-Level Duelist Feature_  When you roll initiative and have no prowess remaining, you regain 2 prowess. -# Techniques +## Techniques The techniques are presented in alphabetical order.  diff --git a/content/Classes/Rogue/Enforcer.md b/content/Classes/Rogue/Enforcer.md index 074d230..1a5a976 100644 --- a/content/Classes/Rogue/Enforcer.md +++ b/content/Classes/Rogue/Enforcer.md @@ -14,25 +14,25 @@ Enforcers excel at practical violence. Whether plying their trade as bounty hunt |11th|Ready to Rumble| |15th|Kill Shot| -# Ambush +## Ambush _3rd-Level Enforcer Feature_  During the first round of combat, you have advantage on the first attack roll you make against any creature involved in the combat. In addition, when you make a successful attack roll against a creature with the surprised condition, that attack is automatically considered a critical hit. -# Cold-Blooded +## Cold-Blooded _3rd-Level Enforcer Feature_  Once per turn when you reduce a creature to 0 HP with a weapon attack, you can use the same weapon to immediately make an additional weapon attack against a different creature you can see within your weapon’s normal range. You can’t add Sneak Attack damage to this additional attack, even if circumstances would normally allow you to do so. -# Expanded Talent List +## Expanded Talent List _3rd-Level Enforcer Feature_  When you gain a new talent, you can select that talent from either the martial or the technical talents list (see Talents in Chapter 4). -# Brawler +## Brawler _7th-Level Enforcer Feature_  @@ -40,13 +40,13 @@ You can now use your Sneak Attack feature against a target within 5 feet of you In addition, you can now use your Sneak Attack feature with unarmed strikes (in addition to ranged weapons and weapons with the Finesse property). -#  Ready to Rumble  +##  Ready to Rumble  _11th-Level Enforcer Feature_  You have advantage on **DEX** checks made to determine your place in initiative order. As long as you aren’t incapacitated, you can’t be surprised (see Appendix A: Conditions). -# Kill Shot  +## Kill Shot  _15th-Level Enforcer Feature_  diff --git a/content/Classes/Rogue/Skirmish Surgeon.md b/content/Classes/Rogue/Skirmish Surgeon.md index 9024e92..d447cd3 100644 --- a/content/Classes/Rogue/Skirmish Surgeon.md +++ b/content/Classes/Rogue/Skirmish Surgeon.md @@ -14,13 +14,13 @@ You’ve dedicated yourself to watching over your comrades in battle and pelting |11th|Preventative Care| |15th|Lethal Dosing| -# Field Surgeon +## Field Surgeon _3rd-Level Skirmish Surgeon Feature_  You gain proficiency in the Medicine skill if you don’t already have it, and you gain proficiency with alchemist’s supplies or the herbalism kit (your choice). You also can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check on yourself or one creature within 5 feet of you. -# Bloodletting  +## Bloodletting  _3rd-Level Skirmish Surgeon Feature_  @@ -36,25 +36,25 @@ You understand that precise cuts in the body can be just as effective at helping |16-20|The target gains 1d4 + your Wisdom modifier temporary hit points. In Addition, If the target is at 0 hit points, it heals for 1 hit point.| |21+|The target regains 1d4 + your Wisdom modifier hit points. If the target is at 0 hit points, it instead heals for 2d4 + your Wisdom Modifier hit points.| -# Harmacy  +## Harmacy  _3rd-Level Skirmish Surgeon Feature_  Your time in medical tents and tending wounded on battlefields has taught you how to handle and distribute alchemical substances. You are proficient with improvised alchemical weapons, such as vials of acid, alchemist’s fire, holy water, or jars of leeches. When you hit a creature with an improvised alchemical weapon, you can deal your Sneak Attack damage to it, provided you meet the normal requirements for dealing your Sneak Attack damage to the target. If the alchemical weapon requires the target to make a saving throw, the **DC** equals 8 + your proficiency bonus + your Wisdom modifier. -# Surgeon’s Ambidexterity  +## Surgeon’s Ambidexterity  _7th-Level Skirmish Surgeon Feature_  You are adept at switching between patching wounds and causing them. If you successfully use your Bloodletting feature on yourself or a friendly creature to end one condition or provide temporary hit points or healing, you have advantage on the next attack roll you make before the end of your next turn. -# Preventative Care  +## Preventative Care  _11th-Level Skirmish Surgeon Feature_  You can provide others with therapeutic treatment to help them ward off illness and injury. You can spend at least 10 minutes tending to the medical needs of up to six friendly creatures (which can include yourself), bolstering their bodies’ natural defenses. Each creature gains temporary hit points equal to your proficiency bonus and has advantage on Constitution checks and Constitution saving throws for 1 hour. A creature can’t benefit from Preventative Care again until it has finished a short or long rest. -# Lethal Dosing +## Lethal Dosing _15th-Level Skirmish Surgeon Feature_  diff --git a/content/Classes/Rogue/SoulSpy.md b/content/Classes/Rogue/SoulSpy.md index e60e753..0ee5051 100644 --- a/content/Classes/Rogue/SoulSpy.md +++ b/content/Classes/Rogue/SoulSpy.md @@ -36,29 +36,29 @@ In the eternal war between good and evil, between light and darkness, between li |19th|4|12|4|3|3|1| |20th|4|13|4|3|3|1| -# SoulSpy Spellcasting  +## SoulSpy Spellcasting  _3rd-Level SoulSpy Feature_  You gain the ability to cast spells drawn from the magic of a divine entity. -## Cantrips  +### Cantrips  You learn three cantrips of your choice from the Divine Source list. You learn another cleric cantrip of your choice at 10th level.  -## Spell Slots  +### Spell Slots  The Soulspy Spellcasting table shows how many spell slots you have to cast your Divine spells of 1st circle and higher. To cast one of these spells, you must expend one of these slots at the spell’s circle or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-circle spell inflict wounds and have a 1st-circle and a 2nd-circle spell slot available, you can cast inflict wounds using either slot. -## Spells Known of 1st-Circle and Higher  +### Spells Known of 1st-Circle and Higher  You know three 1st-circle divine spells of your choice, two of which you must choose from the abjuration and necromancy spells on the divine spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more divine spells of 1st circle or higher. Each of these spells must be an abjuration or necromancy spell and must be of a circle for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.  When you gain a level in this class, you can choose one of the divine spells you know and replace it with another spell from the divine source list. The new spell must be of a circle for which you have spell slots, and it must be an abjuration or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.  -## Spellcasting Ability  +### Spellcasting Ability  Wisdom is your spellcasting ability for your divine spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw **DC** for a divine spell you cast and when making an attack roll with one.  @@ -66,13 +66,13 @@ Wisdom is your spellcasting ability for your divine spells. You learn your spell **Spell attack modifier** = your proficiency bonus + your Wisdom modifier  -# Bonus Proficiency  +## Bonus Proficiency  _3rd-Level SoulSpy Feature_  You gain proficiency in the Religion skill, if you don’t already have it. -# Divine Symbol  +## Divine Symbol  _3rd-Level SoulSpy Feature_  @@ -83,13 +83,13 @@ You can use an action to create a symbol of your deity that hovers within 5 feet - The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol’s light, you can also snuff out one candle, torch, or other non-magical light source within 10 feet of you.  - When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol’s damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8). -# Sacred Stealth  +## Sacred Stealth  _7th-Level SoulSpy Feature_  You can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn’t incapacitated, and you don’t have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. -# Touching the Soul  +## Touching the Soul  _11th-Level SoulSpy Feature_  @@ -97,7 +97,7 @@ You can use your Divine Symbol to deliver your divine spells that have a range o In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.  -# Life Thief  +## Life Thief  _15th-Level SoulSpy Feature_  diff --git a/content/Classes/Rogue/Spy.md b/content/Classes/Rogue/Spy (Subclass).md similarity index 97% rename from content/Classes/Rogue/Spy.md rename to content/Classes/Rogue/Spy (Subclass).md index a534fb1..37fbe57 100644 --- a/content/Classes/Rogue/Spy.md +++ b/content/Classes/Rogue/Spy (Subclass).md @@ -14,7 +14,7 @@ You are whoever you need to be, without flaws or exceptions. That is the ultimat |11th|Upper Hand| |15th|Cloaked Dagger| -# Feint  +## Feint  _3rd-Level Spy Feature_  @@ -22,7 +22,7 @@ You can attempt to use trickery to lower your enemy’s guard. When you use the Advantage granted by this feature triggers the use of Sneak Attack, as long as all other required conditions for Sneak Attack are also met. -# Infiltrator  +## Infiltrator  _3rd-Level Spy Feature_  @@ -33,7 +33,7 @@ You’ve mastered a set of tricks that allow you to more easily hide your true i Once you reach 7th level in the rogue class, you also learn the sending spell, which you can cast once per long rest without expending a spell slot or requiring material components. -# Deep Cover +## Deep Cover _7th-Level Spy Feature_  @@ -41,13 +41,13 @@ You have learned to steel your mind against magical influence or discovery. Your Additionally, as a bonus action, you can heighten your mystical defenses for 1 hour. During this time, you gain all the benefits of the nondetection spell. Once you use this feature, you can’t do so again until you finish a long rest. -# Upper Hand  +## Upper Hand  _11th-Level Spy Feature_  After initiative is rolled (but before the first round begins), you can choose to switch your initiative or the initiative of a willing allied creature you can see with the initiative of one other creature of your choice that you can see. You can’t use this feature if you are surprised. -# Cloaked Dagger  +## Cloaked Dagger  _15th-Level Spy Feature_  diff --git a/content/Classes/Rogue/Strategist.md b/content/Classes/Rogue/Strategist.md index 743773c..b909815 100644 --- a/content/Classes/Rogue/Strategist.md +++ b/content/Classes/Rogue/Strategist.md @@ -13,19 +13,19 @@ From academy-trained officers to world-weary veterans of the front lines, there |7th|Know the Field| |11th|Ambusher’s Awareness| -# Keen Discernment  +## Keen Discernment  _3rd-Level Strategist Feature_ You can add your **INT** modifier to initiative rolls in addition to your **DEX** modifier. You can also add your **INT** modifier to **DEX** or **WIS** saves. As a bonus action, you can grant either benefit to an ally that can see or hear you if you haven’t benefited from it since the end of your last turn. If you do, you can’t benefit from this bonus until the start of your next turn. -# Tactical Guidance  +## Tactical Guidance  _3rd-Level Strategist Feature_  If you didn’t benefit from your Sneak Attack on your last turn, you can use your reaction when an ally that can see or hear you attacks a creature to apply your Sneak Attack damage to that attack instead. -# Know the Field  +## Know the Field  _7th-Level Strategist Feature_  @@ -33,13 +33,13 @@ You can guide allies to take routes they normally wouldn’t consider. As a bonu You can give such commands a number of times equal to your **PB**, regaining all expended uses after you finish a short or long rest. -# Ambusher’s Awareness  +## Ambusher’s Awareness  _11th-Level Strategist Feature_  Your discernment improves further. You and allies that can see or hear you can’t be surprised so long as you aren’t incapacitated. In addition, you and allies that can see or hear you add your **INT** modifier to damage on attacks against surprised enemies. -# Commander’s Eye  +## Commander’s Eye  _15th-Level Strategist Feature_  diff --git a/content/Classes/Rogue/Thief-Acrobat.md b/content/Classes/Rogue/Thief-Acrobat.md index d2ee6c5..3bd65af 100644 --- a/content/Classes/Rogue/Thief-Acrobat.md +++ b/content/Classes/Rogue/Thief-Acrobat.md @@ -16,7 +16,7 @@ The core of the rogue lies in its mobility, and the Thief-Acrobat takes that mob |11th|Touching the Wind| |15th|Airdancer| -# Ever-Ready  +## Ever-Ready  _3rd-Level Thief-Acrobat Feature_  @@ -24,13 +24,13 @@ You gain proficiency with improvised weapons. Your damage die with an improvised Your attacks with improvised weapons qualify for your Sneak Attack. In fact, the first time you attack a creature with an improvised weapon in combat, you do not need to meet any other conditions to deal Sneak Attack damage. Creatures who witness this attack are immune to this effect for the next 24 hours. -# Nimble Strider  +## Nimble Strider  _3rd-Level Thief-Acrobat Feature_  Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed. You can also use your **DEX** in place of **STR** for Athletics ability checks and for determining jumping distances. -# Momentum Mastery  +## Momentum Mastery  _7th-Level Thief-Acrobat Feature_  @@ -38,13 +38,13 @@ When you move at least 20 feet toward a target, you don’t need advantage on th In addition, when you use your Uncanny Dodge feature, you can also push or pull a Large or smaller size attacker up to 10 feet. If you do, you can also move up to 10 feet in the same direction. -# Touching the Wind  +## Touching the Wind  _11th-Level Thief-Acrobat Feature_  If you use Uncanny Dodge in response to a melee attack or fail a save that qualifies for your Evasion feature, you can choose to take no damage or secondary effects. Once you do so, you cannot use this feature again until you complete a long rest. -# Airdancer +## Airdancer _15th-Level Thief-Acrobat Feature_  diff --git a/content/Classes/Rogue/Thief.md b/content/Classes/Rogue/Thief.md index 186343c..e1c3f2d 100644 --- a/content/Classes/Rogue/Thief.md +++ b/content/Classes/Rogue/Thief.md @@ -14,7 +14,7 @@ You have a reputation for quick thinking and quicker fingers. Leave throat-cutti |11th|Trap Specialist| |15th|Thief’s Reflexes| -# Fast Hands +## Fast Hands _3rd-Level Thief Feature_  @@ -24,7 +24,7 @@ Experience has honed your skills, allowing you to accomplish precision work in a - Take the Use an Object action. - Use thieves’ tools to attempt to disarm a trap or open a lock. -# Second-Story Work +## Second-Story Work _3rd-Level Thief Feature_  @@ -32,7 +32,7 @@ You’ve never met a wall you couldn’t conquer, and climbing them is second na In addition, when you make a long jump, you cover a number of feet equal to your walking speed if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap half your walking speed. Either way, each foot you clear on the jump costs a foot of movement. In the event a **STR** (Athletics) check is required to clear or extend a jump, you can choose to make a **DEX** (Acrobatics) check instead. -# Appraising Eye +## Appraising Eye _7th-Level Thief Feature_  @@ -40,7 +40,7 @@ You’ve developed an eye for quality. As an action, you can inspect any object If the object is magical, you can spend 1 minute examining it to learn its type, rarity, whether it is cursed, and if it requires attunement (and any specific attunement requirements it has). After you have examined a magic item in this way, you learn how to use it and can ignore any class or feature requirements that would normally prevent you from using it (though you still must abide by any level restrictions). If a magic item requires the use of a spellcasting ability, use your **DEX** to determine your spell save **DC** or spell attack bonus. -# Trap Specialist  +## Trap Specialist  _11th-Level Thief Feature_  @@ -48,7 +48,7 @@ When you or a creature within 5 feet of you triggers a trap, you can use your re In addition, you can now disarm any magical traps that would typically require the use of the dispel magic spell. When you do so, make an ability check using only your **DEX** modifier, without adding any other modifiers to the roll. If the result meets or exceeds the trap’s **DC** (your GM has this number), it is disarmed as if you had successfully cast the dispel magic spell. -# Thief’s Reflexes  +## Thief’s Reflexes  _15th-Level Thief Feature_  diff --git a/content/Classes/Rogue/Umbral Binder.md b/content/Classes/Rogue/Umbral Binder.md index 2df9fa3..efb1c03 100644 --- a/content/Classes/Rogue/Umbral Binder.md +++ b/content/Classes/Rogue/Umbral Binder.md @@ -16,13 +16,13 @@ Some rogues are content to steal mere treasures, but umbral binders possess the |11th|Dark Magic| |15th|Shadow Grasp| -# Eyes in the Dark +## Eyes in the Dark _3rd-Level Umbral Binder Feature_  Your experience with the raw magic of shadow affects your senses. You gain darkvision out to a range of 120 feet.  -# Shadow Bind +## Shadow Bind _3rd-Level Umbral Binder Feature_  @@ -34,13 +34,13 @@ Performing the ritual requires time spent meditating in non-magical darkness for - When you are in dim light or darkness, if you move at least half your speed, you benefit from a perpetual half cover until the start of your next turn: +2 bonus to AC and Dexterity saving throws. - When you hit with a melee or ranged weapon attack, you can cause the attack to deal additional cold damage equal to your **PB**. You can use this feature only once on each of your turns. -# Cloaked Dagger +## Cloaked Dagger _7th-Level Umbral Binder Feature_  Shadows hide your every strike. You gain an additional way to use your Sneak Attack. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 30 feet, are in dim light or darkness, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. -# Dark Magic +## Dark Magic _11th-Level Umbral Binder Feature_  @@ -48,7 +48,7 @@ You can draw more power from the shadows bound to you. As a bonus action, you ca Additionally, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. -# Shadow Grasp +## Shadow Grasp _15th-Level  Umbral Binder Feature_  diff --git a/content/Classes/Sorcerer/Chaos.md b/content/Classes/Sorcerer/Chaos.md index 9fe8e30..36f70f1 100644 --- a/content/Classes/Sorcerer/Chaos.md +++ b/content/Classes/Sorcerer/Chaos.md @@ -29,7 +29,7 @@ You gain origin spells at the sorcerer levels listed in the Chaos Origin Spells |9th|seeming, telekinesis| |11th|eyebite, irresistible dance| -# Chaos Manifestation +## Chaos Manifestation _3rd-Level Chaos Feature_  @@ -45,7 +45,7 @@ When you reduce one or more creatures to 0 HP or score a critical hit with a spe |5|Until the end of your next turn, magical darkness pours out from you in a 10-foot-radius sphere. The darkness is centered on you and moves with you. You can see normally through this darkness.| |6|You teleport to an unoccupied space within 60 feet of you that you can see. You must succeed on a **DC** 10 **CON** save or be stunned until the start of your next turn.| -# Volatile Magic +## Volatile Magic _3rd-Level Chaos Feature_  @@ -57,7 +57,7 @@ You can spend Luck, as normal, on the d20 roll to determine whether your magic i Any effects created by the volatile spell that require a save use your sorcerer spell save **DC**. -# Embrace Chaos  +## Embrace Chaos  _7th-Level Chaos Feature_  @@ -65,7 +65,7 @@ As a bonus action, you can roll on the Volatile Spell Effect table and suffer th Once used, you can’t use this feature again until you finish a short or long rest. -# Inflict Disorder  +## Inflict Disorder  _11th-Level Chaos Feature_  @@ -73,7 +73,7 @@ When a creature targets you with a spell or attack, you can use your reaction to Once used, you can’t use this feature again until you f inish a short or long rest, unless you spend 2 sorcery points to do so. -# Apotheosis of Discord  +## Apotheosis of Discord  _15th-Level Chaos Feature_  @@ -137,4 +137,4 @@ Once used, you can’t use this feature again until you f inish a long rest, unl |93-94|Each hostile creature within 30 feet of you that can see or hear you is frightened of you for 1 minute. A creature can make a **WIS** save against your spell save **DC** at the end of each of its turns, ending the effect on itself on a success.| |95-96|Any metal weapons, armor, or jewelry you are wearing crackle with lightning and shine bright light in a 20-foot radius and dim light for an additional 10 feet for 1 minute. A creature that touches you or hits you with a melee attack takes 1d6 lightning damage.| |97-98|For 1 hour, should you die, you instead remain at 1 hit point and appear in the location in which you last took a long rest.| -|99-100|You regain a number of sorcery points equal to half your **PB** (rounded up) at the start of each of your turns for the next minute. At the end of each of your turns for the duration, you take force damage equal to the number of sorcery points you have.| \ No newline at end of file +|99-100|You regain a number of sorcery points equal to half your **PB** (rounded up) at the start of each of your turns for the next minute. At the end of each of your turns for the duration, you take force damage equal to the number of sorcery points you have.| diff --git a/content/Classes/Sorcerer/Doomridden.md b/content/Classes/Sorcerer/Doomridden.md index 7a4d20d..62e7568 100644 --- a/content/Classes/Sorcerer/Doomridden.md +++ b/content/Classes/Sorcerer/Doomridden.md @@ -16,7 +16,7 @@ Doomridden sorcerers must find their way in a world they are convinced will end. |11th|Cataclysmic| |15th|Apocalyptic| -# Doomridden Origin Spells  +## Doomridden Origin Spells  _3rd-Level Doomridden Feature_  @@ -33,7 +33,7 @@ You gain origin spells at the sorcerer levels listed in the Doomridden Origin Sp *indicates a spell found in this Document -# Calamitous +## Calamitous _3rd-Level Doomridden Feature_  @@ -43,7 +43,7 @@ Choose one of the following facets of the apocalypse that fuels your power. You - **Wails and Boils.** You can use a bonus action to summon a pox-ridden doom that lasts 1 minute. For the duration, you are surrounded by faint whispers and cries of pain and grief, audible to creatures within 10 feet of you. When you first activate the doom and at the start of each of your subsequent turns while the doom is active (no action required), you can pronounce pox-ridden doom on one creature you can see within 60 feet of you. That creature subtracts an amount equal to your proficiency bonus from the next attack roll it makes against one creature of your choice within 60 feet of you (which can include yourself) before the start of your next turn. Once you activate this feature, you can’t do so again until you finish a short or long rest. - **Judgment.** You can use a bonus action to summon a judging doom that lasts 1 minute. For the duration, your hands emit soft, red light. When you first activate the doom and at the start of each of your subsequent turns while the doom is active (no action required), you can pronounce a judging doom on one creature you can see within 60 feet of you until the start of your next turn. If that creature fails a saving throw against a spell you cast this turn, it is also frightened of you until the start of your next turn. Once you activate this feature, you can’t do so again until you finish a short or long rest. -# Disastrous +## Disastrous _7th-Level Doomridden Feature_  @@ -53,13 +53,13 @@ Your connection to the end of all things grows, enhancing your chosen facet of t - **Wails and Boils.** When you target a creature with your pronouncement of pox-ridden doom, it must succeed on a Constitution saving throw against your spell save **DC** or be riddled with pus-filled boils and be poisoned until the start of your next turn.  - **Judgment.** When you target a creature with your pronouncement of judging doom, it must succeed on a Charisma saving throw against your spell save **DC** or have its speed reduced to 0 until the start of your next turn as divine judgment stops it in its tracks.  -# Cataclysmic  +## Cataclysmic  _11th-Level Doomridden Feature_  Whenever you pronounce doom on a creature, you can expend a number of sorcery points up to your proficiency bonus. If you do, your pronouncement of doom can affect a number of additional creatures equal to that amount. In addition, if you have already activated your doom, you can spend 5 sorcery points to activate it again. -# Apocalyptic +## Apocalyptic _15th-Level Doomridden Feature_  diff --git a/content/Classes/Sorcerer/Draconic.md b/content/Classes/Sorcerer/Draconic.md index 70bb255..a079f2a 100644 --- a/content/Classes/Sorcerer/Draconic.md +++ b/content/Classes/Sorcerer/Draconic.md @@ -14,7 +14,7 @@ Through lineage, bargain, or unrequited gift, the origins of your magic lie in t |11th|Imperious Wings| |15th|Draconian Vengeance| -# Draconic Origin Spells  +## Draconic Origin Spells  _3rd-Level Draconic Feature_  @@ -31,7 +31,7 @@ Note that one of the spells you gain at each listed sorcerer level is determined |9th|dominate, dragon ancestor spell| |11th|mass suggestion, dragon ancestor spell| -# Draconic Resilience +## Draconic Resilience _3rd-Level Draconic Feature_  @@ -39,7 +39,7 @@ As magic flows through your body, it causes physical traits of your dragon ances In addition, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your **DEX** modifier. -# Dragon Ancestor +## Dragon Ancestor _3rd-Level Draconic Feature_  @@ -47,7 +47,7 @@ You begin to manifest traits of the type of dragon that instilled you with power You can now speak, read, and write Draconic. In addition, when you make an ability check when interacting with or recalling information about dragons, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level. -# Elemental Affinity  +## Elemental Affinity  _7th-Level Draconic Feature_  @@ -56,7 +56,7 @@ When you cast a spell that deals damage of the type associated with your draconi - Each target takes additional damage equal to your **PB**.  - You gain resistance to that damage type for 1 minute. -# Imperious Wings  +## Imperious Wings  _11th-Level Draconic Feature_  @@ -64,7 +64,7 @@ You gain the ability to sprout a pair of dragon wings from your back, gaining a You can’t manifest your wings while wearing armor.  -# Draconian Vengeance  +## Draconian Vengeance  _15th-Level Draconic Feature_  diff --git a/content/Classes/Sorcerer/Fey Origin.md b/content/Classes/Sorcerer/Fey Origin.md index fbc9404..722f70d 100644 --- a/content/Classes/Sorcerer/Fey Origin.md +++ b/content/Classes/Sorcerer/Fey Origin.md @@ -4,7 +4,7 @@ source: Kobold Press Blog The origin of your magic springs from the otherworldly power of the fey, either through lineage, boon, or in exchange for service. Fey have great power over the minds and perception of mortals, as well as the natural world, and your magic reflects this. -# FEY ORIGIN SPELLS +## FEY ORIGIN SPELLS _3rd-Level Fey Feature_ @@ -20,31 +20,31 @@ You gain origin spells at the sorcerer levels listed in the Fey Origin Spells ta |9th|modify memory, seeming| |11th|_irresistible dance_, _transport via plants_| -# FEY INFLUENCES +## FEY INFLUENCES _3rd-Level Fey Feature_ You can now speak, read, and write Sylvan. In addition, when you roll a Deception, Insight, Intimidation, or Persuasion check, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level. -# FEY POTENCY +## FEY POTENCY _3rd-Level Fey Feature_ While a creature is charmed by one of your spells, you gain a bonus equal to your **PB** on saves against spells or effects that would give you the blinded, charmed, deafened, frightened, paralyzed, petrified, or stunned conditions. -# CLOUD THE MIND +## CLOUD THE MIND _7th-Level Fey Feature_ You can make defiance against your magic costly. When a creature succeeds on a save against one of your Enchantment school spells, you can spend 1 sorcery point to give the creature the poisoned condition for a number of rounds equal to the circle of the spell you cast. At the end of each of its turns, the creature can make a new save against your spell save **DC**, ending the poisoned condition on a success. -# ELUSIVE STEP +## ELUSIVE STEP _11th-Level Fey Feature_ When you take damage, you can spend 2 sorcery points to cast _misty step_ as a reaction. When you arrive at your destination space, the mist clings to you, making the space you occupy lightly obscured until the end of your next turn. -# MANTLE OF THE FEY +## MANTLE OF THE FEY _15th-Level Fey Feature_ diff --git a/content/Classes/Sorcerer/Flora.md b/content/Classes/Sorcerer/Flora.md index f22d566..bbc9ab1 100644 --- a/content/Classes/Sorcerer/Flora.md +++ b/content/Classes/Sorcerer/Flora.md @@ -14,7 +14,7 @@ The natural world is in your blood. Whether dryad or similar plant-like blood mi |11th|Wild Growth| |15th|Green Transformation| -# Flora Origin Spells  +## Flora Origin Spells  _3rd-Level Flora Feature_ @@ -31,7 +31,7 @@ You gain origin spells at the sorcerer levels listed in the Flora Origin Spells *indicates a spell found in this Document -# Floral Manifestation +## Floral Manifestation _3rd-Level Flora Feature_  @@ -39,7 +39,7 @@ When you cast a spell of 1st circle or higher, your body undergoes subtle change When you reach 7th level in this class, this manifestation becomes more powerful. For the duration, your speed isn’t halved when you move through non-magical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.  -# Rampant Growth +## Rampant Growth _3rd-Level Flora Feature_  @@ -47,7 +47,7 @@ When you reduce a hostile creature to 0 HP or when a hostile creature within 30 At the GM’s discretion, the Plant you create with this feature can be a bramble beast.  -# Floral Metamagic +## Floral Metamagic _7th-Level Flora Feature_  @@ -59,13 +59,13 @@ When you cast a spell of 1st circle or higher, you can spend one or more sorcery Additionally, when you first cause your horns to appear, you gain your choice of resistance to cold damage or resistance to fire damage for 1 hour.  -# Wild Growth +## Wild Growth _11th-Level Flora Feature_  Plants created by your Rampant Growth feature become stronger. A Plant created by Rampant Growth now has HP equal to four times your **PB**, lasts for 1 hour, and it can be any Plant with a CR up to 2, such as an awakened tree or a child of the briar. In addition, you can have a number of such Plants under your control at one time equal to half your **PB**.  -# Green Transformation +## Green Transformation _15th-Level Flora Feature_  diff --git a/content/Classes/Sorcerer/Hungering.md b/content/Classes/Sorcerer/Hungering.md index 748b2c3..f932038 100644 --- a/content/Classes/Sorcerer/Hungering.md +++ b/content/Classes/Sorcerer/Hungering.md @@ -14,7 +14,7 @@ Your innate magic comes from a deep, primal source of hunger and craving. Perhap |11th|Glutton for Punishment| |15th|Greedy Heart| -# Hungering Origin Spells  +## Hungering Origin Spells  _3rd-Level Hungering Feature_  @@ -31,31 +31,31 @@ You gain origin spells at the sorcerer levels listed in the Hungering Origin Spe *indicates a spell found in this Document -# Hungry Eyes  +## Hungry Eyes  _3rd-Level Hungering Feature_  You can sense when a creature is nearing death. You know if a creature you can see that isn’t undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature. -# Thirsty Soul  +## Thirsty Soul  _3rd-Level Hungering Feature_  When you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum. -# Feast of Arcana  +## Feast of Arcana  _7th-Level Hungering Feature_  When you reduce one or more hostile creatures to 0 hit points with one spell of 1st circle or higher, you regain 1 spent sorcery point. -# Glutton for Punishment  +## Glutton for Punishment  _11th-Level Hungering Feature_  You can use your reaction to intentionally fail a saving throw against a spell that deals damage and that was cast by a hostile creature. If you do so, you regain a number of spent sorcery points equal to half your Charisma modifier (minimum of 1).  -# Greedy Heart  +## Greedy Heart  _15th-Level Hungering Feature_  diff --git a/content/Classes/Sorcerer/Rifthopper.md b/content/Classes/Sorcerer/Rifthopper.md index 994cbd8..8f5ff12 100644 --- a/content/Classes/Sorcerer/Rifthopper.md +++ b/content/Classes/Sorcerer/Rifthopper.md @@ -16,7 +16,7 @@ Adventuring rifthoppers often concern themselves with investigating mysterious p |11th|Familiar Locations| |15th|Dimensional Ambler| -# Rifthopper Origin Spells  +## Rifthopper Origin Spells  _3rd-Level Rifthopper Feature_  @@ -31,7 +31,7 @@ You gain origin spells at the sorcerer levels listed in the Rifthopper Origin Sp |9th|Passwall, Teleportation Circle| |11th|Gravity Fissure*, Scatter*| -# Teleport Object  +## Teleport Object  _3rd-Level Rifthopper Feature_  @@ -39,7 +39,7 @@ You can use an action to teleport a small object that isn’t being worn or carr The weight of the object you can teleport increases when you reach certain levels in this class: at 7th (10 pounds), 11th level (15 pounds), and 15th level (20 pounds).  -# Shift Space  +## Shift Space  _3rd-Level Rifthopper Feature_  @@ -57,7 +57,7 @@ You can also spend movement equal to your full speed, reducing your speed to 0 f |6th|480 feet| |7th or higher|960 feet| -# Tactical Swap  +## Tactical Swap  _7th-Level Rifthopper Feature_  @@ -67,7 +67,7 @@ If you use this feature when you or another creature is attacked, the attack’s You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  -# Familiar Locations  +## Familiar Locations  _11th-Level Rifthopper Feature_  @@ -77,7 +77,7 @@ You can be familiar with a number of locations equal to your Charisma modifier ( You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.  -# Dimensional Ambler  +## Dimensional Ambler  _15th-Level Rifthopper Feature_  diff --git a/content/Classes/Sorcerer/Spore.md b/content/Classes/Sorcerer/Spore.md index 9710c6d..99a6af1 100644 --- a/content/Classes/Sorcerer/Spore.md +++ b/content/Classes/Sorcerer/Spore.md @@ -18,7 +18,7 @@ who grow large gardens of fungi deep beneath the surface of the world. Spore sor |11th|Spore’s Protection| |15th|Spore Form| -# Spore Origin Spells  +## Spore Origin Spells  _3rd-Level Spore Feature_  @@ -33,13 +33,13 @@ You gain origin spells at the sorcerer levels listed in the Spore Origin Spells |9th|Mass Cure Wounds, Cloudkill| |11th|Circle of Death, Heal| -# Nature Magic  +## Nature Magic  _3rd-Level Spore Feature_  Your affinity with the natural world and the spores that exist between all plants and creatures allows you to learn spells from the Primordial Source. When your Spellcasting feature lets you learn or replace an Arcane cantrip or an Arcane spell of 1st circle or higher, you can choose the new spell from the Primordial spell list or the Arcane spell list. You must otherwise obey the restrictions for selecting the spell, and it becomes an Arcane spell for you. In addition, when you reach 5th level in this class, you can cast speak with plants without expending a spell slot a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Spore Transmission  +## Spore Transmission  _3rd-Level Spore Feature_  @@ -47,7 +47,7 @@ Your spores allow you to communicate with creatures telepathically. You can use If the target is unwilling, it can make a Charisma saving throw at the end of each of its turns, ending the link on a success. If an unwilling target ends the link in this way, you can’t establish a link with that target again for 24 hours. -# Metamagic Spore Transmission  +## Metamagic Spore Transmission  _7th-Level Spore Feature_  @@ -59,13 +59,13 @@ The spores connecting you and the target of your Spore Transmission enhance your - **Hungry Spell.** If the linked target is reduced to 0 hit points with your hungry spell, you regain hit points equal to double your Charisma modifier (minimum of 2). - **Twinned Spell.** By spending 1 additional sorcery point, you can affect the linked target in addition to the two original targets. -# Spore’s Protection  +## Spore’s Protection  _11th-Level Spore Feature_  When an attacker you can see targets you with a melee attack, you can use your reaction to call forth spores to cloud its senses. The attacker has disadvantage on the attack roll. If the attack hits, you gain 10 temporary hit points as the spores bind the wound for a short time. The temporary hit points last for 1 minute.  -# Spore Form  +## Spore Form  _15th-Level Spore Feature_  diff --git a/content/Classes/Sorcerer/Subclasses/Chaos.md b/content/Classes/Sorcerer/Subclasses/Chaos.md index 36f70f1..bb3d1ce 100644 --- a/content/Classes/Sorcerer/Subclasses/Chaos.md +++ b/content/Classes/Sorcerer/Subclasses/Chaos.md @@ -137,4 +137,4 @@ Once used, you can’t use this feature again until you f inish a long rest, unl |93-94|Each hostile creature within 30 feet of you that can see or hear you is frightened of you for 1 minute. A creature can make a **WIS** save against your spell save **DC** at the end of each of its turns, ending the effect on itself on a success.| |95-96|Any metal weapons, armor, or jewelry you are wearing crackle with lightning and shine bright light in a 20-foot radius and dim light for an additional 10 feet for 1 minute. A creature that touches you or hits you with a melee attack takes 1d6 lightning damage.| |97-98|For 1 hour, should you die, you instead remain at 1 hit point and appear in the location in which you last took a long rest.| -|99-100|You regain a number of sorcery points equal to half your **PB** (rounded up) at the start of each of your turns for the next minute. At the end of each of your turns for the duration, you take force damage equal to the number of sorcery points you have.| +|99-100|You regain a number of sorcery points equal to half your **PB** (rounded up) at the start of each of your turns for the next minute. At the end of each of your turns for the duration, you take force damage equal to the number of sorcery points you have.| \ No newline at end of file diff --git a/content/Classes/Theurge/*Playing a Theurge*.md b/content/Classes/Theurge/*Playing a Theurge*.md index c9304f9..2e5d631 100644 --- a/content/Classes/Theurge/*Playing a Theurge*.md +++ b/content/Classes/Theurge/*Playing a Theurge*.md @@ -236,3 +236,4 @@ Your commitment to the theurge’s path grants you a powerful new ability. You g - **Supreme Craft.** You can now expend up to two Spellcraft dice (see Spellcraft feature) to modify the same roll. If you end your turn with no Spellcraft dice remaining, you automatically recover one expended Spellcraft die. - **Supreme Focus.** When you make a **CON** save to maintain concentration, you can treat any d20 roll of 9 or lower as if you had rolled a 10 on the die. In addition, if you fail a **CON** save to maintain concentration while you are concentrating on two spells simultaneously, you lose concentration on only one spell instead of both (you choose which spell remains active). - **Supreme Unity.** If you start your turn with no uses of your Spell Synthesis feature remaining, you can combine raw power from your Arcane and Divine magic sources to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again. + diff --git a/content/Classes/Warlock/*Playing a Warlock*.md b/content/Classes/Warlock/*Playing a Warlock*.md index 49a1506..ca5f482 100644 --- a/content/Classes/Warlock/*Playing a Warlock*.md +++ b/content/Classes/Warlock/*Playing a Warlock*.md @@ -8,7 +8,7 @@ Sorcerer is a class that revolves around manipulating the game mechanics of spel Consider: Browse for a Patron in [[Cosmology]]. -# SORCERERS AS ADVENTURERS +## SORCERERS AS ADVENTURERS Sorcerers command a masterful control over a small reservoir of magic. No god, patron, book, or instrument holds sway over a sorcerer’s magical abilities. They are versatile, reliable spellcasters capable of harnessing extremely potent magic as a part of their being. @@ -16,59 +16,59 @@ Though most sorcerers embrace a life of adventure, they must rely on the skills, Continued in the [[ToV - Players Guide.pdf]]; Chapter 2, pg 82. -# Eldritch Invocations +## Eldritch Invocations When you choose Eldritch Invocations, you can choose from the following additional options. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in the warlock class. -## Aegis of the Eldest  +### Aegis of the Eldest  _Prerequisite: 5th Level_  You can cast the protection from the void* spell without expending a spell slot or material components. You can’t do so again until you finish a long rest.  -## Chaotic Aegis  +### Chaotic Aegis  _Prerequisite: 5th level, Wyrdweaver patron_  The pact with your patron offers protection from the powers of entropy. When you or a creature targeting you with an effect must roll a die or dice and consult a table to determine the outcome of the effect, such as with the confusion spell, you can use your reaction to force a reroll of the die or dice. You must use the new result. You must finish a short or long rest before you can use this invocation again. -## Chaotic Luck  +### Chaotic Luck  _Prerequisite: 3rd level, Wyrdweaver patron_  The tumbling dice of fate sometimes fall in your favor. When you are hit by an attack, you can use your reaction to force the attacker to reroll the damage dice. You must accept the new damage roll. You must finish a short or long rest before you can use this invocation again. -## Dispersion Siphon  +### Dispersion Siphon  _Prerequisite: 7th Level_  When a spell within 60 feet of you is countered (via counterspell) or dispelled (via dispel magic), you use your reaction to consume the threads of power lingering from the disrupted energy. You regain one spell slot equal to or less than the circle of the countered or dispelled spell. You can’t do so again until you finish a long rest.  -## Earthblood Geyser  +### Earthblood Geyser  _Prerequisite: 15th level_ Tapping the living mind of the world, you call forth retribution from the ground. You can cast magma spray at will, without expending a spell slot or material components. -## Entangling Blast  +### Entangling Blast  _Prerequisite: Elder Wood Patron_   When you use your Eldritch Blast feature, you can entangle one of the creatures you hit in roots, vines, and other vegetation. The creature must succeed on a **DEX** save or be grappled until the end of its next turn. The **DC** for this save and to escape this grapple is your spell save **DC**. -## Extinguishing Blast  +### Extinguishing Blast  _Prerequisite: Hunter in Darkness Patron_ When you use your Eldritch Blast feature, you can reduce the light surrounding one of the creatures you hit until the start of your next turn. If the creature is in bright light, the area within 10 feet of it becomes dim light. If the creature is in dim light, the area within 10 feet of it becomes non-magical darkness. -## Green Thumb  +### Green Thumb  _Prerequisite: 5th Level, Elder Wood Patron_   You can cast plant growth once without expending a spell slot or material components. You can’t do so again until you finish a long rest. -## Hunting Hound +### Hunting Hound _Prerequisite: Pact of the Chain Feature, Hunter in Darkness Patron_  @@ -76,37 +76,37 @@ In addition to the forms your familiar can normally take, you can choose for it When you reach 9th level, you can use a bonus action to transform your familiar into a winter wolf for 1 minute. Once you have transformed your familiar, you must finish a short or long rest before you can do so again.  -## Knowledge of the Wood +### Knowledge of the Wood _Prerequisite: 15th Level, Elder Wood Patron_   When you are within 5 feet of a body of water in a forest, you can cast scrying on any creature in that forest at will without expending a spell slot or material components. You must remain within 5 feet of the body of water for the duration or the spell ends.  -## Lurker in Gloom +### Lurker in Gloom _Prerequisite: 7th Level, Hunter in Darkness Patron_  As a reaction when you take damage while in dim light or darkness, you wrap shadows around yourself and halve that instance of damage. Once you use this invocation, you can’t use it again until you finish a short or long rest. -## Nature’s Armor +### Nature’s Armor _Prerequisite: Elder Wood Patron_   You can use your action to sprout hard thorns across your skin for 1 hour. For the duration, your AC becomes 14 + your CHA modifier, and when a creature hits you with a melee weapon attack while within 5 feet of you, it takes piercing damage equal to half your warlock level (rounded down). Once you use this invocation, you can’t use it again until you finish a short or long rest.  -## Parasitic Leech  +### Parasitic Leech  _Prerequisite: Parasite patron_ When you score a critical hit with your parasitic weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to the number rolled on the weapon’s damage dice . If you later gain the Pact of the Blade feature, you gain this benefit to critical hits scored with your pact weapon. -## Patient Hunter +### Patient Hunter _Prerequisite: Pact of the Tome Feature, Hunter in Darkness Patron_  When you identify a creature’s tracks using your tome, you have advantage on **WIS** (Perception) and **WIS** (Survival) checks to find and track the creature for the next 24 hours. -## Ravenous Transplant  +### Ravenous Transplant  _Prerequisite: 9th Level_ @@ -116,19 +116,19 @@ While the creature is implanted with the thorn, if it recovers hit points (HP) b You can use this feature a number of times equal to your **PB**. You regain all uses when you finish a long rest. -## Shadow Arrow +### Shadow Arrow _Prerequisite: 12th Level, Pact of the Blade Feature, Hunter in Darkness Patron_  When you hit a creature with an arrow shot from your pact weapon, you can fire a second, shadow arrow at the creature as a bonus action. If it hits, the shadow arrow deals necrotic damage equal to the damage dealt by the first arrow. -## Speaker for the Trees  +### Speaker for the Trees  _Prerequisite: 9th Level, Elder Wood Patron_   You can cast speak with plants as often as you wish, without expending a spell slot or material components.  -## Tethered Soul  +### Tethered Soul  _Prerequisite: 15th Level_  @@ -136,25 +136,25 @@ You can affix a mystical tether to a point you can see within 120 feet. The teth While you have a tether affixed, you can use a bonus action to magically teleport to an unoccupied space you can see up to 120 feet from the tethered point. However, as long as the tether is affixed, you can’t move more than 120 feet from the tether in any direction. Any move or effect which causes you to pass beyond this radius inflicts 1d10 psychic damage per 10 feet you travel. -## Touch of the Forest  +### Touch of the Forest  _Prerequisite: 13th Level, Elder Wood Patron_   You can cast awaken once without expending a spell slot or material components. You can’t do so again until you finish a long rest. -## Parasitic Leech  +### Parasitic Leech  _Prerequisite: Parasite patron_ When you score a critical hit with your parasitic weapon or reduce a creature to 0 hit points with it, you gain a number of temporary hit points equal to the number rolled on the weapon’s damage dice . If you later gain the Pact of the Blade feature, you gain this benefit to critical hits scored with your pact weapon. -## Void Blast  +### Void Blast  _Prerequisite: None_  When you deal damage with your Eldritch Blast feature, you can choose for the damage type to be psychic instead of force. -## Vortex Blast  +### Vortex Blast  _Prerequisite: 5th level_  diff --git a/content/Classes/Warlock/Pact of the Ancient Dragons.md b/content/Classes/Warlock/Pact of the Ancient Dragons.md index b59e481..814966a 100644 --- a/content/Classes/Warlock/Pact of the Ancient Dragons.md +++ b/content/Classes/Warlock/Pact of the Ancient Dragons.md @@ -29,13 +29,13 @@ You gain pact spells at the warlock levels listed in the Ancient Dragons Pact Sp |13th|greater invisibility, ice storm| |17th|cloudkill, flame strike| -# Dragon Tongue  +## Dragon Tongue  _3rd-Level Ancient Dragons Feature_  You can speak, read, and write Draconic. -# Wyrmling Blessing  +## Wyrmling Blessing  _3rd-Level Ancient Dragons Feature_  @@ -46,7 +46,7 @@ Your connection to your draconic patron or patrons bestows a blessing upon you. - **Draconic Sight.** You gain darkvision out to a range of 60 feet. If you already have darkvision, this blessing increases its range by 30 feet. In addition, you can use an action to create an invisible sensor within 30 feet of you in a location you can see or in an obvious location within range, such as behind a door or around a corner, for 1 minute. The sensor is an extension of your own senses, allowing you to see and hear through it as if you were in its place, but you are deaf and blind with regard to your own senses while using this sensor. As a bonus action, you can move the sensor anywhere within 30 feet of you. The sensor can move through other creatures and objects as if they were difficult terrain, and if it ends its turn inside an object, it is shunted to the nearest unoccupied space within 30 feet of you. You can use an action to end the sensor early. A creature that can see the sensor, such as a creature benefiting from see invisibility or truesight, sees a luminous, intangible dragon’s eye about the size of your fist. - **Elemental Versatility.** Choose one of the following when you accept this blessing: acid, cold, fire, lightning, or poison. You can’t change the type until you finish a long rest and choose this blessing again. When you deal damage with a spell, you can choose for the spell’s damage to be of the chosen type instead of its normal damage type -# Draconic Mien  +## Draconic Mien  _7th-Level Ancient Dragons Feature_  @@ -54,7 +54,7 @@ You begin to take on draconic aspects. When you finish a long rest, choose one o In addition, as an action, you can harness a portion of your patrons’ mighty presence, causing a spectral version of your dragon patron’s visage to appear over your head. Choose up to three creatures you can see within 30 feet of you. Each target must succeed on a Wisdom saving throw against your wyrd spell save **DC** or be charmed or frightened (your choice) until the end of your next turn. Once you use this action, you can’t use it again until you finish a short or a long rest. -# Ascended Blessing +## Ascended Blessing _11th-Level Ancient Dragons Feature_  @@ -65,7 +65,7 @@ Your connection to your draconic patron or patrons grows stronger, granting you - **Draconic Senses.** While this blessing is active, you receive all the benefits of the Draconic Sight wyrmling blessing. You have blindsight out to a Chapter 2: Class Options 139 range of 15 feet, and you have advantage on Wisdom (Perception) checks. - **Elemental Expertise.** While this blessing is active, you receive all the benefits of the Elemental Versatility wyrmling blessing. When you cast a spell that deals damage of the chosen type, including a spell you changed using Elemental Versatility, you add your Charisma modifier to one damage roll of the spell. In addition, when a creature within 5 feet of you hits you with an attack, you can use your reaction to deal damage of the chosen type equal to your proficiency bonus to the attacker. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. -# Draconic Manifestation  +## Draconic Manifestation  _15th-Level Ancient Dragons Feature_  diff --git a/content/Classes/Warlock/Pact of the Ancient Entity.md b/content/Classes/Warlock/Pact of the Ancient Entity.md index 5a6de33..02aaf78 100644 --- a/content/Classes/Warlock/Pact of the Ancient Entity.md +++ b/content/Classes/Warlock/Pact of the Ancient Entity.md @@ -6,13 +6,13 @@ source: Kobold Press.https://koboldpress.com/play-these-exclusive-tales-of-the-v Your patron is a seemingly immortal entity from beyond space and time, godlike if not actually a god, but whose mind and methods are inscrutable to mortals. It may be some primal force, whispering to travelers from the darkness beyond the edges of the Labyrinth’s roads, or some shapeless mass reaching out psychic tendrils from the Void. Many who grasp the power offered do not adhere to any worship or loyalty to these beings. The entity does not seem to care. Its designs and desires are too alien to fathom. -# Ancient Entity Pact Spells +## Ancient Entity Pact Spells _3rd-Level Ancient Entity Feature_ You gain pact spells at the warlock levels listed in the **Ancient Entity Pact Spells** table. See the Warlock Subclass class feature (see [[ToV - Players Guide.pdf]]) for how these spells work. -## Ancient Entity Pact Spells +### Ancient Entity Pact Spells |Warlock Level|Spells| |---|---| @@ -22,19 +22,19 @@ You gain pact spells at the warlock levels listed in the **Ancient Entity Pact S |13th|_black tentacles_, _phantasmal killer_| |17th|_dominate_, _telepathic bond_| -# Glimpse of the Unknowable +## Glimpse of the Unknowable _3rd-Level Ancient Entity Feature_ Your mind heavily weighs with the inscrutable presence of your patron. You can roll back the curtain to give those who intrude a glimpse. If a creature contacts your mind telepathically or you must make a save against a spell or ability that would leave you charmed, you can deal 2d10 psychic damage to the creature as a reaction. The creature you damage must succeed on a **WIS** save against your spell save **DC** or be incapacitated until the end of your next turn. Once you use this feature once, you can’t use it again until you finish a short or a long rest. -# Eldritch Hunger +## Eldritch Hunger _7th-Level Ancient Entity Feature_ When you reduce a hostile creature to 0 HP with your Eldritch Blast feature, you gain temporary HP equal to the damage dealt, up to a maximum of 10. Once you have used this ability once, you cannot use it again until you finish a short or a long rest. -# Strange Geometries +## Strange Geometries _11th-Level Arcane Entity Feature_ @@ -46,7 +46,7 @@ You can tap into the mind-bending realms beyond reality that are known to your p Once you have used this feature three times, you cannot use it again until you finish a long rest. -# The Stars Align +## The Stars Align _15th-Level Ancient Entity Feature_ diff --git a/content/Classes/Warlock/Pact of the Celestial.md b/content/Classes/Warlock/Pact of the Celestial.md index 0fe60ae..5ab4fcf 100644 --- a/content/Classes/Warlock/Pact of the Celestial.md +++ b/content/Classes/Warlock/Pact of the Celestial.md @@ -16,7 +16,7 @@ Being connected to such power can cause changes to your behavior and beliefs. Yo |11th|Celestial Resistance| |15th|Searing Vengeance| -# Celestial Pact Spells +## Celestial Pact Spells _3rd-Level Celestial Feature_  @@ -31,13 +31,13 @@ You gain pact spells at the warlock levels listed in the Celestial Pact Spells t |13th|Guardian of Faith, Wall of Fire| |17th|Flame Strike, Greater Restoration| -# Bonus Cantrips  +## Bonus Cantrips  _3rd-Level Celestial Feature_  You learn the Light and Sacred Flame cantrips. They count as wyrd cantrips for you, but they don’t count against your number of cantrips known.  -# Healing Light  +## Healing Light  _3rd-Level Celestial Feature_  @@ -47,19 +47,19 @@ As a bonus action, you can heal one creature you can see within 60 feet of you, Your pool regains all expended dice when you finish a long rest.  -# Radiant Soul  +## Radiant Soul  _7th-Level Celestial Feature_  Your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  -# Celestial Resistance  +## Celestial Resistance  _11th-Level Celestial Feature_  You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.  -# Searing Vengeance  +## Searing Vengeance  _15th-Level Celestial Feature_  diff --git a/content/Classes/Warlock/Pact of the Elder Wood.md b/content/Classes/Warlock/Pact of the Elder Wood.md index 6c423bb..d8c9341 100644 --- a/content/Classes/Warlock/Pact of the Elder Wood.md +++ b/content/Classes/Warlock/Pact of the Elder Wood.md @@ -16,7 +16,7 @@ However, times are changing, and the unchecked growth of civilization threatens |11th|Nature’s Endurance| |15th|Avatar of the Wood| -# Elder Wood Pact Spells +## Elder Wood Pact Spells _3rd-Level Elder Wood Feature_  @@ -31,7 +31,7 @@ You gain origin spells at the warlock levels listed in the Elder Wood Pact Spell |13th|conjure woodland beings, giant insect| |17th|greater restoration, tree stride| -# Expanded Pact Boons  +## Expanded Pact Boons  _3rd-Level Elder Wood Feature_  @@ -41,19 +41,19 @@ Your patron’s influence subtly changes your Pact Boon.  - **Pact of the Chain.** Your familiar can be a plant that uses the statistics of an awakened shrub or a child of the briar, or it can be one of the other options normally available to you. - **Pact of the Tome.** The Elder Wood grows a tome for you. The tome’s cover is hardened bark from the forest’s native trees, and its pages are leaves whose color changes with the seasons. When you gain this feature, choose one cantrip from the Primordial spell list. While the tome is on your person, you can cast this cantrip, and the cantrip counts as a Wyrd spell for you. When you gain the Enhanced Boon feature, the rituals you choose or find can be from the Primordial or Wyrd ritual lists, and rituals transcribed in the tome count as Wyrd spells for you. With your tome in hand, you can cast any rituals transcribed in it. If your tome is lost or destroyed, you must return to your patron forest for it to grow you a new one, but the ceremony is otherwise the same. -# Forest’s Grace +## Forest’s Grace _3rd-Level Elder Wood Feature_  You learn the shillelagh cantrip. It counts as a Wyrd spell for you, and it doesn’t count against your number of cantrips known. In addition, difficult terrain caused by roots, underbrush, and other natural vegetation doesn’t cost you extra movement. You suffer other penalties caused by moving through difficult terrain, as normal. -# Sap Magic +## Sap Magic _7th-Level Elder Wood Feature_  Your patron hungers for magic and imparts some of that hunger on you. When a creature you can see within 30 feet of you casts a 1st-circle or higher spell, which can include yourself, you can use your reaction to synthesize the magic. The spell resolves as normal, but you regain hit points equal to your warlock level + your CHA modifier (minimum of 1 HP). You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Nature’s Endurance  +## Nature’s Endurance  _11th-Level Elder Wood Feature_   @@ -61,7 +61,7 @@ Your patron has suffused your body with a portion of its ability to withstand ha In addition, when you fail a save against a spell, you can reroll the save and take the new result. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Avatar of the Wood +## Avatar of the Wood _15th-Level Elder Wood Feature_  diff --git a/content/Classes/Warlock/Pact of the Fathomless.md b/content/Classes/Warlock/Pact of the Fathomless.md index 41924c4..1738a34 100644 --- a/content/Classes/Warlock/Pact of the Fathomless.md +++ b/content/Classes/Warlock/Pact of the Fathomless.md @@ -20,7 +20,7 @@ Entities of the deep that might empower a warlock include krakens, ancient water |11th|Grasping Tentacles| |15th|Fathomless Plunge| -# Fathomless Pact Spells +## Fathomless Pact Spells _3rd-Level Fathomless Feature_  @@ -34,7 +34,7 @@ You gain pact spells at the warlock levels listed in the Fathomless Pact Spells |9th|Lightning Bolt, Sleet Storm| |13th|Control Water, Summon Elemental (Water only)| -# Tentacle of the Deep  +## Tentacle of the Deep  _3rd-Level Fathomless Feature_  @@ -46,25 +46,25 @@ As a bonus action on your turn, you can move the tentacle up to 30 feet and repe You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  -# Gift of the Sea  +## Gift of the Sea  _3rd-Level Fathomless Feature_  You gain a swimming speed of 40 feet, and you can breathe underwater.  -# Oceanic Soul  +## Oceanic Soul  _7th-Level Fathomless Feature_  You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.  -# Guardian Coil  +## Guardian Coil  _7th-Level Fathomless Feature_  Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 11th level in this class, the damage reduced by the tentacle increases to 2d8.  -# Grasping Tentacles +## Grasping Tentacles _11th-Level Fathomless Feature_  @@ -72,7 +72,7 @@ You learn the spell Evard’s Black Tentacles. It counts as a wyrd spell for you Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.  -# Fathomless Plunge  +## Fathomless Plunge  _15th-Level Fathomless Feature_  diff --git a/content/Classes/Warlock/Pact of the Wyrdweaver.md b/content/Classes/Warlock/Pact of the Wyrdweaver.md index bb1d14e..7c8e200 100644 --- a/content/Classes/Warlock/Pact of the Wyrdweaver.md +++ b/content/Classes/Warlock/Pact of the Wyrdweaver.md @@ -14,7 +14,7 @@ Your patron is probability itself, the personified wellspring of chance as embod |11th|Inconceivable Channeling| |15th|Favored Soul| -# Wyrdweaver Pact Spells +## Wyrdweaver Pact Spells _3rd-Level Wyrdweaver Feature_  @@ -30,7 +30,7 @@ You gain pact spells at the warlock levels listed in the Wyrdweaver Pact Spells |17th|Dominate, mislead| |*indicates a spell found in this Document|| -# Probability Wellspring  +## Probability Wellspring  _3rd-Level Wyrdweaver Feature_  @@ -40,25 +40,25 @@ You can use these dice to turn the odds in your or your ally’s favor. When you When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). -# Appropriate Advantage  +## Appropriate Advantage  _3rd-Level Wyrdweaver Feature_  You learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save **DC**, adding the probability die to the **DC**. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw). -# Improbable Duplicate  +## Improbable Duplicate  _7th-Level Wyrdweaver Feature_  You can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack’s damage roll. -# Inconceivable Channeling +## Inconceivable Channeling _11th-Level Wyrdweaver Feature_  You learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can’t regain more than half your maximum probability dice from this feature. Once you use this feature, you can’t use it again until you finish a short or long rest.  -# Favored Soul  +## Favored Soul  _15th-Level Wyrdweaver Feature_  diff --git a/content/Classes/Wizard/*Playing a Wizard*.md b/content/Classes/Wizard/*Playing a Wizard*.md index 6ecab10..f703bf9 100644 --- a/content/Classes/Wizard/*Playing a Wizard*.md +++ b/content/Classes/Wizard/*Playing a Wizard*.md @@ -4,7 +4,7 @@ The study of magic is infinitely complex, and every wizard develops a different Wizard is a spellcasting class that revels in a breadth of options. Your class features make you the expert on magic, and thinking ahead lets you do your best work. You’re likely to have a spell for any occasion if you have time to prepare for it. -# WIZARDS AS ADVENTURERS +## WIZARDS AS ADVENTURERS Wizards are academics at heart, and their cerebral pursuits are typically ill-suited to the rigors of an adventuring life. Despite the troubles they might face when confronted by an armed minion or a sheer cliff face, many take up adventuring because it is the best way to acquire hidden knowledge and magical treasures to further their research. diff --git a/content/Classes/Wizard/Subclasses/Tradition of the Reclaimer.md b/content/Classes/Wizard/Subclasses/Tradition of the Reclaimer.md index 0e823f8..e247f43 100644 --- a/content/Classes/Wizard/Subclasses/Tradition of the Reclaimer.md +++ b/content/Classes/Wizard/Subclasses/Tradition of the Reclaimer.md @@ -65,4 +65,4 @@ You can’t detonate artifacts or fabled magic items, and attempting to detonate |Uncommon|6d6|30 ft.| |Rare|8d6|40 ft.| |Very Rare|10d6|60 ft.| -|Legendary|12d6|120 ft.| \ No newline at end of file +|Legendary|12d6|120 ft.| diff --git a/content/Classes/Wizard/Tradition of the Blueletter.md b/content/Classes/Wizard/Tradition of the Blueletter.md index 68ac64f..f7efa3e 100644 --- a/content/Classes/Wizard/Tradition of the Blueletter.md +++ b/content/Classes/Wizard/Tradition of the Blueletter.md @@ -8,7 +8,7 @@ Most wizards know and appreciate the power of evocation magic; a few even specia **Note:** For purposes of the Blueletter subclass, “elemental damage” refers to one of the following damage types: acid, cold, fire, lightning, or thunder. A Blueletter elemental spell is considered any spell that deals one of these types of damage, or has an effect based on the classical four elements of air, earth, fire, or water. -# Blueletter Progression +## Blueletter Progression | | | |---|---| @@ -18,13 +18,13 @@ Most wizards know and appreciate the power of evocation magic; a few even specia |11th|Elemental Prowess| |15th|Elemental Primacy| -# Elemental Adaptation +## Elemental Adaptation _3rd-Level Blueletter Feature_ When you finish a short or long rest, choose one type of elemental damage and gain resistance to it. In addition, if you take a different type of elemental damage than the one you chose, you can use your reaction to change your resistance to that type of damage. The new resistance applies to the damage that triggered the reaction and any further damage you take. Once you can use this feature to change your resistance, you can’t change it again until you finish a long rest. Any resistance that you choose or change to remains until you choose a different resistance with this feature. -# Elemental Acumen +## Elemental Acumen _3rd-Level Blueletter Feature_ @@ -32,19 +32,19 @@ You understand the speech of any Elemental, and Elementals can understand your s When you make a spell attack that deals elemental damage, add your **INT** modifier to the damage. If a spell deals elemental damage and does not require an attack roll, count any roll of 1 or 2 as a 3 when determining damage. -# Elemental Substitution +## Elemental Substitution _7th-Level Blueletter Feature_ When casting a spell that deals elemental damage, you can alter its properties to deal a different type of damage. For example, you can cast _scorching ray_ and deal cold damage instead of fire damage. You can do this a number of times equal to your **PB**, after which you cannot use this feature again until you have finished a long rest. -# Elemental Prowess +## Elemental Prowess _11th-Level Blueletter Feature_ You choose one type of elemental damage when you finish a short or long rest. When you deal damage of that type with your spells or any magic item, you ignore the target creature’s resistance. In addition, Elementals you conjure have at least 75% of the maximum possible hit points for their type. -# Elemental Primacy +## Elemental Primacy _15th-Level Blueletter Feature_ diff --git a/content/Classes/Wizard/Tradition of the Courser Mage.md b/content/Classes/Wizard/Tradition of the Courser Mage.md index b4ef57f..d65e700 100644 --- a/content/Classes/Wizard/Tradition of the Courser Mage.md +++ b/content/Classes/Wizard/Tradition of the Courser Mage.md @@ -14,37 +14,37 @@ Wizards who follow the Courser Mage tradition are interested in ancient tomes, b |11th|Pinpoint Weakness| |15th|Multitudinous Arrows| -# Expanded Talent List +## Expanded Talent List _3rd-Level Courser Mage Feature_  When you gain a new talent, you can select it from the magic or martial talents list. -# Stalking Savant +## Stalking Savant _3rd-Level Courser Mage Feature_  You gain proficiency with longbows and shortbows, and you gain proficiency in the Stealth skill. In addition, you can still perform the somatic components of wizard spells even when you have a longbow or shortbow in one or both hands. -# Unseen Assailant +## Unseen Assailant _3rd-Level Courser Mage Feature_  As a bonus action, you can choose a creature you can see within 60 feet of you and become invisible to only that creature until the start of your next turn. This effect ends early if you attack that creature or cast a spell that includes that creature. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Spell Arrow +## Spell Arrow _7th-Level Courser Mage Feature_  Once per turn, when you hit a creature with a longbow or shortbow attack, you can expend one spell slot to deal extra force damage to the target, in addition to the weapon’s normal damage. The extra damage is 2d4 for a 1st-circle spell slot, plus 1d4 for each circle higher than 1st. -# Pinpoint Weakness +## Pinpoint Weakness _11th-Level Courser Mage Feature_  When you hit a creature with an arrow imbued by your Spell Arrow feature, your next ranged weapon attack against that creature before the end of your next turn has advantage.  -# Multitudinous Arrows +## Multitudinous Arrows _15th-Level Courser Mage Feature_  diff --git a/content/Classes/Wizard/Tradition of the DoomSayer.md b/content/Classes/Wizard/Tradition of the DoomSayer.md index 6928f72..b288c78 100644 --- a/content/Classes/Wizard/Tradition of the DoomSayer.md +++ b/content/Classes/Wizard/Tradition of the DoomSayer.md @@ -14,7 +14,7 @@ Any fool can learn to hurl a fireball, but only a master of the apocalypse can o |11th|Merciless Onslaught| |15th|Power from Darkness| -# Doom Savant  +## Doom Savant  _3rd-Level DoomSayer Feature_  @@ -22,7 +22,7 @@ You gain the ability to instill a sense of impending doom in creatures who witne Once you use this feature, you can’t use it again until you finish a short or long rest. -# Terrible Power  +## Terrible Power  _7th-Level DoomSayer Feature_  @@ -31,13 +31,13 @@ Your critical hits with spells have reverberating effects on their victims. When - The target must succeed on a Wisdom saving throw against your spell save **DC** or become frightened of you until the end of its next turn. - The target must succeed on a Constitution saving throw against your spell save **DC** or become poisoned until the end of its next turn. -# Merciless Onslaught  +## Merciless Onslaught  _11th-Level DoomSayer Feature_  You have advantage on spell attack rolls against creatures that are frightened or poisoned. -# Power from Darkness  +## Power from Darkness  _15th-Level DoomSayer Feature_  diff --git a/content/Classes/Wizard/Tradition of the Origami Mage.md b/content/Classes/Wizard/Tradition of the Origami Mage.md index b37d78e..0357d13 100644 --- a/content/Classes/Wizard/Tradition of the Origami Mage.md +++ b/content/Classes/Wizard/Tradition of the Origami Mage.md @@ -16,7 +16,7 @@ Drawing inspiration from the mysterious elegance of origami, these mages are not |11th|Origami Servant| |15th|Arcane Refresh| -# An Arcane Art  +## An Arcane Art  _3rd-Level Origami Mage Feature_  @@ -26,7 +26,7 @@ A creature with a bound origami construct gains the unique effects and features These constructs stay imbued with life for a number of hours equal to half your wizard level (rounded up). Origami constructs have an AC equal to your spell save **DC**, are immune to poison and psychic damage, and are destroyed when they take any damage. You can use this feature to create an origami construct a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. -## Origami Constructs  +### Origami Constructs  The constructs are presented in alphabetical order.  @@ -38,7 +38,7 @@ The constructs are presented in alphabetical order.  When the construct is destroyed, it quickly pops in an audible explosion, dealing 2d6 fire damage to each creature within 5 feet of it. - **Frog.** While the origami frog is bound to your person, you gain proficiency in the Acrobatics skill. As a reaction, when you would fail a Dexterity saving throw, you can add a bonus to the roll equal to the spellcasting ability modifier of the wizard that crafted the construct; using this feature destroys the origami frog. -# Origami Familiar  +## Origami Familiar  _3rd-Level Origami Mage Feature_  @@ -48,19 +48,19 @@ You learn the _Find Familiar_ ritual spell, and it doesn’t count against the t - **Last Resort.** As an action, your origami familiar can dive toward a creature, unfurling itself and wrapping around the target’s face, as if a sheet of paper blown by the wind. The target must make a Dexterity saving throw against your spell save **DC** or become blinded for 1 minute. A creature blinded by the paper or one that can touch the creature can use its action to make a Strength check against your spell save **DC**. On a success, the target is no longer blinded. When this effect ends, your familiar is destroyed.  - **Reconnaissance.** As an action, you can command your familiar to spy. The origami familiar will then spend 1 minute listening to any and all sounds within 15 feet of itself, recording what is overhears on its paper body. It then returns to you and dispels its familiar form, leaving behind a transcript of its findings written in a language of your choice that you know. -# Binding Release  +## Binding Release  _7th-Level Origami Mage Feature_  You can use a bonus action to move one of your origami constructs to a creature that you can see within 30 feet of it. -# Paper Path  +## Paper Path  _7th-Level Origami Mage Feature_  When you cast a spell with a range of touch, your origami construct can deliver the spell as if it had cast the spell. Your construct must be within 100 feet of you. If the spell requires an attack roll, you use your attack modifier for the roll. -# Origami Servant  +## Origami Servant  _11th-Level Origami Mage Feature_  @@ -75,7 +75,7 @@ You learn the Unseen Servant ritual spell, and it doesn’t count against the to - Your servant can see invisible creatures and objects as if they were visible. - As an action, while your servant is within 100 feet of you, you can see through your servant’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the servant has. During this time, you are deaf and blind with regard to your own senses. -# Arcane Refresh  +## Arcane Refresh  _15th-Level Origami Mage Feature_  diff --git a/content/Classes/Wizard/Tradition of the Reclaimer.md b/content/Classes/Wizard/Tradition of the Reclaimer.md index c9213c0..e247f43 100644 --- a/content/Classes/Wizard/Tradition of the Reclaimer.md +++ b/content/Classes/Wizard/Tradition of the Reclaimer.md @@ -14,19 +14,19 @@ Wizards in the Reclaimer tradition devote themselves to seeking out and recoveri |11th|Expansive Attunement| |15th|Magic Item Paroxysm| -# Expanded Talent List +## Expanded Talent List _3rd-Level Reclaimer Feature_  When you gain a new talent, you can select it from either the magic or the technical talents list (see Talents in Player’s Guide). -# Habituated Arcana +## Habituated Arcana _3rd-Level Reclaimer Feature_  You’ve studied obscure magical lore closely enough that it comes to you unbidden. You gain proficiency in the Arcana skill. If you are already proficient, double your **PB** instead for Arcana checks. In addition, you learn the identify ritual, and it doesn’t count against your number of ritual spells known -# Magic Acumen  +## Magic Acumen  _3rd-Level Reclaimer Feature_  @@ -34,7 +34,7 @@ Your Magic Sense class feature is sharpened to danger. When you use your Magic S In addition, Magic Sense now lasts up to 1 minute when you use it, instead of until the end of your next turn. -# Countermanding Incantation +## Countermanding Incantation _7th-Level Reclaimer Feature_  @@ -42,13 +42,13 @@ Your exposure to ancient, sometimes malfunctioning magic has taught you how to u In addition, when you see a spell or other magical effect, you can use a reaction to ward yourself against its effects. You have advantage on saves against that spell or magical effect for 10 minutes. You can do this a number of times equal to your **PB** and regain all expended uses when you finish a long rest. -# Expansive Attunement +## Expansive Attunement _11th-Level Reclaimer Feature_  Your mission to reclaim lost magical knowledge extends to magic items. Attuning to an item takes you only 1 minute instead of 1 hour. At the end of each long rest, you can choose an item that requires attunement. You become attuned to that item, but it doesn’t count against the total number of items you can attune to. You are proficient with that item if it is a tool or a weapon. This special attunement lasts until the end of your next long rest. -# Magic Item Paroxysm +## Magic Item Paroxysm _15th-Level Reclaimer Feature_  @@ -65,4 +65,4 @@ You can’t detonate artifacts or fabled magic items, and attempting to detonate |Uncommon|6d6|30 ft.| |Rare|8d6|40 ft.| |Very Rare|10d6|60 ft.| -|Legendary|12d6|120 ft.| \ No newline at end of file +|Legendary|12d6|120 ft.| diff --git a/content/Deities/Akdes, the Large.md b/content/Deities/Akdes, the Large.md index b7f6084..c8d9d2c 100644 --- a/content/Deities/Akdes, the Large.md +++ b/content/Deities/Akdes, the Large.md @@ -7,6 +7,6 @@ lineage: Once an average kobold with a passion for pushing the bounds of arcane magics. A favoritism for Enlarge and Fireball. Now, they’re a deity and akin to a full dragon Church near [[Windreach]], [[Small Church of the Big]]. -# Divine Domains +## Divine Domains Arcane Magic & Fire diff --git a/content/Deities/Azhrem the Deathless.md b/content/Deities/Azhrem the Deathless.md index 3afde15..64dca00 100644 --- a/content/Deities/Azhrem the Deathless.md +++ b/content/Deities/Azhrem the Deathless.md @@ -10,7 +10,7 @@ Church: [[Home of the Deathless]]. > To ash we return. Ashen dirt. Things rot back into the earth. It’s only natural to rise again from ash with the grounded magics of necromancy. It is a power to be used as gifted by the earth below our very feet. Otherwise why would nature’s laws allow it? With every [[Heart Quake]] cause becomes yet more just. Simply deals struck. Bone for flesh. > ~Unknown -# Divine Domains +## Divine Domains Necromancy and Earth diff --git a/content/Deities/Duenta, the Wild.md b/content/Deities/Duenta, the Wild.md index 89cef73..5011ef7 100644 --- a/content/Deities/Duenta, the Wild.md +++ b/content/Deities/Duenta, the Wild.md @@ -6,6 +6,6 @@ lineage: "[[Wereborn]]" Some say she was the first [[Wereborn]]. Church in [[Abbey of the Peaceful Fang]]. -# Divine Domains +## Divine Domains Peace & Nature diff --git a/content/Deities/Emble, Daughter of the Sleepless.md b/content/Deities/Emble, Daughter of the Sleepless.md index b86c674..d8e1235 100644 --- a/content/Deities/Emble, Daughter of the Sleepless.md +++ b/content/Deities/Emble, Daughter of the Sleepless.md @@ -8,6 +8,6 @@ Many worship to prevent bad dreams or in protection for those long deceased. Chu _Pronouns: She/Her_ -# Divine Domains +## Divine Domains Death & Prophecy diff --git a/content/Deities/Etar, Son of Stone.md b/content/Deities/Etar, Son of Stone.md index a8db185..9580792 100644 --- a/content/Deities/Etar, Son of Stone.md +++ b/content/Deities/Etar, Son of Stone.md @@ -7,6 +7,6 @@ lineage: Shrines in [[Dernbohr]]. -# Divine Domains +## Divine Domains Crafts & Arts diff --git a/content/Deities/Haeril, Forest Blessed.md b/content/Deities/Haeril, Forest Blessed.md index 95a381c..99d8143 100644 --- a/content/Deities/Haeril, Forest Blessed.md +++ b/content/Deities/Haeril, Forest Blessed.md @@ -11,6 +11,6 @@ Church in [[Rosengrove]], [[Spirits Within]]. _Pronouns: They/It_ -# Divine Domains +## Divine Domains Primordial magic & the Hunt diff --git a/content/Deities/Minutia the Gravekeeper.md b/content/Deities/Minutia the Gravekeeper.md index 2090102..1b5fe12 100644 --- a/content/Deities/Minutia the Gravekeeper.md +++ b/content/Deities/Minutia the Gravekeeper.md @@ -9,6 +9,6 @@ Church on the island [[Prismfirth]], [[Phoenix Pastures]]. _Pronouns: She/Her_ -# Divine Domains +## Divine Domains Spirits & Messengers diff --git a/content/Deities/Paha, Lady of the Beyond.md b/content/Deities/Paha, Lady of the Beyond.md index d34d88a..a530273 100644 --- a/content/Deities/Paha, Lady of the Beyond.md +++ b/content/Deities/Paha, Lady of the Beyond.md @@ -23,15 +23,15 @@ Some [[Gearforged]] feel a strange connection with Paha. This is often explained Some astronomers and astrologers pray to Paha as they seek to understand the moons and stars beyond Dauntless. Some pray to her when they don’t know where else to turn. -# The Void Touched, The Midnight Dwarves +## The Void Touched, The Midnight Dwarves One of Esparia’s prominant lineages dug too deep and fell into the [[Void]] leading them to become [[Void-Touched]], they are known as [[Dwarf, Midnight]] representing both a lineage of blood and a unified clan. It is claimed beneath Dauntless is another Void leading to another plane or world. It is therefore presumed that the deeper one digs the more realms exist. Some Dwarves worship the stones she walks upon, many despise her. -# Church +## Church [[The Remade Basillica]] in [[Midharbor]]. -# Divine Domains +## Divine Domains Reuse & the Void diff --git a/content/Deities/Raaris, the Prideful.md b/content/Deities/Raaris, the Prideful.md index 7a96742..967e72a 100644 --- a/content/Deities/Raaris, the Prideful.md +++ b/content/Deities/Raaris, the Prideful.md @@ -5,6 +5,6 @@ lineage: ![[assets/082316b9ab602ab079b0a4792eff4e29_MD5.jpg|Emilia Rittenbach|292x378]] -# Divine Domains +## Divine Domains Darkness & Greed diff --git a/content/Deities/Shaumhu, the Protector.md b/content/Deities/Shaumhu, the Protector.md index d55bd88..4141d49 100644 --- a/content/Deities/Shaumhu, the Protector.md +++ b/content/Deities/Shaumhu, the Protector.md @@ -9,6 +9,6 @@ lineage: Believes first in deescalation through presence and intimidation before resorting to more drastic measures to protect. -# Divine Domains +## Divine Domains Strength & Protection diff --git a/content/Deities/St. Euran the Swiftpaw.md b/content/Deities/St. Euran the Swiftpaw.md index 86c25c4..6201fc4 100644 --- a/content/Deities/St. Euran the Swiftpaw.md +++ b/content/Deities/St. Euran the Swiftpaw.md @@ -4,6 +4,6 @@ **Pronouns** They/It -# Divine Domains +## Divine Domains Thrill & the Wind diff --git a/content/Deities/Vitar, the Far Traveler.md b/content/Deities/Vitar, the Far Traveler.md index 9f6d1ca..20256b9 100644 --- a/content/Deities/Vitar, the Far Traveler.md +++ b/content/Deities/Vitar, the Far Traveler.md @@ -7,6 +7,6 @@ lineage: A blessed [[Trollkin]] who found the power to reach the stars, other [[Planes of Existence]], and invited Wyrd magic into the world. Journey is the spice of life. -# Divine Domains +## Divine Domains The Planes & Wyrd Magic diff --git a/content/Deities/Wemmjir, the Trickster.md b/content/Deities/Wemmjir, the Trickster.md index 800eb32..036bb1f 100644 --- a/content/Deities/Wemmjir, the Trickster.md +++ b/content/Deities/Wemmjir, the Trickster.md @@ -9,6 +9,6 @@ Heils from the Final moon. Some worshippers pray at [[Vulcankirk]], others at [[ A trickster god. Incorrectly, some blame him for the existance of [[Alterations of the Night]] like Vampires & Werecreatures. Has a church in [[Mystby]], [[House of Wemmjir]]. -# Divine Domains +## Divine Domains Blood & Tricks diff --git a/content/Deities/Zeeyar, the Chaotic.md b/content/Deities/Zeeyar, the Chaotic.md index 42f799a..8cb0e58 100644 --- a/content/Deities/Zeeyar, the Chaotic.md +++ b/content/Deities/Zeeyar, the Chaotic.md @@ -9,6 +9,6 @@ lineage: Church in [[Muck Community]] on [[Putridport]]. -# Divine Domains +## Divine Domains Animals & Mischief diff --git a/content/Guilds & Orgs/Shades Company.md b/content/Guilds & Orgs/Shades Company.md index ead59b8..d817ad7 100644 --- a/content/Guilds & Orgs/Shades Company.md +++ b/content/Guilds & Orgs/Shades Company.md @@ -1,6 +1,6 @@ ![[assets/e4a17ecbf0afbcd6caba09efe314cc83_MD5.jpg]] -# Storyteller Seeds +## Storyteller Seeds Rumored owner of Shades Company is **Shades** who many claim things of: diff --git a/content/Guilds & Orgs/Widows of the Shadows.md b/content/Guilds & Orgs/Widows of the Shadows.md index 0339d49..87a68a6 100644 --- a/content/Guilds & Orgs/Widows of the Shadows.md +++ b/content/Guilds & Orgs/Widows of the Shadows.md @@ -6,7 +6,7 @@ A band of warriors and community support members who take in then protect those Directly in opposition to [[The Unheard]] who’ve claimed those beloved of the Widows. Directly in opposition to [[Shades Company]], while thievery and smuggling hurting capitalists is of no direct concern to Widows, the darker things some members have done - are. -# Ranks +## Ranks | Name | Responsibilities / Mission Types | | ----------- | ------------------------------------------------------------------------------ | diff --git a/content/Heritages/Annointed.md b/content/Heritages/Annointed.md index a90c634..bcf72a2 100644 --- a/content/Heritages/Annointed.md +++ b/content/Heritages/Annointed.md @@ -10,14 +10,14 @@ Characters who bear this heritage come from all manner of backgrounds and lineag Anointed communities are few and often scattered, but those within them are loyal to one another, bound by common goals and calling. Opposing anointed factions may clash violently, especially if their goals or otherworldly bonds conflict. As such, anointed individuals often foster relationships and join culture with sympathetic clergy or cults from a young age. An anointed character might even serve as an emissary or herald to their guiding power, undergoing sacred rites or performing acts of devotion to understand their destined path. -# Favored Disciple +## Favored Disciple You know the thaumaturgy cantrip and you have advantage on death saves. -# Occult Studies +## Occult Studies You have proficiency in the History or Religion skill. When you make a check to recall or interpret information about Celestials, Fiends, or creatures with the Outsider tag, you can make a skill check with advantage. -# Languages +## Languages You know Common and two additional languages of your choice. Typical anointed heritage characters choose an esoteric language aligned with their guiding power: Abyssal, Celestial, or Infernal. diff --git a/content/Heritages/Badlander.md b/content/Heritages/Badlander.md index 8a0299a..5e94994 100644 --- a/content/Heritages/Badlander.md +++ b/content/Heritages/Badlander.md @@ -10,19 +10,19 @@ As rugged as the terrain they inhabit, badlander heritage characters feel they c This heritage was originally cultivated by goblins. As other humanoids moved into these regions, either in a concerted effort to settle the arid landscape, or just to get away from civilization, they looked to the goblins for survival secrets. Now there are as many badlander heritage characters of other lineages as there are goblins, a fact which makes some of the original badlanders howl. Depending on the temperament of a given badlander conclave, they are as likely to let newcomers to the badlands figure out how to survive on their own as they are to assist them -# Extreme Endurance +## Extreme Endurance You are inured to the rigors of hard living. You have advantage on **CON** saves against exhaustion. When you finish a short or long rest, you can reduce your exhaustion level by one. -# Iron Guts +## Iron Guts You can subsist on spoiled food and drink. You have advantage on saves against being poisoned. -# Scrub Survivors +## Scrub Survivors You have proficiency with herbalist tools. If you have herbalist tools, you can make **WIS** (Herbalist Tools) checks in place of **WIS** (Medicine) checks. When you and your allies expend hit dice to regain hit points during a short rest, you can make a **DC** 12 **WIS** (Herbalist Tools) check during that rest. On a success, you and a number of creatures up to your **PB** that expended hit dice regain 1 additional hit point per hit die expended. -# Languages +## Languages You know Common and one other language. Typical badlander heritage characters choose Goblin. diff --git a/content/Heritages/Boatwright.md b/content/Heritages/Boatwright.md index d56fbc2..cfed021 100644 --- a/content/Heritages/Boatwright.md +++ b/content/Heritages/Boatwright.md @@ -6,14 +6,14 @@ Traveling folk who ferry people up and down the River Styx, Boatwright-heritage Most members of the Boatwrights follow the river god Charun in the hopes that the original ferryman will bless their vessels and ensure no harm comes to them as they travel the waterways of the Styx. Others pay tribute to the arch-devils of the Hells, whose caravans they sometimes guide up and down the river. Although only a few belong to one of the heroic factions, Boatwright characters are often on good terms with the Dreamers, who regularly need boat transport. -# River Folk +## River Folk You have a swimming speed equal to your walking speed, and you can hold your breath for up to 10 minutes.  -# Styx Born +## Styx Born You have proficiency with water vehicles. A lifetime aboard boats also gives you advantage on **DEX** checks and saves made to avoid being knocked prone.  -# Languages +## Languages You know Common and one additional language of your choice. Typical Boatwright characters choose Infernal. diff --git a/content/Heritages/Borderwatch.md b/content/Heritages/Borderwatch.md index 79a8df8..11c7e2d 100644 --- a/content/Heritages/Borderwatch.md +++ b/content/Heritages/Borderwatch.md @@ -8,14 +8,14 @@ Families who share this heritage usually fall into one of two camps: those who w Every member of a borderwatch community is a member of the local militia. From an early age, these people train in defending themselves and others, scouting the region for food and threats, and maintaining outpost fortifications. Because of these laborious expectations, few other communities can boast of being as tightly knit, self-reliant, and trusting of one another as borderwatch communities. -# Frontier Vigilance +## Frontier Vigilance You gain proficiency in the Perception and Survival skills and with construction tools. -# Makeshift Construction +## Makeshift Construction As an action, using construction tools, you can erect a 5-foot-by-5-foot barrier in an unoccupied space within 5 feet of you, provided there is some combination of suitable raw materials nearby. The barrier provides half cover for one Medium or smaller creature behind it, and it can’t be moved. A barrier created with this feature is an object with an AC equal to 10 + your **PB** and 15 HP. It is immune to psychic and poison damage. -# Languages +## Languages You know Common and one additional language of your choice. Typical borderwatch heritage characters choose whatever language is most frequently spoken in the nearest neighboring territory or region. diff --git a/content/Heritages/Conflicted.md b/content/Heritages/Conflicted.md index bde4b6a..e8213ad 100644 --- a/content/Heritages/Conflicted.md +++ b/content/Heritages/Conflicted.md @@ -6,14 +6,14 @@ Characters from this heritage were raised in a society divided by persistent int For those who come of age in such communities, safety is a priority. They learn from infancy how to avoid inadvertent danger, ranging from errant spells to rogue traps. For active participants of conflict, the ability to attack and defend from whomever they consider to be the opposition is paramount. Propaganda, persuasion, and direct assault are all potential vectors, and even those on the sidelines are familiar with the weapons and arguments used in the conflict. Navigating this environment often takes those in a conflicted community away from their homes in search of a more stable environment.  -# Prepared for Trouble +## Prepared for Trouble You are proficient with improvised weapons. In addition, you can attempt to disarm traps even without thieves’ tools. -# Talk Your Way Out +## Talk Your Way Out You gain proficiency in either the Deception or Persuasion skill.  -# Languages +## Languages You know Common and one additional language of your choice. Typical conflicted heritage characters choose the language used in the place where the conflict is occurring. diff --git a/content/Heritages/Cosmopolitan.md b/content/Heritages/Cosmopolitan.md index 22bd093..c919465 100644 --- a/content/Heritages/Cosmopolitan.md +++ b/content/Heritages/Cosmopolitan.md @@ -6,14 +6,14 @@ source: "[[ToV - Players Guide.pdf]]" Cosmopolitan characters are citizens of the world whose values, interests, and ideas are influenced by exposure to many different peoples and cultures. Creatures of this heritage hail from major cities populated by people from many different parts of the world. Alternatively, it could mean you spent your formative years moving from place to place, immersing yourself in the customs and traditions of each community you lived with. -# Street Smarts +## Street Smarts While in a city or other urban environment, you have advantage on ability checks made to avoid getting lost and checks made to find a particular kind of business or other destination open to the public. In addition, while you are in such environments, you can’t be surprised unless you are asleep or otherwise incapacitated. -# Worldly Wisdom +## Worldly Wisdom You have proficiency with the History skill. When you make a check related to understanding the purpose or significance of a building, rite, or object from a culture you aren’t familiar with, you can add your **PB** to the roll. If you have proficiency in a relevant skill or tool, double your **PB** for the roll. -# Languages +## Languages You know Common and three additional languages of your choice. Typical cosmopolitan heritage characters choose Dwarvish and Draconic. diff --git a/content/Heritages/Coterminous.md b/content/Heritages/Coterminous.md index 4f37286..4e47d8a 100644 --- a/content/Heritages/Coterminous.md +++ b/content/Heritages/Coterminous.md @@ -10,7 +10,7 @@ Such communities are often under the dominion of genies, such as efreet, sila, h All manner of crime accumulates around these communities, from banditry to sophisticated graft. A certain tolerance for criminality might be baked into the culture, as the understandings of interplanar mores mingle and clash spectacularly. Seldom providing a dull origin, this heritage almost carelessly spins out adventurers, looking to escape their home or cement their position in it by going outside. -# Elemental Community +## Elemental Community You belong to an elemental community. Choose one element from the Elemental Planes table. Your element determines the damage types that apply to your Ambient Absorption and Environmental Acclimatization features. @@ -22,11 +22,11 @@ All manner of crime accumulates around these communities, from banditry to sophi | Fire | Fire | | Water | Cold | -# Ambient Absorption +## Ambient Absorption When you take damage of the type associated with your Elemental Community, you can roll a number of d8s equal to half your **PB** (minimum of 1) and reduce the damage taken by the amount rolled. -# Environmental Acclimatization +## Environmental Acclimatization You are proficient on checks and saves made to resist the debilitating effects of hazards native or relating to your Elemental Community. If you already have proficiency for such a check, double your **PB** for the roll. diff --git a/content/Heritages/Cottage.md b/content/Heritages/Cottage.md index 6555efd..de084c5 100644 --- a/content/Heritages/Cottage.md +++ b/content/Heritages/Cottage.md @@ -10,14 +10,14 @@ You hail from a self-sufficient community of people whose lives revolve around t Whether these people hail from a sleepy village of dozens or a thriving countryside full of vineyards, family and community are critical to the cottage way of life. Even characters who choose to leave this life behind often carry strong ties to the hearth and home as they adventure into the wider world. -# Comforts of Home +## Comforts of Home As part of a long rest, you can cook a meal, tell stories, or perform some other activity that comforts your allies. Choose a number of creatures who participated in the long rest equal to your **PB** (this can include you). Those creatures gain temporary HP equal to twice your **PB**. These temporary HP last until expended or until you complete your next long rest. -# Homesteader +## Homesteader You have proficiency in either the Animal Handling or Nature skill. -# Languages +## Languages You know Common and one additional language of your choice. Typical cottage heritage characters choose Dwarven or [[Beastkin]]. diff --git a/content/Heritages/Courtfolk.md b/content/Heritages/Courtfolk.md index 6867fb8..a16acb1 100644 --- a/content/Heritages/Courtfolk.md +++ b/content/Heritages/Courtfolk.md @@ -8,14 +8,14 @@ No court exists without the army of courtiers, servitors, clerks, ministers, che Courtfolk are a reserved community, in general, seldom discussing with others the importance of their roles. They find contentment in any reward, praise, or even an acknowledging nod from their patrons. Many devote their lives to a singular occupation, such as chamberlain, butler, chef, or herald. Others advance through the hierarchy of the court, striving to reach as high as possible. Courtfolk take in any and all with the willingness to serve. While they may maintain a detached, professional demeanor, they have a practical, down-to-earth attitude and greatly value the bonds of family and friends. -# Eye for Trouble +## Eye for Trouble You gain proficiency in the Insight and Perception skills. Double your **PB** for any ability check you make that uses Insight. -# Servant’s Invisibility +## Servant’s Invisibility If you do not perform a visible action, speak, or otherwise draw attention for at least 1 minute, creatures nearby have trouble remembering you are even in the room. At the end of that minute and at the end of each minute where you continue to not perform a visible action, speak, or otherwise draw attention, each creature that starts its turn within 30 feet of you must succeed on a **WIS** save (**DC** equal to 8 + your CHA modifier + your **PB**) or fail to notice you, acting as if you aren’t present, for 1 minute or until you speak, perform a visible action (such as moving), or have someone draw attention to you. A creature within 5 feet of you automatically succeeds on this save. -# Languages +## Languages You can speak Common, Sylvan, and one additional language of your choice. Typical creatures of the courtfolk heritage choose Dwarvish —or else the most prominent language used in the court where they began their life of service. diff --git a/content/Heritages/Covenant.md b/content/Heritages/Covenant.md index 4066103..7aafa34 100644 --- a/content/Heritages/Covenant.md +++ b/content/Heritages/Covenant.md @@ -10,14 +10,14 @@ Covenants view all magic as better than any physical alternative. Using a hand w These communities are ruled by the most skilled or strongest practitioners, usually by a council or parliament, with many rules and traditions binding their governance. Disputes are partially settled by who demonstrates greater command of magic, and “right and wrong” is only part of the equation. -# Expert Caster +## Expert Caster You have proficiency in the Arcana skill, and you learn one cantrip from a source list of your choice. When you choose the spell, choose whether you use **INT**, **WIS**, or CHA as your spellcasting modifier. -# Spell Inoculation +## Spell Inoculation You have advantage on all saves against spell effects when you are a target of a spell (not a spell that affects all creatures in an area). -# Languages +## Languages You know Common and two additional languages of your choice. Typical creatures of this heritage choose esoteric languages used in obscure magical tomes, such as Draconic, Infernal, or Sylvan. diff --git a/content/Heritages/Crownguard.md b/content/Heritages/Crownguard.md index fee2f16..66a93de 100644 --- a/content/Heritages/Crownguard.md +++ b/content/Heritages/Crownguard.md @@ -10,14 +10,14 @@ Sovereigns have set servants to perform all sorts of roles, both in public and p One of the best ways to defeat a nefarious plot is to allow it to nearly run its course and then strike from the shadows to defeat a penultimate blow from landing true. To best serve the crown—and to best remain unnoticed—crownguards train extensively in stealth, including how to move silently in armor. -# Crown’s Shadow +## Crown’s Shadow You gain proficiency in the Stealth skill. In addition, armor with the Noisy property doesn’t impose disadvantage on Stealth checks for you. -# Venom Exposure +## Venom Exposure You gain resistance to poison damage. -# Languages +## Languages You know Common and one additional language. Typical crownguard heritage characters choose the language of the sovereign or royal line they are sworn to serve. diff --git a/content/Heritages/Delver.md b/content/Heritages/Delver.md index c262985..33b567c 100644 --- a/content/Heritages/Delver.md +++ b/content/Heritages/Delver.md @@ -12,18 +12,18 @@ Delver warrens contain a dizzying number of tunnels and chambers with multiple c Most delver communities are scroungers and gatherers, growing some root vegetables but primarily subsisting on the bounty of the land above their warrens. When not gathering fruits and nuts, tending crops, or honing your skills as a defender of the community, you spent your days surrounded by family, listening to stories from elders and helping to teach and raise those younger than you. Even characters who choose to leave this life behind understand the value of being connected to others. -# Burrower +## Burrower You have a burrowing speed equal to your walking speed, but you can’t burrow through ice or rock. -# Feed a Horde +## Feed a Horde Growing up in a large family, you know how to make a little food go a long way. You are proficient with provisioner tools. If you have enough food to feed at least one Medium or smaller Humanoid, you can use provisioner tools to cook that into a meal large enough to feed twice as many Humanoids as it could normally feed. -# Wrangler +## Wrangler Being part of a large family has taught you how to wrangle groups of people, whether chasing younglings or negotiating compromises among differing personalities. You have proficiency in either the Acrobatics or Persuasion skill. -# Languages +## Languages You know Common and one additional language of your choice. Typical delver heritage characters choose Draconic or Beastkin. diff --git a/content/Heritages/Exalted.md b/content/Heritages/Exalted.md index 7e722a3..338c35a 100644 --- a/content/Heritages/Exalted.md +++ b/content/Heritages/Exalted.md @@ -8,14 +8,14 @@ It is always rare and wondrous circumstances that bring mortals into the realms Many, including your own people, consider you blessed to be reared among the perfection of heavenly halls, radiant landscapes, and eternally fair climates. However, living in such a world also placed you under the watchful eye of beings strictly bound to the forces of good and law—with little patience for those who bend or break rules. For this reason, people of exalted communities often encourage their younger members to travel upon reaching adulthood. Exposure to new people and places is often shocking to those raised exclusively in the Celestial Realms and often necessary for young adults to understand just how privileged their people are. -# Celestial Blessing +## Celestial Blessing Fiends have disadvantage on attack rolls against you. You also have advantage on checks made to determine if a creature is lying. -# Divine Wisdom +## Divine Wisdom You have proficiency with the Religion skill. Whenever you make a check to interact with a Celestial creature or recall information about Celestial creatures or the Celestial Realms, you can add your **PB** to the roll. If you have proficiency in a relevant skill or tool, double your **PB** for the roll. -# Languages +## Languages You know Common and two additional languages of your choice. Typical exalted heritage characters choose Celestial and Elvish. diff --git a/content/Heritages/Fallen.md b/content/Heritages/Fallen.md index 9d12283..f3fdc36 100644 --- a/content/Heritages/Fallen.md +++ b/content/Heritages/Fallen.md @@ -10,14 +10,14 @@ The ordeals endured by fallen characters mean many have darkness in their hearts Blood Lust. When you reduce a creature to 0 HP with a melee attack, you use your reaction to make a melee attack against another hostile creature within 5 feet. If the only creatures within 5 feet of you are allies, you must succeed on a **DC** 10 **WIS** save or you target an adjacent ally instead. -# Fighting Fit +## Fighting Fit You have advantage on death saves. -# Wasteland Survivor +## Wasteland Survivor You have proficiency in the Survival skill. When you make a check to forage for food or water or to find shelter, double your **PB** for the roll. -# Languages +## Languages You know Common and one additional language of your choice. diff --git a/content/Heritages/Feysworn.md b/content/Heritages/Feysworn.md index fc3d644..c1a44ad 100644 --- a/content/Heritages/Feysworn.md +++ b/content/Heritages/Feysworn.md @@ -10,14 +10,14 @@ No strangers to magic, feysworn people use it as a form of self-expression more Feysworn community characters often choose to adventure because of their relationship to the fey. You might have rejected your community, adopting the dangerous itinerant lifestyle to escape your obligations. Alternatively, you might have been instructed to adventure by fey leadership, perhaps as an envoy-at-large for archfey beyond the reach of their home. In the end, wherever you are, the fair folk will come to you, and you are expected to honor your oath when they do. -# Accustomed to Trickery +## Accustomed to Trickery You know the prestidigitation cantrip (see [[ToV - Players Guide.pdf]]). Choose whether you use **INT**, **WIS**, or CHA as your spellcasting modifier. You also have advantage on saves against being charmed. If you fail a save against being charmed, you can gain 2 Luck instead of 1. -# Enchanting Call +## Enchanting Call You have learned how to beguile others. You can use your action to target one creature by speaking a word of power. The creature must succeed on a CHA save (**DC** 10 + your **PB**) or be charmed by you until the end of your next turn. Alternatively, as part of the same action you can spend 2 Luck to attempt to impose the frightened condition (the Luck is only lost if the target is successfully frightened). Once you use this ability, you can’t use it again until you finish a short or long rest.  -# Languages +## Languages You know Common and one additional language of your choice. Typical feysworn heritage characters choose Sylvan diff --git a/content/Heritages/Fireforge.md b/content/Heritages/Fireforge.md index 9ad797a..848cd0f 100644 --- a/content/Heritages/Fireforge.md +++ b/content/Heritages/Fireforge.md @@ -10,14 +10,14 @@ Fireforge heritage characters were raised with the values and traditions of craf Because fireforge communities are built around sources of extreme heat, they often encounter and make relationships with Elemental creatures drawn to these same environments. Fireforge communities and elementals commonly form alliances when threatened by giants, dragons, and other volcano or mountain-dwelling creatures who compete for territory -# Forgecraft +## Forgecraft You gain proficiency with Smithing tools (see Tools in Chapter 5). Double your **PB** for any ability check you make that uses them. In addition, you know the mending cantrip. -# Heat Resilience +## Heat Resilience Lifelong exposure has made you resilient to the effects of severe heat. You are resistant to fire damage. -# Languages +## Languages You know Common and one additional language of your choice. Typical fireforge heritage characters choose Dwarvish. diff --git a/content/Heritages/Foundling.md b/content/Heritages/Foundling.md index 5d30da4..bd6bf6d 100644 --- a/content/Heritages/Foundling.md +++ b/content/Heritages/Foundling.md @@ -10,14 +10,14 @@ A found family is a special thing that often, though not always, balances agains Work with the GM during character generation to determine what unfortunate situation put the character in the position to be a foundling. Perhaps their original family was attacked in a raid, or perhaps their parents lost themselves in the Void. Or possibly, the extent of these details will come to be known as part of the adventure. -# Finding Tradition +## Finding Tradition You gain proficiency in either the Insight or Investigation skill. -# Kindred Spirits +## Kindred Spirits As a bonus action, you can gain a number of temporary hit points equal to your **PB**. As long as you have at least one ally within 30 feet of you, this amount increases by 1 temporary hit point for each allied creature within 30 feet of you. The temporary hit points last for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest. -# Languages +## Languages You know Common and one additional language. Typical foundling characters choose a language spoken by whomever took them in when they were young. diff --git a/content/Heritages/Great House.md b/content/Heritages/Great House.md index 7972a54..0de504b 100644 --- a/content/Heritages/Great House.md +++ b/content/Heritages/Great House.md @@ -8,14 +8,14 @@ While great houses as organizations might have claims to authority and power in Work with the GM to determine the name for the great house, their heraldic symbol, motto, location, and relevance to the campaign setting. How large is the great house, how many retainers, staff, and servants do they have, and how big is its army? These are questions that should be considered, at least vaguely. Does the great house have rivals or enemies that want to see it destroyed or unseated from power? And do they have allies in other great or lesser houses, or are they on their own? A vulnerable house is just the sort of pivot point many great legends start on, spurring heroes on to escape tragedy—or to meet it.  -# Heraldic Studies +## Heraldic Studies You gain proficiency in the History skill. When you make a History check related to your nation of origin, your family, or nobility in general, double your **PB** for the roll. -# Noble Pursuits. +## Noble Pursuits You gain proficiency in the Persuasion skill and with one type of martial weapon of your choice. -# Languages. +## Languages You know Common and one additional language. Typical great house heritage characters choose either Draconic or the primary language of an allied nation. diff --git a/content/Heritages/Grove.md b/content/Heritages/Grove.md index 1d3f739..a20729f 100644 --- a/content/Heritages/Grove.md +++ b/content/Heritages/Grove.md @@ -10,14 +10,14 @@ Dryads, some beastkin, and humans trying to find their way turned to nature for As competing interests threaten natural spaces, all manner of creatures have come to share the values of grove communities. Those whose hearts are open to the truths taught by the forests are welcome to settle among them. -# Canopy Walker +## Canopy Walker You have a climbing speed equal to your walking speed. -# Nature’s Camouflage +## Nature’s Camouflage You have advantage on **DEX** (Stealth) checks made while you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. While in such conditions, you can always attempt to take the Hide action, even if circumstances would not normally allow you to do so. -# Languages +## Languages You know Common and one additional language of your choice. Typical grove heritage characters choose Dryad. diff --git a/content/Heritages/Horse Lord.md b/content/Heritages/Horse Lord.md index aaa8d73..e0f54dc 100644 --- a/content/Heritages/Horse Lord.md +++ b/content/Heritages/Horse Lord.md @@ -8,14 +8,14 @@ Most horse lords live a nomadic existence of seasonal migrations for grazing her Expert Trainer. You are skilled at training horses, allowing you to enhance your mount. Choose one horse that you work with for one hour as part of a long rest. Add your **PB** to your horse’s hit point maximum and **DEX** saves. These bonuses last until you long rest or train another horse.  -# Clansman +## Clansman You gain proficiency with Animal Handling and either Perform or Survival, reflecting your heritage in the capital or as a wandering herdsman. You have advantage on **WIS** (Animal Handling) checks made to calm horses.   -# Master of Horse +## Master of Horse You gain proficiency with trapper tools and land vehicles.  -# Languages +## Languages You know Common and one additional language of your choice. Typical creatures of this heritage choose languages that border their grazing lands or trade with their clan. diff --git a/content/Heritages/Ironwrought.md b/content/Heritages/Ironwrought.md index b747e06..2070294 100644 --- a/content/Heritages/Ironwrought.md +++ b/content/Heritages/Ironwrought.md @@ -10,14 +10,14 @@ Despite the often large populations of Constructs, only a few in any ironwrought Ironwrought communities believe that there is no metaphysical difference between people who are born and those who are made. They often incorporate this bias for equality in their cultural motifs because it aligns with their core values: utility, strength, and malleability. Any who adhere to and practice these beliefs are welcome within the community, which frequently welcomes those looking to start over—whether to metaphorically or literally build a new life. -# Construct Affinity +## Construct Affinity Using gestures and sounds, you can communicate simple ideas with Constructs, regardless of what languages they speak (if any). You have advantage on checks made to interact with such creatures. -# Mechanic +## Mechanic You gain proficiency with your choice of tinker tools or smithing tools. When you make a check to create, repair, or upgrade a magical or nonmagical creature primarily made of metal, and you have a relevant proficiency, double your **PB**. -# Languages +## Languages You know Common and one additional language of your choice. Typical creatures of this heritage choose Dwarvish or Draconic. diff --git a/content/Heritages/Islander.md b/content/Heritages/Islander.md index 6f6ac9c..8cf1d07 100644 --- a/content/Heritages/Islander.md +++ b/content/Heritages/Islander.md @@ -8,14 +8,14 @@ This heritage is a network of communities spread across the water, each doing th Given the frequent trade and exchange between the islands, many such islanders are personable and well-versed in good-natured haggling. A happy-go-lucky attitude can be mistaken for a lack of depth, but resource-rich island chains are often under threat from storms, sea creatures, pirates, and other calamities, and islanders are known for their perseverance. Most build their settlements to be hardy without deep attachment to the goods within them. Knowing that material goods are easily swept away, islanders tend to bring the same perspective to their lives, holding onto the truly important things and letting the rest go. -# Like Water off Your Back +## Like Water off Your Back You have advantage on saves against the frightened condition. -# Tiderider +## Tiderider You gain proficiency with vehicles (water) and have a swimming speed equal to your walking speed. -# Languages +## Languages You know Common and one additional language of your choice. diff --git a/content/Heritages/Joymonger.md b/content/Heritages/Joymonger.md index 18d51fd..f6018f1 100644 --- a/content/Heritages/Joymonger.md +++ b/content/Heritages/Joymonger.md @@ -8,14 +8,14 @@ These communities make their living creating and sustaining an atmosphere of fun Joymonger communities attract a range of personalities and professions, from performers and artisans whose work is seen directly by those that the community serves to those who work behind the scenes, using their skills to keep a stream of visitors happy. Some of the community itself is also often in flux as the work attracts seasonal and temporary members. But what all who make their home in such communities share is a keen insight into the needs of those around them, the ability to turn on the charm to smooth over a difficult situation, and an ease in adjusting to the changing needs and personalities of guests and fellow members of the community.  -# Joyful Endurance +## Joyful Endurance You have advantage on **CON** checks related to physical weariness or survival that take place outside of combat. In addition, once per long rest, you can negate the gaining of a level of exhaustion.  -# Welcome to the Show +## Welcome to the Show You have proficiency in either the Persuasion or Performance skill.  -# Languages +## Languages You know Common and one additional language of your choice. Typical creatures of this heritage choose Halfling or Gnomish. diff --git a/content/Heritages/Kithren (Helping Hand).md b/content/Heritages/Kithren (Helping Hand).md index 01897ff..55a894f 100644 --- a/content/Heritages/Kithren (Helping Hand).md +++ b/content/Heritages/Kithren (Helping Hand).md @@ -8,14 +8,14 @@ Quasi-nomadic in nature and often sustained by a larger entity with a greater pu Through their work, those of kithren heritage gain a wide knowledge of survival and repair, from the rebuilding of damaged homes to the treatment of disease. Most are also skilled in combat, though they prefer to use those skills only in defense. These communities strive for the day when there will be no places left for them to help. Then, according to their lore, they will build a permanent home of their own. -# Helping Hands +## Helping Hands You have proficiency in either the Medicine or Survival skill, and a melee weapon of your choice.  -# Search and Rescue +## Search and Rescue You have access to a network of other kithren in settlements across the land. If you need to locate a Humanoid, you can use this network to determine the direction to its last known location (GM’s discretion). You also learn and can cast the mending cantrip (see Player’s Guide) once per long rest, even if you are not a spellcaster. -# Languages +## Languages You know Common and one additional language of your choice. Typical creatures of this heritage choose Goblin. diff --git a/content/Heritages/Lesser House.md b/content/Heritages/Lesser House.md index 989e516..e83b8f1 100644 --- a/content/Heritages/Lesser House.md +++ b/content/Heritages/Lesser House.md @@ -8,14 +8,14 @@ Work with the GM to determine the name for the lesser house, their heraldic symb House Loyalty. When you use the Help action to assist an ally, that ally gains 1 Luck. If that ally has the great house or lesser house heritage, you each gain 1 Luck. Once you use this feature, you can’t use it again until you finish a long rest. -# Sworn Fief +## Sworn Fief You gain proficiency in shields and one weapon of your choice from the following: handaxe, javelin, mace, or spear. -# Vassalage Duties +## Vassalage Duties You gain proficiency in the Animal Handling skill. -# Languages +## Languages You know Common and one additional language. Typical lesser house heritage characters choose either Draconic or the primary language of an allied great house or nation. diff --git a/content/Heritages/Merchantile.md b/content/Heritages/Merchantile.md index 7167c7f..6a52a03 100644 --- a/content/Heritages/Merchantile.md +++ b/content/Heritages/Merchantile.md @@ -6,14 +6,14 @@ source: "Campaign Builder: Castles and Crowns" Mercantile heritage characters were raised with core values balanced on turning a profit and seeking out the next big venture. They might keep and manage a brick-and-mortar business within a kingdom’s confines, serving the royal family or the public as bookkeepers, merchants, or bankers. Or perhaps they best honor their heritage by traveling from kingdom to kingdom to establish trade routes, act as economic ambassadors, and build their own wealth. Like nomads, mercantile heritage folk are no strangers to the rigors of travel, yet their own desire for the best deal can take them far and away from the comforts of cosmopolitan living -# Dealer’s Art +## Dealer’s Art You gain proficiency in the Persuasion skill. In addition, goods and services cost 10 percent less for you as long as you are in good social standing with the locals. -# Merchant’s Knack +## Merchant’s Knack You add your **PB** to your **STR** score when determining your carrying capacity. In addition, your base movement speed increases by 5 feet. -# Languages +## Languages You know Common and one additional language. Typical mercantile heritage characters choose a language used by those they trade with most frequently. diff --git a/content/Heritages/Military Cohort.md b/content/Heritages/Military Cohort.md index c21d0b2..df90dfd 100644 --- a/content/Heritages/Military Cohort.md +++ b/content/Heritages/Military Cohort.md @@ -10,14 +10,14 @@ From an early age, members of this heritage learn to set up tents, sharpen weapo Characters with this heritage might still be a part of a cohort or might have turned away from one. Perhaps the structured military life did not appeal. Perhaps the army that the character’s cohort followed was wiped out, or perhaps some scandal drove the character away. No matter where a cohort heritage character goes, the lessons they learn among the tents and soldiers stay with them forever. -# Armor Familiarity +## Armor Familiarity It takes only half the normal time for you to don or doff a suit of armor. -# Smattering of Skills +## Smattering of Skills You gain proficiency in any two skills and with either smithing tools or tinker tools. -# Languages +## Languages You speak Common and one additional language of your choice. Military cohort heritage characters are exposed to a wide variety of languages. diff --git a/content/Heritages/Moonlit.md b/content/Heritages/Moonlit.md index 85c5bdb..94ea1ce 100644 --- a/content/Heritages/Moonlit.md +++ b/content/Heritages/Moonlit.md @@ -6,14 +6,14 @@ Moonlit heritage characters have a supernatural charge to purify the places and While the [[Bearfolk]] created the first moonlit enclaves against shadow, these enclaves have since attracted a variety of warriors and druids who seek to sanctify and purify. Being able to grow up in such a place is a minor miracle, and those raised here believe in the power of faith to restore and protect. A moonlit heritage character knows the magical marks of corruption and believes that no person or place is so tainted that it can’t be reclaimed by the light. -#  Harness Moonlight +##  Harness Moonlight   You know minor magic to enhance light, making it painful for many creatures of shadow. You can use a bonus action to enhance a source of light you are wearing or carrying. The bright light emitted by that source counts as sunlight for a number of rounds equal to your **PB**, provided you continue wearing or carrying the source of light. You can use this trait a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. -# Shadow Survivor +## Shadow Survivor  Lifelong exposure to the dangers that lurk in the shadows on the edges of your moonlit home has inured you to some of those horrors. You have advantage on checks and saves against being frightened. -# Languages +## Languages You know Common and one additional language of your choice. Typical moonlit heritage characters choose Umbral. diff --git a/content/Heritages/Nomadic.md b/content/Heritages/Nomadic.md index be142c2..ddf3d8d 100644 --- a/content/Heritages/Nomadic.md +++ b/content/Heritages/Nomadic.md @@ -6,14 +6,14 @@ source: "[[ToV - Players Guide.pdf]]" Nomadic heritage characters hail from a tight-knit community that regularly moves to and from different areas. Your people might migrate with plants and game in seasons, follow established trade routes, or roam for a more unique reason. People of nomadic heritage are suited to the rigors of travel and often understand environmental cycles and the hazards or benefits that come with them. -# Resilient +## Resilient You have advantage on checks or saves made to resist debilitating weather effects, such as those caused by extreme heat or cold. In addition, when you complete a short rest, you can reduce your exhaustion level by one. Once used, you can’t reduce your exhaustion level in this way again until you complete a long rest. -# Traveler +## Traveler You have proficiency in the Survival skill. -# Languages +## Languages You know Common and one additional language of your choice. Depending on the regions your people frequent or the kinds of communities your people trade with, typical nomadic heritage characters choose Dwarvish or Goblin. diff --git a/content/Heritages/Pine Scion.md b/content/Heritages/Pine Scion.md index 8e098aa..6cdef53 100644 --- a/content/Heritages/Pine Scion.md +++ b/content/Heritages/Pine Scion.md @@ -8,18 +8,18 @@ To their credit, the pine scions’ dryad forebears worked hard to ensure the mo Pine scions live fully in two worlds. They love to travel the woodlands. They seek to discover what lies beyond the next stand of trees and what mysteries they can discover in each flower-filled glade. They also love the comforts of home. After a long trip, they want to settle in with new and old friends, drink, feast, and tell stories, both of the adventures they’ve had and of the ones they’re planning. -# Bark Eater +## Bark Eater As long as there are pine trees in your environment, you can provide enough food and water to sustain yourself and a number of other Humanoids equal to double your **PB**. -# Scale the Branches +## Scale the Branches You have a climbing speed equal to your walking speed. While climbing, you can take the Dash action as a bonus action. Once you have used the Dash action in this way, you can’t do so again until you finish a short or long rest. -# Woodcraft +## Woodcraft You have proficiency in either the Nature or Survival skill. -# Languages +## Languages You know Common and one other language of your choice. Typical pine scion heritage characters choose Sylvan. diff --git a/content/Heritages/Privileged.md b/content/Heritages/Privileged.md index 8e44aa7..e7f7c72 100644 --- a/content/Heritages/Privileged.md +++ b/content/Heritages/Privileged.md @@ -8,14 +8,14 @@ The best food, education, and plenty of free time lets them pursue their passion A pleasant façade over a cold heart is the armor of choice when one moves in the highest circles. Those born to privilege learn to wear it well.  -# Passion Project +## Passion Project You gain proficiency with a skill of your choice and one musical instrument or gaming set. -# Social Maneuvering +## Social Maneuvering You have advantage on contested Deception, Insight, and Persuasion skill checks made in social situations. Instead of the situation remaining the same, you win ties.  -# Languages +## Languages You know Common and one additional language of your choice. Typical creatures of this heritage choose Draconic or Sylvan. diff --git a/content/Heritages/Rebellion.md b/content/Heritages/Rebellion.md index ea4a243..08ce96b 100644 --- a/content/Heritages/Rebellion.md +++ b/content/Heritages/Rebellion.md @@ -8,14 +8,14 @@ Characters with the rebellion heritage grew up learning the values of combatting Tyrannical empires, self-serving dictators, evil laws that benefit the few and unjustly punish the many: these sorts of things foment rebellion, not just of organized communities but of thought and ideology too. To rebel is to take back one’s stolen freedoms and defy one’s oppressors. But characters of the rebellion heritage don’t just fight powers that try to keep them down. They also fight to save what they love, and they do so together, thick as thieves -# Arms of the People. +## Arms of the People You gain proficiency with improvised weapons. When you make an attack with an item that requires a save, such as alchemist’s fire, you can use a save **DC** equal to 8 + your **PB** + your **INT** modifier instead of the item’s inherent **DC**. -# Tools of Defiance +## Tools of Defiance You gain proficiency in the Deception skill and with thieves’ tools. -# Languages +## Languages You know Common and one additional language. Rebellion heritage characters can know Thieves’ Cant in this way. diff --git a/content/Heritages/Salvager.md b/content/Heritages/Salvager.md index b3b3b67..c529410 100644 --- a/content/Heritages/Salvager.md +++ b/content/Heritages/Salvager.md @@ -10,15 +10,15 @@ Your people have, for whatever reason, carved out a society away from the comfor Salvager communities might cluster in inhospitable or difficult-to-access locations. Or perhaps they patrol enormous expanses, moving from opportunity to opportunity without drawing attention. Among these patient opportunists, knowledge and resourcefulness are deeply respected skills, prized above all else. [[Kobold]] and [[Goblin]] fit right at home in these communities. -# Repurpose +## Repurpose You can create Tiny non-magical items using materials from your surroundings. An item takes 1 minute to create and can be anything of 25 gp value or less from the Adventuring Gear table (see Adventuring Gear in Chapter 5). When done, it must sit or float on a surface within 5 feet of you. The item is obviously kitbashed, and resale value is minimal. After one use, the item becomes nonfunctional. -# Tinkerer +## Tinkerer You have proficiency with tinker’s tools or one other kind of tool of your choice (see Tools in Chapter 5). When you make a check to create, identify, or disarm a magical or non-magical object, trap, or device, where you have a relevant proficiency, double your **PB** for the roll. -# Languages +## Languages You know Common and one additional language of your choice. Typical scavenger heritage characters choose Draconic or Gnomish. diff --git a/content/Heritages/Shadow Court.md b/content/Heritages/Shadow Court.md index 154edc2..a7d99de 100644 --- a/content/Heritages/Shadow Court.md +++ b/content/Heritages/Shadow Court.md @@ -4,14 +4,14 @@ source: Midgard Lineages & Heritages You grew up in the Shadow Realm among the courts of the shadow fey. Trickery, dalliance, and fey politics ringed your upbringing, and you learned to navigate and wield them. Whether you are a loyal servant to one of the courts, or practice stepping in between their machinations, you know how to exploit the emotions of other, more susceptible creatures. A shadow court heritage character views their upbringing less like a community and more like an obstacle course, which they grew to traverse with grace and cunning. The skills you garnered from this life will serve you as well in the realm of mortals. -# Gloam Sight +## Gloam Sight When in dim light, you don’t suffer disadvantage on **WIS** (Perception) checks that rely on sight. -# Stoke Emotions +## Stoke Emotions When a creature within 30 feet of you that you can see makes a save to resist becoming charmed or frightened, you can use your reaction to expend 2 Luck, roll a d6, and subtract the number you rolled from the creature’s result. -# Languages +## Languages You know Common and one additional language of your choice. Typical Shadow Realm heritage characters choose Umbral. diff --git a/content/Heritages/Shadowlands.md b/content/Heritages/Shadowlands.md index e6961fc..6f1e555 100644 --- a/content/Heritages/Shadowlands.md +++ b/content/Heritages/Shadowlands.md @@ -8,18 +8,18 @@ Due to their sheer numbers, the goblins of these young worlds were overrepresent Characters of the shadowlands heritage have adapted to the Shadow Realm and contend comfortably with both its environmental and social dangers. Their prolonged exposure to the eternal twilight and muted colors of the Shadow Realm drains their bodies of much of the color typical of their lineage, leaving such characters pale and almost frail looking. -# Shadow Camouflage +## Shadow Camouflage You have advantage on **DEX** (Stealth) checks while you are in dim light or darkness. -# Unseelie Grace +## Unseelie Grace You have advantage on CHA checks you make to influence fey creatures. -# Unseelie Resilience +## Unseelie Resilience Exposure to fey trickery has left you resistant to fey magic. You have advantage on saves against being charmed or frightened. -# Language +## Language You know Common and one other language of your choice. Typical shadowlands heritage characters choose Sylvan or Umbral. diff --git a/content/Heritages/Slayer.md b/content/Heritages/Slayer.md index 290b2cd..0b3e11c 100644 --- a/content/Heritages/Slayer.md +++ b/content/Heritages/Slayer.md @@ -12,15 +12,15 @@ Slayer communities dedicate their lives to hunting powerful predators that might Given their lifestyle, slayer communities value strength and tracking skill highly. From infancy, members of slayer communities are taught to hunt, track, and survive in wilderness environments, or in urban ones if an assassin. Slayers who can no longer hunt due to age, illness, or injury are honorably retired from the pack to live with non-slayer relatives, and some still serve as fundraisers and information gatherers. Rumors also tell of hidden enclaves populated by retired slayers. -# Natural Predator +## Natural Predator You have proficiency in the Intimidation skill. You have advantage on Intimidation checks to influence Beasts and creatures with the Animal tag. -# Tracker +## Tracker When you make a check to locate, spot, or track a creature, you can add your **PB** to the roll. If you have proficiency in the skill or tool being used, double your **PB** for the roll -# Languages +## Languages You know Common and one additional language of your choice. Typical slayer heritage characters choose Trollkin or Goblin. diff --git a/content/Heritages/Smoke.md b/content/Heritages/Smoke.md index 25da1b0..937fe3c 100644 --- a/content/Heritages/Smoke.md +++ b/content/Heritages/Smoke.md @@ -10,14 +10,14 @@ Typically run by traders who have amassed enough illicit wealth and connections Smoke cities are highly transactional by nature, with deals and contracts used for nearly every aspect of daily life. Those who thrive within them consider all deception to be fair play as long as it does not break a contract clause or a thrice-made promise. Speaking carefully to avoid lying while retaining the upper hand is standard practice. The acquisition and trade of secrets about everything from personal loyalties to new sources for goods is considered both a necessity of business and a form of self-expression. -# No Secrets Between Us +## No Secrets Between Us You have advantage on **WIS** (Insight) checks to determine whether someone is lying. If you succeed on a check against deception, you may make a second check at a **DC** 5 higher than the original check in order to learn what is being hidden from you. On a second success, you glean the truth without it having to be said -# Silver-Tongued +## Silver-Tongued You have proficiency in the Deception skill. When you make a CHA (Deception) check during a sale, deal, or other transaction, add your **PB** to the roll. If you already have proficiency in this skill, double your **PB** for the check. -# Languages +## Languages You know Common and one additional language of your choice. Typical smoke heritage characters choose Undercommon. diff --git a/content/Heritages/Socialite.md b/content/Heritages/Socialite.md index ce13600..2343cf8 100644 --- a/content/Heritages/Socialite.md +++ b/content/Heritages/Socialite.md @@ -8,18 +8,18 @@ A character with the socialite heritage finds home not in any one place but rath Socialite communities engage in a nonstop parade of activities, with each royal court and noble house trying to upstage the event that preceded it. This constant one-upmanship is all part of the “game,” an elaborate and complicated social endeavor that has all participating noble parties engaging in social warfare. Houses both greater and lesser rise and fall in this game as individuals vie for power at any cost. And always present are the socialites, taking no small enjoyment in the spectacle and even participating themselves for their own social maneuvering -# Fashionable Fencer +## Fashionable Fencer You gain proficiency with your choice of either the dagger, scimitar, or rapier. -# Latest Trends +## Latest Trends You gain proficiency in the Performance skill and with one musical instrument or tool of your choice. -# Life of the Party +## Life of the Party When you make a check related to gossip, you can add your **PB** to the roll. If you have proficiency in a relevant skill or tool, double your **PB** for the roll -# Languages +## Languages You know Common and two additional languages. Typical socialite heritage characters choose the languages spoken by the noble houses in their region. diff --git a/content/Heritages/Sponsored.md b/content/Heritages/Sponsored.md index 6f75da3..7e0d2df 100644 --- a/content/Heritages/Sponsored.md +++ b/content/Heritages/Sponsored.md @@ -12,18 +12,18 @@ In households that boast many sponsored members, a hierarchy quickly emerges wit Members of a sponsored heritage are often haughty and decisive. Even those who have been exiled from their patron’s home have a high opinion of themselves and expect those they consort with will show them their due deference. They rarely have close friends; a friend is merely an enemy who hasn’t shown their true face yet. -# Odd Gaps +## Odd Gaps Choose two of the following skills: Animal Handling, Nature, Religion, or Survival. You can never be proficient in these skills. For checks using these skills, treat any d20 roll of 16 or higher as though you rolled a 15. -# Strong Mind +## Strong Mind You have advantage on saves against being charmed. If you fail your initial save against being charmed, you can repeat the save at the end of every minute that passes, ending the effect on yourself on a success, even if the source of the effect doesn’t allow you to make subsequent saves. -# Studied Charm +## Studied Charm You have proficiency in the Persuasion skill. In addition, if you spend at least 1 minute conversing or interacting with a Humanoid you or your allies haven’t attacked within the last 24 hours, you have advantage on your next CHA check against that Humanoid. Regardless of the result, you can’t use Studied Charm on that Humanoid again until 24 hours have passed -# Languages +## Languages You know Common and one other language. Typical sponsored heritage characters choose a language their patron speaks diff --git a/content/Heritages/Stone.md b/content/Heritages/Stone.md index 7ee175c..ce64ac5 100644 --- a/content/Heritages/Stone.md +++ b/content/Heritages/Stone.md @@ -10,14 +10,14 @@ Above all else, the residents of the ancient cities of the [[Dwarf, Midnight]] c Though members of the stone heritage take great pride in their societies, life in their cities is far from easy. The splendid caverns and mines occupied by stone communities come under frequent attack by other subterranean denizens. As children are raised to swing a mining pick, they are also taught to swing arms against the enemies that seek generations of dwarven treasures for themselves -# Ancestral Arts +## Ancestral Arts You gain proficiency with Construction tools.. Double your **PB** for any ability check you make that uses them. You also gain proficiency with one type of martial weapon of your choice. -# Eye for Quality +## Eye for Quality When you make an ability check related to the origin or purpose of an object or structure made of metal or stone, you can add your **PB** to the roll. If you have proficiency in a relevant skill or tool, double your **PB** for the roll. -# Languages +## Languages You know Common and one additional language of your choice. Typical stone heritage characters choose Dwarvish. diff --git a/content/Heritages/Stygian.md b/content/Heritages/Stygian.md index 2ef0ed8..9740ce9 100644 --- a/content/Heritages/Stygian.md +++ b/content/Heritages/Stygian.md @@ -6,14 +6,14 @@ The lives of stygian heritage characters are defined by absence. Their memory is Perhaps you had a community, a family, and a full range of life experiences. You remember none of it. It might have only been a matter of days, weeks, or months since you awoke in the mortal world. You know how to do things, speak languages, even perform specialized tasks, but don’t remember how you learned such skills. Those who say they wish they couldn’t remember haven’t walked in your boots. To one degree or another, stygian characters’ lives revolve around their coin. Always returning to them magically, the dark coins hold their past and the hope for their futures. Most stygian characters actively search for answers, performing tasks and quests to become worthy of the coin. Others hope to avoid their destiny, deliberately seeking to establish new lives in defiance of Charun and the coin they view as a curse.  -# Styx Coin +## Styx Coin You have a magical coin that always reappears on your person if you give it away or it leaves your possession for more than 1 minute. While the coin is in your possession, when you would spend 3 Luck to reroll a d20 check, you only have to spend 2 Luck. -# Undauntable +## Undauntable The memory of Charun shields you somewhat from fear. When you make a save to resist becoming frightened, you can treat any d20 die roll of 9 or lower as though you rolled a 10. -# Languages +## Languages You speak Common and one other language, but you don’t know how you learned it. diff --git a/content/Heritages/Sunchild.md b/content/Heritages/Sunchild.md index aace28c..c30e318 100644 --- a/content/Heritages/Sunchild.md +++ b/content/Heritages/Sunchild.md @@ -4,14 +4,14 @@ source: "Campaign Builder: Castles and Crowns" Characters with the sunchild heritage reject the trappings of metropolitan society and industry, and they reject all the notions of crown and court. For a sunchild, all they need is the light’s warmth, the land’s bounty, and the freedom to live how they wish, rather than how someone decrees. The first sunchild communities struck out on their own, rebelling in their way against regents they did not agree with and laws they decided weren’t for them. Out in the wild, within the reach of the sun’s rays, these communities found their new way, in harmony with their surroundings. Sunchild heritage communities toil independently, enjoying the boundless hope they find in forging a new path. -# Heartglow +## Heartglow While in bright light, you can add your **PB** to initiative checks, and you are resistant to the frightened condition. -# Natural Knowhow +## Natural Knowhow You gain proficiency in your choice of one of the following skills: Medicine, Nature, or Survival. -# Languages +## Languages You know Common and one additional language. Sunchild heritage characters can know Druidic in this way. diff --git a/content/Heritages/Supplicant.md b/content/Heritages/Supplicant.md index dc4c9cb..d5cfc7a 100644 --- a/content/Heritages/Supplicant.md +++ b/content/Heritages/Supplicant.md @@ -12,14 +12,14 @@ Your people served, or still serve, such an overlord. They built their lives aro It’s easy to imagine why a member of this heritage might leave. In addition to running away, an overlord might command subjects to take an expedition to gather information or treasure. Perhaps an overlord has been recently dispatched, forcing your people to explore a strange, new freedom … or to seek a new overlord. -# Scurry +## Scurry As a bonus action, you can move up to 10 feet without provoking opportunity attacks. This movement doesn’t trigger traps or hazards that you are aware of, even if they are armed. -# Supplicant +## Supplicant You have proficiency in either the Insight or Persuasion skill. When a creature within 30 feet of you spends Doom, you have advantage on ability checks and saves until the beginning of your next turn. -# Languages +## Languages You know Common and one additional language of your choice, typically the language favored by your current or previous overlord (such as Draconic, Giant, or Troll) diff --git a/content/Heritages/Tribe Keeper.md b/content/Heritages/Tribe Keeper.md index e826578..1d68789 100644 --- a/content/Heritages/Tribe Keeper.md +++ b/content/Heritages/Tribe Keeper.md @@ -8,14 +8,14 @@ Because these tribes are often found far removed from civilization, your people Truly great need must arise for a tribe keeper to leave their home, but even on the road away from their family, they never feel far from their tribe. Most tribe keepers will carry tokens or gifts from their tribe as reminders of home and that they will always have a place to return. -# Defend Your Own +## Defend Your Own When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to move up to 5 feet toward the attacking creature. If you end your movement adjacent to the attacking creature, it has disadvantage on its attack. Once you use this trait, you can’t use it again until you finish a short or long rest. -# Wary Nature +## Wary Nature You have proficiency in the Insight skill. When you make a **WIS** (Insight) check to determine whether a creature is trustworthy, you can treat any d20 die roll of a 7 or lower as though you rolled an 8. -# Languages +## Languages You know Common and one additional language of your choice. Typical tribe keeper heritage characters choose a language native to their tribe. diff --git a/content/Heritages/Vexed.md b/content/Heritages/Vexed.md index a1e270d..7fc5c19 100644 --- a/content/Heritages/Vexed.md +++ b/content/Heritages/Vexed.md @@ -10,14 +10,14 @@ You have spent your life trying to break free of the forces that have a grip on Most vexed characters suffer in self-imposed solitude, burdened with shame and fear of their foretold fate. Many such vexed spend their lives fleeing from their supposed destiny. Others seek answers that can free them from forces that hunt them. Though active communities of vexed are rare, some occultists and scholars take keen interest in the circumstances surrounding such people’s lives. -# Prodigal Desciple +## Prodigal Desciple When you make a save to resist becoming charmed or possessed, you can treat any d20 die roll of 9 or lower as though you rolled a 10 -# Quarry’s Cunning +## Quarry’s Cunning You have proficiency in either the Deception or Insight skill -# Languages +## Languages You know Common and one additional language of your choice. To better avoid an unwanted destiny, typical vexed heritage characters choose an esoteric language most closely aligned with their pursing power or force: Abyssal, Celestial, or Infernal diff --git a/content/Heritages/Void-Touched.md b/content/Heritages/Void-Touched.md index fdd7f5d..a754624 100644 --- a/content/Heritages/Void-Touched.md +++ b/content/Heritages/Void-Touched.md @@ -10,14 +10,14 @@ Your home may have been attacked by the undead warriors of the Last Cathedral, i Unfortunately, your ordeal has forged a connection to the Void that means you are unlikely to ever be completely rid of its influence, although this connection has also granted you several useful abilities that help you stay alive. -# Forbidden Knowledge +## Forbidden Knowledge You have proficiency in the Arcana or Religion skill. When you make a check to recall information about void creatures or cults, double your **PB** for the roll. -# Mental Toughness +## Mental Toughness When you make a save to resist a dread effect, you can treat any d20 die roll of 9 or lower as though you rolled a 10. If you succumb to dread, the duration of the effect is halved. -# Languages +## Languages You know Common and one additional language of your choice. Typical void-touched characters choose Dwarvish. You can also understand spoken or written Void Speech and aren’t harmed by hearing or reading it. diff --git a/content/Heritages/Warchild.md b/content/Heritages/Warchild.md index 5534164..a5e6897 100644 --- a/content/Heritages/Warchild.md +++ b/content/Heritages/Warchild.md @@ -8,14 +8,14 @@ This can apply to any individual or group of people that have been driven from t Characters with this heritage should consider their ancestors, whether by lineage or heritage. Work with the GM to determine some details during character generation, including where they originated and why they are where they are now. Perhaps a syderean character can trace their roots back to another plane of existence entirely, or perhaps a halfling character’s family has had to move from one nation to another. Perhaps the character knows very little about their situation at the start of their adventure, and finding out their personal history becomes a part of their journey. -# Elder’s Gift +## Elder’s Gift You gain proficiency with a set of tools of your choice. Double your **PB** for any ability check you make that uses them. -# Old Ways +## Old Ways You have proficiency in your choice of one of the following skills: Animal Handling, History, or Medicine. -# Languages +## Languages You know Common and two additional languages. Typical warchild heritage characters choose a language spoken by a people influential to the warchild’s community during their displacement and one language spoken in their community’s native country or plane of origin. diff --git a/content/Heritages/Waterside.md b/content/Heritages/Waterside.md index 21fd17b..b632e83 100644 --- a/content/Heritages/Waterside.md +++ b/content/Heritages/Waterside.md @@ -8,14 +8,14 @@ Boating is an everyday part of life for these peoples, though their boats are ge Living right on the water puts waterside communities close to nature. Some even work in harmony with local wildlife, using them to help fish or hunt or following their lead toward sustenance. These communities are seldom large and typically run by elders who oversee day-to-day affairs. The people are hardworking and often have off season pursuits when the weather turns too cold or stormy for regular operations. A few take the opportunity to go adventuring or to trade with other far-away communities, selling their own excess goods or bartering for vegetables, cured meats, and other needful things.  -# Knowledgeable +## Knowledgeable You have proficiency in your choice of either the History or Nature skill. When you make a check using your chosen skill to discern something about a waterside area, double your **PB**.  -# Water Legs +## Water Legs You gain proficiency with vehicles (water). You have advantage on **STR** (Athletics) and **DEX** (Acrobatics) checks to keep your balance while you’re by the water. In addition, you don’t treat water up to your waist as difficult terrain. -# Languages +## Languages You know Common and one additional language of your choice. Typical waterside heritage characters choose Sylvan or a language of those they trade with, like Dwarvish. diff --git a/content/Heritages/Wildlands.md b/content/Heritages/Wildlands.md index 801e82d..e10dee9 100644 --- a/content/Heritages/Wildlands.md +++ b/content/Heritages/Wildlands.md @@ -10,14 +10,14 @@ Some wild places well up with magic. Such an abundance of power might come from Preservation of common interests is one of the few reasons members of this heritage ever leave. When encroaching powers put a wildlands community at risk, the task of gathering information or forging diplomatic relations falls upon the more humanoid-like members of the group. -# Beast Affinity +## Beast Affinity Using gestures and sounds, you can communicate simple ideas with Beasts and creatures with the Animal tag, and you have advantage on checks made to interact with such creatures. -# Shepherd’s Gift +## Shepherd’s Gift You have proficiency in the Animal Handling skill. Any Beast or creature with the Animal tag whose CR is equal to or less than your **PB** that targets you with an attack must first make a **WIS** check contested by your **WIS** (Animal Handling). If you succeed, the creature must choose a new target or lose the attack. -# Languages +## Languages You know Common and one additional language of your choice. Typical wildlands heritage characters choose Dryad. diff --git a/content/Lineages/Avianfolk.md b/content/Lineages/Avianfolk.md index 3a4d41a..372b784 100644 --- a/content/Lineages/Avianfolk.md +++ b/content/Lineages/Avianfolk.md @@ -6,30 +6,30 @@ source: Midgard Lineages & Heritages High atop trees and mountains birds fed their children whatever worms and fruits they could find. A lucky few ate their parents regurgitated blessed fruit leading to each gaining a small piece of divinity but never rising to full godhood themselves. This granted them the ability to have minor shapeshifting such as wings that poof out from their arms at will or a change to their vocal chords for unmatched mimicry. -# Traits +## Traits Your Avianfolk character has certain hereditary traits dictated by their lineage. -## Age +### Age Avianfolk reach adulthood at 10 years old, and can live to be 110. -## Size +### Size Your size is Medium. Avianfolk range from 4 feet to just shy of 6 feet tall. -## Speed +### Speed Your base walking speed is 30 feet. -## Mimicry +### Mimicry You can mimic any sound you’ve heard. When attempting to fool a creature into thinking the mimicked sound is real, make a CHA (Deception) check opposed by the creature’s **WIS** (Insight). On a success, you fool the listener into believing that the sound you created is real. -## Secretkeeper +### Secretkeeper Creatures have disadvantage on Insight checks made to intuit what you are thinking or discern your motives. -## Snatch +### Snatch After a creature within 5 feet of you makes a melee attack against you or another creature, you can use your reaction to make a **DEX** (Sleight of Hand) check to pick the pocket of the attacking creature. You can use this trait a number of times equal to your **PB** and you regain all expended uses when you finish a long rest. diff --git a/content/Lineages/Beastkin.md b/content/Lineages/Beastkin.md index e42c31f..9ea5f1b 100644 --- a/content/Lineages/Beastkin.md +++ b/content/Lineages/Beastkin.md @@ -14,31 +14,31 @@ Young beastkin are often driven by curiosity to seek out other civilizations and While all beastkin contend with primal urges, they are quick to form unshakable bonds with those who show them compassion and loyalty, whether humanoid or beast. -# Traits +## Traits Your beastkin character has the following hereditary traits. -## Age +### Age Beastkin mature far more quickly than most Humanoids, reaching adulthood within 5 years. Though they may live nearly a century, some beastkin live only 20 or 30 years. -## Size +### Size Your size is Medium or Small. Beastkin vary in weight and height, depending on their Beast characteristics. Most are between 4 and 8 feet tall, but if you choose to play a beastkin shorter than 4 feet, you can choose your size to be Small. Your weight varies depending on your Beast characteristics. For example, a Medium beastkin descended from bears likely weighs upward of 350 pounds, while an avian beastkin of the same size is likely to weigh around 100 pounds. -## Speed +### Speed Your base walking speed is 30 feet. -## Animal Instinct +### Animal Instinct You have proficiency in either the **Perception** or **Survival** skill (your choice). -## Natural Weapons +### Natural Weapons You have claws, horns, hooves, fangs, spines, or a similar adaptation that serves as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, the strike deals **1d6** + your **STR** or **DEX** modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed strike. -## Natural Adaptation +### Natural Adaptation You inherit one of the following traits determined by what kind of animal characteristics you want your character to have: diff --git a/content/Lineages/Dhampir.md b/content/Lineages/Dhampir.md index b6a7ed0..ea418b7 100644 --- a/content/Lineages/Dhampir.md +++ b/content/Lineages/Dhampir.md @@ -14,31 +14,31 @@ For this reason, lone dhampirs without a community of peers to support them favo As the children of mortals, dhampirs run the range of [[Human]] height, though they tend to be lean. Their hair tends to be vibrant in color while their skin is paler than another of the same lineage. Dhampirs are prone to sunburn or singed fur (scales, feathers, etc). They favor hats and head coverings, and they wear clothing that leaves little flesh (or similar) exposed. Many even take to wearing gloves during the day. Even if not ostentatious, dhampirs generally prefer to wear finely made clothing that is kept in good repair. -# Traits +## Traits Your dhampir character has the following hereditary traits. -## Age +### Age Dhampirs mature in their late teenage years, but their aging slows upon adulthood. A dhampir can live up to 750 years. -## Size +### Size Your size is Medium or Small. Being the child of another lineage, consider following the height, build, and weight of similar parental lineage [[Goblin]], [[Human]], [[Beastkin]], [[Kobold]], etc. -## Speed +### Speed Your base walking speed is 30 feet. You also gain a 30-foot climbing speed, which you can use to move up vertical surfaces, across horizontal surface, and upside down along ceilings, while leaving your hands free. -## Dark Thirst +### Dark Thirst You have short fangs that serve as a natural weapon. You can bite with your fangs as an unarmed strike, but you can do so only against an incapacitated creature or a creature you have grappled. Your bite deals 1 piercing damage, and if your target has blood and isn’t a Construct or Undead, you can feed from it as part of your attack. Your feeding deals necrotic damage equal to your CHA modifier (minimum of 1), and you gain temporary hit points equal to the necrotic damage dealt. Once you gain temporary hit points with this trait, you can’t do so again until you finish a short or long rest. -## Darkvision +### Darkvision You have darkvision to a range of 60 feet. While in sunlight, you have disadvantage on **WIS** (Perception) checks when perceiving by sight. -## Hybrid Humanoid +### Hybrid Humanoid You are a Humanoid, but your vampiric blood gives you traits in common with Undead. You have advantage on saves against being poisoned and advantage on checks made to resist suffering levels of exhaustion. diff --git a/content/Lineages/Dragonborn.md b/content/Lineages/Dragonborn.md index 3067ea5..faf6458 100644 --- a/content/Lineages/Dragonborn.md +++ b/content/Lineages/Dragonborn.md @@ -10,23 +10,23 @@ Dragonborn typically do not shy away from showing their emotions, whether anger Elemental dragonborn, descended from the well-known dragon types that breathe acid, cold, lightning, and fire, are widespread throughout the worlds of the Labyrinth. These dragonborn usually have brassor bronze-colored scales, sometimes tinged with red, blue, gold, or rust, while certain clans have the same glossy black, electric blue, shining gold, or glistening silver scales as their ancestors. -# Traits +## Traits Your dragonborn character has the following traits. -## Age +### Age Dragonborn grow quickly and can walk a few hours after hatching from their eggs. They reach adulthood within 15 years and live around 80 years. -## Size +### Size Your size is Medium. Dragonborn stand between 6 and 7 feet tall. They have hefty builds and weigh around 300 pounds. -## Speed +### Speed Your base walking speed is 30 feet. -## Draconic Ancestry +### Draconic Ancestry You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your dragon type determines your Breath Weapon, Damage Resistance, and Natural Adaptation. @@ -40,7 +40,7 @@ You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry |Void|Necrotic| |Yellow|Radiant| -## Breath Weapon +### Breath Weapon As a bonus action, you can exhale magical energy in either a 30-foot line that is 5 feet wide or a 15-foot cone (your choice for each use). Each creature in the area must make a **DEX** save (**DC** = 8 + your **CON** mod + your **PB**). On a failed save, a creature takes **1d10** damage of the type associated with your dragon ancestry (see Draconic Ancestry table). On a success, a creature takes half damage. @@ -48,10 +48,10 @@ The damage increases to **2d10** at 5th level, **3d10** at 11th level, and **4d1 You can use your Breath Weapon a number of times equal to your **PB**, regaining all expended uses when you finish a long rest. -## Dragon Hide +### Dragon Hide You have resistance to the damage type associated with your draconic ancestry. -## Dragon Sight +### Dragon Sight You have darkvision out to a range of 60 feet and keensense out to a range of 10 feet diff --git a/content/Lineages/Dryad.md b/content/Lineages/Dryad.md index db402db..224aba6 100644 --- a/content/Lineages/Dryad.md +++ b/content/Lineages/Dryad.md @@ -4,39 +4,39 @@ When war ceased, nature healed. Out from nature’s forrests, cliffs and seas ca Most dryads spend their immortal existences either alone or with other members of their neighborhood. Dryad adventurers are considered to be thrill seekers and daredevils by their communities, and they are urged to go out into the mortal world to vent their exhilaration, lest their emotions infect others. These venturers are keen to move among the shorter-lived races and experience the pace of their lives and the rapid shifts of their emotions -# Traits +## Traits Your dryad character has the following hereditary traits. -## Age +### Age Dryads age slowly in comparison to many humanoids. They reach adulthood around their hundredth year and live up to 600 years on the Material Plane. Though it is said that when they merge with nature they will continue to live as long as the environment around them does. -## Size +### Size Your size is Medium. Like the trees, fungus and more that they are born from, dryads come in a diverse range of heights and widths. Dryads stand between 5 and 7 feet tall and rarely weigh more than 200 pounds. -## Speed +### Speed Your base walking speed is 30 feet. -## Darkvision +### Darkvision You have darkvision to a range of 60 feet. -## Nature’s Resilience +### Nature’s Resilience You have advantage on saves against being charmed and knocked unconscious. -## Forest Heart +### Forest Heart If your heart tree (mushroom, etc) stands in your homeland, you can’t die. If killed, your body decomposes into compost within 10 days, and your spirit returns to your tree. You emerge from your tree, fully rested and recovered after 1d20 years. Spells that return you to life, such as resurrection, can cause you to emerge before your recovery time elapses. You can’t be returned to life by the reincarnate spell. -## Natural Magic +### Natural Magic Your innate connection to the natural world gives you an affinity with plants and animals. You know the druidcraft cantrip. In addition, you can understand and verbally communicate with Beasts and Plants. This works like the speak with animals spell, except it also applies to Plants. -## Tree Step +### Tree Step You can use 15 feet of your movement to step into one living tree within your reach and materialize into an unoccupied space within 5 feet of a second living tree within 60 feet of the first tree. Both trees must be Large or larger. You can use this feature a number of times per day equal to your **PB**. You regain all expended uses when you finish a long rest. diff --git a/content/Lineages/Dwarf, Midnight.md b/content/Lineages/Dwarf, Midnight.md index b950996..ee38352 100644 --- a/content/Lineages/Dwarf, Midnight.md +++ b/content/Lineages/Dwarf, Midnight.md @@ -14,31 +14,31 @@ Midnight dwarves are typically thinner and more barrel-chested than many of thei When not living in the mountains some Dwarves settle to practice their craft in [[Saffronwilde]]. A common destination of metal trade and where competition for making the best armor and weapons is high. -# Traits +## Traits Your midnight dwarf character has the following hereditary traits. -## Age +### Age Midnight dwarves are physically mature around age 20, but most consider themselves young until they reach age 50. On average, they live about 350 years. -## Size +### Size Your size is Medium. Midnight dwarves stand between 4 and 5 feet tall and weigh around 120 pounds. -## Speed +### Speed Your base walking speed is 30 feet. -## Darkvision +### Darkvision You have darkvision to a range of 60 feet. -## Marked by the Void +### Marked by the Void You are resistant to psychic damage, and the amount of time you can survive without air, food, water, or sleep is double that of a typical character. -## Dwarven Toughness +### Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. diff --git a/content/Lineages/Extraplanar Lineages/Alseid.md b/content/Lineages/Extraplanar Lineages/Alseid.md index 6955254..cb3edab 100644 --- a/content/Lineages/Extraplanar Lineages/Alseid.md +++ b/content/Lineages/Extraplanar Lineages/Alseid.md @@ -8,7 +8,7 @@ Alseid innately feel a close connection to the natural world and often feel a di Alseid have antlers growing from their foreheads. Antlers grow very slowly, branching every 10 years for the first century of life (so an alseid with six points per antler should be between 60 and 70 years old). As creatures with a deep connection to the Old World magic of ancient forests, alseid antlers develop further points only with the blessing of the alseid’s home forest.  -# ALSEID LINEAGE TRAITS +## ALSEID LINEAGE TRAITS Your alseid character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Bearfolk.md b/content/Lineages/Extraplanar Lineages/Bearfolk.md index 652d74c..5aa3431 100644 --- a/content/Lineages/Extraplanar Lineages/Bearfolk.md +++ b/content/Lineages/Extraplanar Lineages/Bearfolk.md @@ -4,7 +4,7 @@ source: Old Margreve The bearfolk are broad-shouldered, bipedal humanoids that strongly resemble upright bears. Though they lack a bear’s sharp claws, their hands are as dexterous as any human craftsman. They are covered in black or brown shaggy fur that often have light frosting on the chest, shoulders, and upper back. The color of their fur sometimes gives clues as to a particular bearfolk’s ancestry and what tribe they hail from. As they get older, the fur around their muzzle begins to silver, giving them a distinguished look. -# BEARFOLK LINEAGE TRAITS  +## BEARFOLK LINEAGE TRAITS  Your bearfolk character has certain hereditary traits dictated by their lineage.  diff --git a/content/Lineages/Extraplanar Lineages/Bright Fey.md b/content/Lineages/Extraplanar Lineages/Bright Fey.md index c5cc06f..cfda782 100644 --- a/content/Lineages/Extraplanar Lineages/Bright Fey.md +++ b/content/Lineages/Extraplanar Lineages/Bright Fey.md @@ -6,7 +6,7 @@ In the realms of summer and night, the fey stand divided. The shadow fey inhabit The bright fey have lived on their planes of summer and light for centuries untold, ever since the sundering of their people. Many flock to the various fey courts where they amuse themselves in the games of politics and favor. Others prefer a life closer to nature, inhabiting the wild places of the planes or the mortal world. Adventuring bright fey enjoy the risk and thrill of a more active life. -# BRIGHT FEY LINEAGE TRAITS  +## BRIGHT FEY LINEAGE TRAITS  Your bright fey character has certain hereditary traits dictated by their lineage. diff --git a/content/Lineages/Extraplanar Lineages/Centaur.md b/content/Lineages/Extraplanar Lineages/Centaur.md index 3d3c799..0d80717 100644 --- a/content/Lineages/Extraplanar Lineages/Centaur.md +++ b/content/Lineages/Extraplanar Lineages/Centaur.md @@ -10,7 +10,7 @@ While most centaurs spend the majority of their lives with their clan, young cen The nations of Midgard tremble when centaur clans gather into hordes and ride off in search of war. Clever rulers bribe the galloping throngs with trinkets and build defenses along the Plain; rulers too shortsighted to see the damage see their cities leveled under hoof. -# CENTAUR LINEAGE TRAITS +## CENTAUR LINEAGE TRAITS Your centaur character has certain hereditary traits dictated by their lineage. diff --git a/content/Lineages/Extraplanar Lineages/Derro.md b/content/Lineages/Extraplanar Lineages/Derro.md index 1f6e41c..42bd6de 100644 --- a/content/Lineages/Extraplanar Lineages/Derro.md +++ b/content/Lineages/Extraplanar Lineages/Derro.md @@ -6,7 +6,7 @@ Derro (pronounced DARE-oh) are distant cousins to the smallfolk and dwarves, com The derro have adapted to life underground. Whether due to lack of sunlight or need for camouflage, derro often have semi-translucent gray, purple, or blue skin crisscrossed with a web of blue veins. Their hair is most often white or pale straw colored and often stylized with elaborate braids and equally prodigious mustaches. Their large eyes are commonly pure white but may have a vibrant orange, red, or blue hue that glows in the utter darkness permeating their homes. Their diets are often composed of bioluminescent mushrooms from caverns and fish and kelp from cavernous lakes. Derro often befriends giant slugs, worms, and bats, often providing the derro with transportation across the vast underworld. -# DERRO LINEAGE TRAITS +## DERRO LINEAGE TRAITS Your derro character has the following traits.  diff --git a/content/Lineages/Extraplanar Lineages/Dwarf, Duergar.md b/content/Lineages/Extraplanar Lineages/Dwarf, Duergar.md index 7e503ce..d182ad8 100644 --- a/content/Lineages/Extraplanar Lineages/Dwarf, Duergar.md +++ b/content/Lineages/Extraplanar Lineages/Dwarf, Duergar.md @@ -10,30 +10,30 @@ After an epoch, the dwarves rediscovered their long-lost cousins who, despite al Duergar typically have milky-white eyes and stony skin that is dull gray, purple, and sometimes even blue. Duergar hair is almost exclusively white, though the hairs of their beard are known to develop color after prolonged exposure to the sunlight. -# Duergar Lineage Traits +## Duergar Lineage Traits Your duergar character has the following hereditary traits. -## Age +### Age Duergar physically mature by the age of 20, but most duergar regard any dwarf large enough to wield a warhammer to be an adult. Duergar can live to be around 350 years old, but those born into the duergar cities within the lightless depths rarely survive to see such a venerable age. -## Size +### Size Your size is Medium. Duergar average between 4 to 5 feet tall and tend to have lither builds than their topside cousins. Duergar are often dense and rarely weigh less than 140 pounds. -## Speed +### Speed Your base walking speed is 30 feet. -## Duergar Resilience +### Duergar Resilience You have advantage on saves against being charmed or paralyzed. You also have advantage on checks made to see through, detect, or resist illusions and illusory effects. -## Enlarge +### Enlarge As a bonus action, you magically increase in size for 1 minute, along with any equipment you are wearing or wielding. While enlarged, you are Large, double your damage dice on weapon attacks, and make **STR** checks and saves with advantage. If you lack the room to become Large, this bonus action fails. You can end the transformation early (no action required) to revert to Medium size. The transformation also ends early if you become unconscious. Once you’ve transformed in this way, you must finish a long rest before you can use this feature again. -## Superior Darkvision +### Superior Darkvision You have darkvision to a range of 120 feet. While you are in an area of sunlight, you have disadvantage on **WIS** (Perception) checks made to perceive via sight. diff --git a/content/Lineages/Extraplanar Lineages/Dwarf.md b/content/Lineages/Extraplanar Lineages/Dwarf.md index 3e4b6fc..8551eaf 100644 --- a/content/Lineages/Extraplanar Lineages/Dwarf.md +++ b/content/Lineages/Extraplanar Lineages/Dwarf.md @@ -12,7 +12,7 @@ The first dwarven cities were built below the world’s surface, filling chisele As ages passed, dwarves spread across many lands. Some chose lives far from their ancestral halls. However, dwarves still bear many adaptations that allowed their ancestors to thrive, including vision suited for sunless caverns and resistances to the poisonous denizens of the world below. -# DWARF LINEAGE TRAITS  +## DWARF LINEAGE TRAITS  Your dwarf character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Elemental Scion.md b/content/Lineages/Extraplanar Lineages/Elemental Scion.md index 0beecad..69cf164 100644 --- a/content/Lineages/Extraplanar Lineages/Elemental Scion.md +++ b/content/Lineages/Extraplanar Lineages/Elemental Scion.md @@ -12,31 +12,31 @@ All elemental scions are infused and empowered by their elemental lineage, which No matter the circumstances of their power, elemental scions aren’t bound to the whims and demands of their elemental forebears. They are masters of their own destinies and free to follow their own path, despite the wishes of their elemental parents. -# Elemental Scion Lineage Traits  +## Elemental Scion Lineage Traits  Your elemental scion character has the following hereditary traits. -## Age +### Age Elemental scions typically reach adulthood by 15 years of age. On average, they live about 75 years, although some have been known to live up to 150 years.  -## Size +### Size Your size is Medium. Elemental scions stand between 5 and 7 feet tall and average 130 pounds.  -## Speed +### Speed Your base walking speed is 30 feet. -## Darkvision +### Darkvision You have darkvision to a range of 60 feet.   -## Hybrid Humanoid +### Hybrid Humanoid Your Humanoid body is suffused with a reservoir of raw elemental energy, making you primarily a Humanoid, but you have traits in common with Elementals. You are resistant to poison damage and one of the following damage types based on which Natural Adaption trait you choose: acid (earthborn), fire (fireborn), cold (waterborn), or lightning (windborn). In addition, you have advantage on saves against being paralyzed, petrified, or poisoned. -## Natural Adaptation +### Natural Adaptation You have inherited one set of the following unique traits, determined by the nature of the elemental forces that shaped you: diff --git a/content/Lineages/Extraplanar Lineages/Elf, Drow.md b/content/Lineages/Extraplanar Lineages/Elf, Drow.md index e9aed53..cea95dd 100644 --- a/content/Lineages/Extraplanar Lineages/Elf, Drow.md +++ b/content/Lineages/Extraplanar Lineages/Elf, Drow.md @@ -10,30 +10,30 @@ The cavernous underworld is a dangerous place, filled with all manner of hazards While drow share the general characteristics of their surface counterparts, they typically have pale gray to purple skin. Their eyes are commonly a burning, radiant yellow, and they have thin white hair that many weave into elaborate plaits or other shapes. Some drow are born with eight-sided birthmarks. Drow communities typically view such marks as either a blessing or a curse, depending on the region. -# Drow Lineage Traits +## Drow Lineage Traits Your drow character has the following hereditary traits. -## Age +### Age Although drow reach physical maturity around age 20, mental and emotional faculties reach full maturity around the age of 100. Drow can live to be 750 years old. -## Size +### Size Your size is Medium. Drow range from under 5 feet to over 6 feet tall and tend toward slender builds, averaging around 110 pounds. -## Speed +### Speed Your base walking speed is 30 feet. -## Arachnid Kismet +### Arachnid Kismet You have advantage on checks made to interact with spiders, scorpions, and similar eight-legged Beasts. In addition, when you make an attack roll or save and the final result includes the number 8 (such as 8, 18, 28), you can choose to gain 1 Luck (in addition to any Luck you would normally get). -## Superior Darkvision +### Superior Darkvision You have darkvision to a range of 120 feet. While you are in an area of sunlight, you have disadvantage on **WIS** (Perception) checks made to perceive via sight. -## Trance +### Trance Drow don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. You choose whether you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. diff --git a/content/Lineages/Extraplanar Lineages/Elf, Sea.md b/content/Lineages/Extraplanar Lineages/Elf, Sea.md index 3383f99..48af903 100644 --- a/content/Lineages/Extraplanar Lineages/Elf, Sea.md +++ b/content/Lineages/Extraplanar Lineages/Elf, Sea.md @@ -10,30 +10,30 @@ Sea elf civilization began before recorded elven history, well before the great Sea elves typically have skin that ranges in color from a pale seafoam-green to deep indigo, but those born in tropical waters might have coral-hued skin or unique patterns reminiscent of reef-dwelling fish. Their hair is plantlike, possessing as wide a range of colors and textures as the seaweed it resembles. Eyes are typically black but can be any color found among fish, such as yellow, red, or iridescent hues. Sea elves have webbed hands and feet as well as gills just below their jawlines. Life below the waves caused sea elves to develop smaller, heavier builds than land-bound elves, and with broader shoulders, longer arms, and other features common to strong swimmers. -# Sea Elf Lineage Traits +## Sea Elf Lineage Traits Your sea elf character has the following hereditary traits. -## Age +### Age Although sea elves reach physical maturity around age 20, mental and emotional faculties reach full maturity around the age of 100. Sea elves can live to be 750 years old. -## Size +### Size Your size is Medium. Sea elves are typically smaller than their land-bound cousins, rarely standing taller than 5 and a half feet. They have sleek, muscular builds, with broad shoulders and slightly elongated arms. Sea elves tend toward heavier musculature than other elves, averaging around 130 pounds. -## Speed +### Speed Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed. While you are completely submerged, you can perform the Dash action as a bonus action. -## Darkvision +### Darkvision You have darkvision to a range of 60 feet. -## Seaborn +### Seaborn You can breathe air and water. In addition, you are perfectly comfortable in temperatures as low as 0 degrees Fahrenheit and you ignore the effects of Extreme Cold hazard (see Player’s Guide). -## Trance +### Trance Sea elves don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. You choose whether you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. diff --git a/content/Lineages/Extraplanar Lineages/Elf, Star.md b/content/Lineages/Extraplanar Lineages/Elf, Star.md index 4a6ba6d..34caddc 100644 --- a/content/Lineages/Extraplanar Lineages/Elf, Star.md +++ b/content/Lineages/Extraplanar Lineages/Elf, Star.md @@ -8,7 +8,7 @@ Both Celestia and Sunhome have large star elf populations, often affiliated with Star elves have pale, tanned, or brown skin with a golden sheen, and blonde or silver hair. Eyes are usually gold, green, or silver. They have the slender physique of other elves but have developed broad, rounded chests from living at high altitudes. -# STAR ELF LINEAGE TRAITS +## STAR ELF LINEAGE TRAITS Your star elf character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Eonic.md b/content/Lineages/Extraplanar Lineages/Eonic.md index 4f33f0d..c047b67 100644 --- a/content/Lineages/Extraplanar Lineages/Eonic.md +++ b/content/Lineages/Extraplanar Lineages/Eonic.md @@ -8,7 +8,7 @@ Little is known for certain about the eonic civilization. Their people had appar Eonics are keenly aware of the flow of time, their past and future selves, and that disaster can befall even the strongest of societies. Once human, eonics now look like mummified humans, as moving through and outside of time across generations has caused their skin and tissue to age at different rates. Brief flashes of the near past and future constantly flicker across their minds, causing many eonics to speak in a stilted, formal fashion and to punctuate conversations with long pauses as they sift through these flashes to the present. -# EONIC LINEAGE TRAITS  +## EONIC LINEAGE TRAITS  Your eonic character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Erina.md b/content/Lineages/Extraplanar Lineages/Erina.md index fbf7ca0..de8de72 100644 --- a/content/Lineages/Extraplanar Lineages/Erina.md +++ b/content/Lineages/Extraplanar Lineages/Erina.md @@ -2,7 +2,7 @@ The erina are a small-statured lineage of creatures resembling bipedal hedgehogs Erina typically subsist by scrounging, and their diet consists of fruit, roots, snakes, poisonous insects, and small animals. Even erina raised outside of erina communities tend to enjoy eating poisonous insects and spicy foods. -# ERINA LINEAGE TRAITS +## ERINA LINEAGE TRAITS  Your erina character has the following hereditary traits. diff --git a/content/Lineages/Extraplanar Lineages/Gnoll.md b/content/Lineages/Extraplanar Lineages/Gnoll.md index 066cde1..8bb471d 100644 --- a/content/Lineages/Extraplanar Lineages/Gnoll.md +++ b/content/Lineages/Extraplanar Lineages/Gnoll.md @@ -8,7 +8,7 @@ Though they are viewed as lazy and vicious by their detractors, gnolls are no mo Gnolls once favored the worship of archfiends, and while some pay reverence to one demon lord or another, they are more likely to adhere to the religious mores of their chosen community. Many gnolls eschew religion entirely. -# GNOLL LINEAGE TRAITS  +## GNOLL LINEAGE TRAITS  Your gnoll character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Lizardfolk.md b/content/Lineages/Extraplanar Lineages/Lizardfolk.md index 4937920..5814722 100644 --- a/content/Lineages/Extraplanar Lineages/Lizardfolk.md +++ b/content/Lineages/Extraplanar Lineages/Lizardfolk.md @@ -10,7 +10,7 @@ The ancient ruins of temples erected to worship primordial reptilian deities lit Despite the decline of their civilizations, lizardfolk exist all over the world. They live primarily in small scattered settlements away from the cities and territories of other peoples. While each settlement has its own identity, they share characteristics in that they are mostly focused around hunting and gathering. Lizardfolk also tend to be youth-centric, with older members of the community teaching the youngest members the basics of survival while the mature adults take care of the community’s needs.  -# LIZARDFOLK LINEAGE TRAITS  +## LIZARDFOLK LINEAGE TRAITS  Your lizardfolk character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Minotaur.md b/content/Lineages/Extraplanar Lineages/Minotaur.md index e3ae19a..641421f 100644 --- a/content/Lineages/Extraplanar Lineages/Minotaur.md +++ b/content/Lineages/Extraplanar Lineages/Minotaur.md @@ -8,7 +8,7 @@ Minotaurs are imposing and powerful, with a reputation for ferocity that borders Minotaurs are a force to be reckoned with in a stand-up f ight. Perhaps somewhat against type for their bulk, they are an absolute terror on the high seas, and many minotaurs have taken to the waves, where their natural sense of direction makes them ideal navigators. Other bull-folk prefer to remain on land, dwelling in settlements that often incorporate twisting labyrinths of switchbacks and dead ends. In the largest minotaur cities, the city’s leader or reigning monarch typically lives in a palace at the center of a large maze.  -# MINOTAUR LINEAGE TRAITS +## MINOTAUR LINEAGE TRAITS Your minotaur character has the following traits.  diff --git a/content/Lineages/Extraplanar Lineages/Orc.md b/content/Lineages/Extraplanar Lineages/Orc.md index 2bb82a6..e0654c0 100644 --- a/content/Lineages/Extraplanar Lineages/Orc.md +++ b/content/Lineages/Extraplanar Lineages/Orc.md @@ -6,7 +6,7 @@ Orcs are a resilient people, whose origin was sudden and forceful. Indeed, many Despite their relatively short lives, orcs are driven by a powerful thirst for exploration and discovery. Even orcs born far away from orcish communities gravitate toward a life of travel, adventure, and thrill seeking. Due to their extraordinary survivability, orcs have been found desiccated within desert temples, locked within frozen lakes, and entombed in collapsed tunnels, only to make a full recovery within days of being freed. -# ORC LINEAGE TRAITS  +## ORC LINEAGE TRAITS  Your orc character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Piney.md b/content/Lineages/Extraplanar Lineages/Piney.md index dba6ebe..4595816 100644 --- a/content/Lineages/Extraplanar Lineages/Piney.md +++ b/content/Lineages/Extraplanar Lineages/Piney.md @@ -12,7 +12,7 @@ Some elder pineys in the deepest parts of the forest exhibit very strong plant-l Piney villages are located deep in the Margreve Forest. Though their homes evoke human architecture, the villages are often melded into the trunks of trees or dug into the side of grassy hills. From these enclaves, pineys patrol their territory from dusk until sunrise ensuring the woods are safe and free from interlopers. Pineys feed through photosynthesis, which often requires them to chase patches of sunlight throughout the day before returning to their villages for a few hours of rest. -# PINEY LINEAGE TRAITS +## PINEY LINEAGE TRAITS Your piney character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Rachisan.md b/content/Lineages/Extraplanar Lineages/Rachisan.md index cf24958..915f2f9 100644 --- a/content/Lineages/Extraplanar Lineages/Rachisan.md +++ b/content/Lineages/Extraplanar Lineages/Rachisan.md @@ -10,31 +10,31 @@ Regardless of their origins, rachisans procreate on their own, commonly involvin Rachisans can thrive in a variety of cultures but often prefer to settle in rural communities where their innate agricultural expertise can contribute. Rachisans who seek an adventuring lifestyle often do so when their homes or communities are suddenly and violently overturned, forcing these plantfolk to take drastic steps to protect their friends and family. -# Rachisan Lineage Traits +## Rachisan Lineage Traits Your rachisan character has the following hereditary traits. -## Age +### Age Rachisans mature rapidly, reach adulthood around the age of 5. They typically live to be about 50 years old, although some can reach the venerable age of 100 years. -## Size +### Size Your size is Small. Rachisans generally range between 3 and 4 feet tall and average about 30 to 50 pounds. -## Speed +### Speed Your base walking speed is 30 feet. -## Hybrid Humanoid +### Hybrid Humanoid You are primarily a Humanoid, but your vegetable characteristics gives you traits in common with Plants. You have advantage on saves against being paralyzed, petrified, and effects that would cause you to suffer levels of exhaustion. -## Green Thumb +### Green Thumb When you make an ability check to identify, cultivate, or otherwise interact with plants (not Plant creatures), you can roll a d8 and add the result to the check. In addition, your movement isn’t reduced when passing through areas of difficult terrain created by magical or nonmagical plant growth (you suffer damage or other penalties as normal). -## Natural Adaptation +### Natural Adaptation You have inherited one of the following traits, determined by what kind of plant characteristics you want your character to have: diff --git a/content/Lineages/Extraplanar Lineages/Ratfolk.md b/content/Lineages/Extraplanar Lineages/Ratfolk.md index e227fd5..5b6448a 100644 --- a/content/Lineages/Extraplanar Lineages/Ratfolk.md +++ b/content/Lineages/Extraplanar Lineages/Ratfolk.md @@ -8,7 +8,7 @@ While they try to stay out of the way of others, ratfolk enjoy collecting trinke Family is very important to ratfolk. Despite what some may think, they don’t gather in packs out of necessity, but rather for a sense of community. The leader of a community of ratfolk is often referred to as a “rat king” and is usually the most powerful among them. One of the most famous rat kings is the Mouse King of Zobeck. Despite the ill-fitting moniker, the Mouse King commands a sprawling circle of thieves and robbers. -# RATFOLK LINEAGE TRAITS +## RATFOLK LINEAGE TRAITS Your Ratfolk character has certain hereditary traits dictated by their lineage. diff --git a/content/Lineages/Extraplanar Lineages/Sapopova.md b/content/Lineages/Extraplanar Lineages/Sapopova.md index d8640b7..c4e8489 100644 --- a/content/Lineages/Extraplanar Lineages/Sapopova.md +++ b/content/Lineages/Extraplanar Lineages/Sapopova.md @@ -10,31 +10,31 @@ Upon returning, they are compelled to share their stories and experiences to add Sapopova lay eggs in long strands or clusters in their spawning grounds, and they return to these waters at the end of their lives. -# Sapopova Lineage Traits +## Sapopova Lineage Traits Your sapopova character has the following hereditary traits. -## Age +### Age Sapopova reach the age of maturity around 8 and rarely live past the age of 50. -## Size +### Size Your size is Small. Most sapopova are between 2 and 4 feet tall and usually weigh 30 pounds due to their small frames. -## Speed +### Speed Your base walking speed is 30 feet. You also have a swimming speed of 30 feet. -## Amphibian +### Amphibian  You can breathe air and water. -## Superior Vision +### Superior Vision You have darkvision to a range of 60 feet, and you can see color normally in dim light and darkness. You also have advantage on Perception checks made to visually locate creatures and moving targets. -## Natural Adaptation +### Natural Adaptation You have inherited one of the following traits, determined by what kind of plant characteristics you want your character to have: diff --git a/content/Lineages/Extraplanar Lineages/Satyr.md b/content/Lineages/Extraplanar Lineages/Satyr.md index 8deb56f..618a0fe 100644 --- a/content/Lineages/Extraplanar Lineages/Satyr.md +++ b/content/Lineages/Extraplanar Lineages/Satyr.md @@ -8,7 +8,7 @@ This reputation could hardly be further from the truth. Satyrs are fey creatures Due to their hirsute facial features, satyrs are commonly mistaken as males. For satyrs, facial hair is not a uniquely masculine feature, and satyrs can have any gender identity. T hey commonly have long, dexterous fingers, which are well suited to playing the various piped instruments that satyrs are associated with using.  -# SATYR LINEAGE TRAITS +## SATYR LINEAGE TRAITS Your satyr character has the following traits.  diff --git a/content/Lineages/Extraplanar Lineages/Shadow Fey.md b/content/Lineages/Extraplanar Lineages/Shadow Fey.md index b4656bb..c27d448 100644 --- a/content/Lineages/Extraplanar Lineages/Shadow Fey.md +++ b/content/Lineages/Extraplanar Lineages/Shadow Fey.md @@ -8,7 +8,7 @@ Despite their fickle whims and darker proclivities, the shadow fey are not inher Shadow fey in the mortal world of Midgard often hail from places that mingle with the borders of the Shadow Realm, such as Castle Shadowcrag or the Margreve. Courts from the Shadow Realm sometimes send delegations to the material plane. The most notable of these is the Winter’s Kiss Embassy in Zobeck. -# SHADOW FEY LINEAGE TRAITS  +## SHADOW FEY LINEAGE TRAITS   Your shadow fey character has the following hereditary traits. diff --git a/content/Lineages/Extraplanar Lineages/Smallfolk.md b/content/Lineages/Extraplanar Lineages/Smallfolk.md index ab143bf..76c8094 100644 --- a/content/Lineages/Extraplanar Lineages/Smallfolk.md +++ b/content/Lineages/Extraplanar Lineages/Smallfolk.md @@ -8,7 +8,7 @@ All smallfolk share a near-supernatural affinity for the earth, and distinct gro While many smallfolk contentedly live their lives in cozy communities with others of their kind, a seemingly bottomless zest for life drives more adventurous members of this lineage to travel the world or settle in more unusual climes. Smallfolk fit in wherever they go, and troubles seem to roll off their backs magically—qualities that have ensured their success spreading across the world. -# SMALLFOLK LINEAGE TRAITS  +## SMALLFOLK LINEAGE TRAITS  Your smallfolk character has the following hereditary traits.  diff --git a/content/Lineages/Extraplanar Lineages/Tosculi.md b/content/Lineages/Extraplanar Lineages/Tosculi.md index d33db09..dc216f2 100644 --- a/content/Lineages/Extraplanar Lineages/Tosculi.md +++ b/content/Lineages/Extraplanar Lineages/Tosculi.md @@ -10,31 +10,31 @@ Tosculi children are born from eggs laid by the hivequeen. The eggs sit dormant While they sometimes adventure at the command of their hivequeen, most tosculi adopt an adventuring lifestyle when they are severed from their hive, whether by choice, accident, or other unfortunate circumstance. Faced with a future without their hivequeen, these so-called hiveless slowly develop a personality learned from the customs and traditions of their adopted culture, and they might absorb personality traits or memories from the creature they hatched from. -# Tosculi Lineage Traits +## Tosculi Lineage Traits Your tosculi character has the following hereditary traits. -## Age +### Age Tosculi physically mature around the age of 13. They rarely live past 40. -## Size +### Size Your size is Small. Most tosculi weigh approximately 70 pounds and stand between 3 and 4 feet tall. -## Speed +### Speed Your base walking speed is 30 feet. -## Glide +### Glide When you fall at least 10 feet, you can use your reaction to unfurl vestigial wings that slow your descent, allowing you to land gently on your feet without taking falling damage. As part of this same reaction, you can choose to glide horizontally up to 30 feet in a single direction of your choice before descending to the ground. -## Hive Mind +### Hive Mind As a bonus action, you can create a telepathic connection with another creature you can see within 30 feet of you. This connection lasts for up to 1 minute but immediately ends if the target creature is ever more than 60 feet away from you. You can use the ability a number of times equal to your **PB**, and you regain all uses when you finish a long rest. If the targeted creature also has Hive Mind, establishing a telepathic connection in this way doesn’t expend a use of this feature. -## Hiveborn Duty +### Hiveborn Duty Each tosculi fills a role in the hive, inheriting certain characteristics in furtherance of that role. Choose one duty for your character to have: diff --git a/content/Lineages/Gearforged.md b/content/Lineages/Gearforged.md index 0e45026..67414a3 100644 --- a/content/Lineages/Gearforged.md +++ b/content/Lineages/Gearforged.md @@ -10,7 +10,7 @@ Gearforged are created one at a time in arcane workshops and foundries and come Made for a variety of reasons. Sometimes prolonging an aging body. Other times seeking servants. Regardless of origin, gearforged are quickly becoming recognized as their own people. -# Form and Function +## Form and Function All gearforged were once other creatures with bodies of flesh and blood, but their conscious minds were transplanted into articulated bodies of iron, steel, brass, and wood, driven by pistons and springs. Each is as distinctive in appearance as any person is. Some gearforged spend a fortune on these new bodies, while others scrape together anything that will work—especially if the subject is aging or ill. @@ -18,55 +18,55 @@ All gearforged are made in humanoid shape, often in the likeness of the person Gearforged have articulated joints, hands, feet, and crystal-lens eyes. Gearforged mechanisms are more than mechanical, because gearforged are machines with souls. Their arms and legs are driven by everwound springs. T heir minds are actuated by memory gears, transverse cognition gearing, and the marvel of a soul gem connected directly to a maze of silver and mithral steam, spark, and magical conduits. These elements reside in a shell of iron, brass, and steel. -## Gearforged Components +### Gearforged Components The range of gearforged anatomy in all its variants is remarkable, but all gearforged share some common parts. -## Everwound Springs +### Everwound Springs These magical springs provide energy over long periods, effectively acting as the power sources for most of the gearforged’s moving parts. A broken everwound spring results in the loss of function in that digit or limb, much like a damaged joint or ligaments in a flesh-and-blood creature. -## Soul Gem +### Soul Gem The mind of a gearforged creature is as sharp as that of any flesh-and-blood soul, but it is more portable. The animating, vital principle of a gearforged—its will, its personality, its mind—are retained in a soul gem. The destruction of this gem means the death of that gearforged. -## Memory Gears +### Memory Gears These delicate constructions are scroll-like ribbons pierced with thousands of pin holes and wound about with tiny enchantments of great complexity. The memory of a gearforged for all the days after its creation lives in the memory gears. Older gearforged have many such gears, and the material component for the magic to create them requires one new gear for every 10 years of life. Installing a new memory gear requires one day’s work and 2,000 gp. Other gearforged can read memory gears salvaged from a dead gearforged, but it’s a complex, time‑consuming process. It’s also viewed with some alarm by most gearforged, akin to peering into the most private details of a creature’s life. When a used memory gear is installed in a new or existing gearforged, the process takes three days’ work to avoid damaging the memories in the gear, and it takes one week before the recipient can fully interpret and understand the memories. -# Traits +## Traits Your gearforged character has the following traits. -## Age +### Age The soul inhabiting a gearforged can be any age. If its new body is kept in good repair, there is no known limit to how long it can function. -## Size +### Size When you first create your gearforged character, you must choose a different lineage option (like human, dwarf, minotaur, etc.) to inform the basic shape and size of your chassis—the outermost layer of your constructed body. Your size is determined by the lineage you pick. If you choose a lineage with multiple size options, you may choose between them. For example, if you choose to have a kobold chassis, you may choose whether your size is Small or Medium. Your size and height are determined by the lineage design you choose for your chassis. On average, gearforged weigh twenty to thirty percent more than a typical creature of the lineage their chassis is modeled after. -## Speed +### Speed Your base walking speed is 30 feet. -## Hybrid Humanoid +### Hybrid Humanoid Your Humanoid soul inhabits a machine, making you primarily a Humanoid. However, your constructed body gives you traits in common with Constructs. You are immune to disease, and you are resistant to poison damage. In addition, you have advantage on saves against being paralyzed, petrified, or poisoned. -## Constructed Vitality +### Constructed Vitality You don’t need to eat, drink, or breathe, and you don’t sleep the way most creatures do. Instead, you enter a dormant state for 6 hours a day, when you resemble a statue and remain semiconscious. While in this dormant state, you have disadvantage on **WIS** (Perception) checks. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep. -## Machine Speech +### Machine Speech You can speak and understand Machine Speech, a mechanical language of clicks, beeps, and clacks spoken almost solely by gearforged and mechadrons. -## Upgrade +### Upgrade Choose one of the following traits to represent a specialized function built into your chassis: diff --git a/content/Lineages/Goblin.md b/content/Lineages/Goblin.md index 28bc201..be87115 100644 --- a/content/Lineages/Goblin.md +++ b/content/Lineages/Goblin.md @@ -14,30 +14,30 @@ Goblins are also comfortable living in large cities where they form unruly commu Goblins are short and tend to be slim with ropey musculature and slightly oversized heads. They have skin tones ranging widely from gray through yellow, depending on their native environment, but most tend to varying shades of green. -# Traits +## Traits Your goblin character has the following hereditary traits. -## Age +### Age Goblins reach adulthood between the ages of 14 to 16. They rarely live longer than 100 years. -## Size +### Size Your size is Small. Goblins range between 3 and 4 feet in height. They are heavier than they appear, owing to their dense tissue, and weigh 75 pounds on average. -## Speed +### Speed Your base walking speed is 30 feet. -## Darkvision +### Darkvision You have darkvision to a range of 60 feet. -## Nimble Escape +### Nimble Escape You can use a bonus action to take the Disengage or Hide action. -## Strength in Numbers +### Strength in Numbers When you deal damage to a creature with a weapon attack or spell attack while one of your allies is within 5 feet of that creature, your attack deals additional damage of the same damage type equal to your **PB**. diff --git a/content/Lineages/Human.md b/content/Lineages/Human.md index 5de1da9..74fc983 100644 --- a/content/Lineages/Human.md +++ b/content/Lineages/Human.md @@ -8,22 +8,22 @@ Humans have been around since the beginning. However, their impact initially was Humans are found in nearly every environment, in nearly every form of community. Humans crop up even in surprising places with an adaptability and a burning desire to succeed. -# Traits +## Traits Your human character has the following hereditary traits. -## Age +### Age Humans reach adulthood in their late teenage years and rarely live to be more than 100 years old. -## Size +### Size Your size is **Medium** or **Small**. Humans vary in height and weight, but most adults range between 5 feet and 6 feet tall and average around 150 pounds. If you choose to play a human shorter than 4 feet however, you can choose your size to be Small. -## Speed +### Speed Your base walking speed is 30 feet. -## Ambitious +### Ambitious You gain proficiency in one skill of your choice, and you gain one talent of your choice. This talent can be from any of the Talents list, but you must meet the talent’s prerequisites if any are required. diff --git a/content/Lineages/Kobold.md b/content/Lineages/Kobold.md index f31e22d..6c94a80 100644 --- a/content/Lineages/Kobold.md +++ b/content/Lineages/Kobold.md @@ -8,27 +8,27 @@ Kobolds existed while humans and goblins fought a war. Surviving as scavengers a Today Kobolds still thrive underground but many have found solitude in cities upon the surface during this era of peace. Their inventions fetch high prices in markets and scholars apprentice to work under kobolds to understand now centuries old draconic-written texts. -# Traits +## Traits Your kobold character has the following hereditary traits. -## Age +### Age Kobolds reach adulthood in their early teenage years and reach elderly status around the age of 80. Kobolds rarely live to be more than 100 years old. -## Size +### Size Your size is Small. Kobolds are rarely more than 3 feet tall, and tend toward extremes of body weight. However, you can choose to play a rare oversized type of kobold known as a truescale. Truescales stand around 5 feet tall and are Medium size. Your size determines which trait you have access to via the Natural Adaptation feature. -## Speed +### Speed Your base walking speed is 30 feet. -## Darkvision +### Darkvision You have darkvision to a range of 60 feet. -## Natural Adaptation +### Natural Adaptation You inherited one of the following unique traits, determined by your size. diff --git a/content/Lineages/Shade.md b/content/Lineages/Shade.md index 3946bde..e1a93c2 100644 --- a/content/Lineages/Shade.md +++ b/content/Lineages/Shade.md @@ -10,27 +10,27 @@ At a glance, a shade’s body looks, acts, and feels much like it originally did As a shade suffers wounds or fails to engage in its routine, it becomes increasingly less corporeal. Bright colors grow dull, voices grow more distant, and memories bleed from their forms as the pain of wounds causes them to forget. If a shade is not provided with healing magic—anchoring them to their past lives—they pass, and their memories collapse like a dilapidated house. -# Shade Lineage Traits +## Shade Lineage Traits Your shade character has the following hereditary traits. -## Age +### Age Shades appear as the age they were at their time of death. They have potentially no limit to their lifespan, but realistically, ancient shades grow weary, and their faculties fade as centuries past. Even persistent shades rarely live beyond 750 years. -## Size +### Size Your size is Medium or Small. When you create your shade character, choose a different lineage option (such as human or kobold) to represent the lineage you were in life. This choice informs your overall appearance. Your size, weight, and height are determined by the lineage you pick as your living form. If you choose a lineage with multiple size options, you can choose between them. For example, if you choose kobold as your previous living form, you can choose whether your size is Small or Medium. -## Speed +### Speed Your speed is determined by your living form. -## Hybrid Humanoid +### Hybrid Humanoid You are a Humanoid, but your partial transition into undeath gives you traits in common with Undead. You are resistant to poison damage. In addition, you have advantage on saves against being poisoned and advantage on checks made to resist suffering levels of exhaustion. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a shade. A true resurrection or wish spell (see Player’s Guide) can restore you to life as a fully living member of your original lineage. -## Phantasmal Form +### Phantasmal Form As an action, you can temporarily dissolve your physical body and assume a ghostly form. This transformation lasts for 1 minute or until you choose to end it (no action required). While transformed, you become translucent and devoid of color, and the air around you grows cold. You also gain the following abilities: @@ -40,6 +40,6 @@ As an action, you can temporarily dissolve your physical body and assume a ghost - You have advantage on ability checks and saves made to escape a grapple or against being restrained. Once you use this feature, you can’t transform again until you finish a long rest. -## Spectral Sight +### Spectral Sight You have darkvision to a range of 60 feet. In addition, as an action, you can open your awareness to see 30 feet into the Ethereal Plane while you are on the Material Plane (or vice versa), until the end of your next turn. You can activate this special sight a number of times equal to your **PB**, regaining all uses when you finish a long rest. diff --git a/content/Lineages/Syderan.md b/content/Lineages/Syderan.md index f1fa8da..998ef75 100644 --- a/content/Lineages/Syderan.md +++ b/content/Lineages/Syderan.md @@ -14,7 +14,7 @@ Regardless of parentage, sydereans aren’t bound to the cosmic laws that govern Sydereans can be found among any humanoid culture, but often gravitate toward large cities, where they can skip the scrutiny of a village life. Sydereans welcomed by mortal peers often find success as clergy, leaders, or arcane scholars. The less fortunate might avoid civilization entirely, seeking solitude, embracing banditry, or adopting lives dedicated to travel and adventure. -# SYDEREAN LINEAGE TRAITS  +## SYDEREAN LINEAGE TRAITS  Your syderean character has the following hereditary traits.  @@ -24,15 +24,15 @@ Your syderean character has the following hereditary traits.  **Speed.** Your base walking speed is 30 feet. -## Far Sight +### Far Sight You have darkvision to a range of 60 feet and can see in magical darkness to a range of 30 feet. -## Otherworldly Form +### Otherworldly Form You have resistance to necrotic damage and the amount of time you can survive without air, food, water, or sleep is double that of a typical character. -## Natural Adaptation +### Natural Adaptation You have inherited one set of the following unique traits, determined by the nature of the forces that shaped you. diff --git a/content/Lineages/Trollkin.md b/content/Lineages/Trollkin.md index b2bfe4e..0600aa5 100644 --- a/content/Lineages/Trollkin.md +++ b/content/Lineages/Trollkin.md @@ -12,31 +12,31 @@ In the wilds outside of urban life, trollkin sometimes live in tribes, hunting a In civilization they have mixed experiences. Some trollkin can blend in with the occassional town [[Dryad]], some are met with hostility if resembling a frightening orc. Though some towns are quite welcoming of just about anyone who plays nicely by the rules. Trollkin are not inherently good or evil regardless of who their parents may have been. It’s always a fresh start. -# Traits +## Traits Your trollkin character has certain hereditary traits dictated by their lineage. -## Age +### Age Trollkin reach adulthood by the age of 15, living up to 60 years. -## Size +### Size Your size is Medium. Trollkin have a wide range of physicality depending on their inhuman ancestors. Typically, trollkin stand well over 6 feet tall and are sturdier than humans, weighing around 200 pounds. -## Speed +### Speed Your base walking speed is 30 feet. -## Natural Weapons +### Natural Weapons You have large fangs, stout hooves, or sharp claws instead of fingernails and toenails, which serve as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, you deal **1d6** + your **STR** or **DEX** modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed attack. -## Inhuman Regeneration +### Inhuman Regeneration The regenerative power in your blood allows you to quickly recover from wounds. As a bonus action, you can expend a number of hit dice equal to your **PB** to regain hit points as if you finished a short rest. You can use this trait once until you finish a long rest. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest. -## Natural Adaptation +### Natural Adaptation You manifest different traits depending on your inhuman ancestor. Select one of the following at character creation. diff --git a/content/Lineages/Wereborn.md b/content/Lineages/Wereborn.md index de06f2b..1c639ec 100644 --- a/content/Lineages/Wereborn.md +++ b/content/Lineages/Wereborn.md @@ -12,42 +12,42 @@ The creature that inspires your blood to bodily change to a werecreature is dete _Other common lycanthropes are werewolves, weretigers, wererats and anything else you can imagine._ -# Traits +## Traits Your wereborn character has the following hereditary traits. -## Age +### Age Wereborn reach adulthood in their 20‘s and can live up to 180 years old. -## Size +### Size Your size is Medium or Small. Being the child of another lineage, consider following the height, build, and weight of similar parental lineage [[Goblin]], [[Human]], [[Beastkin]], [[Kobold]], etc. -## Speed +### Speed Your base walking speed is 30 feet. -## Hardy-Blooded Resilience +### Hardy-Blooded Resilience You have advantage on saving throws against disease. -## Transformation +### Transformation You may activate a transformation as a bonus action. This transformation lasts until it is deactivated as a bonus action. Once you’ve activated and deactivated a transformation you must wait until completing a long rest to use this ability again. This means you may spend most of your time as either transformed or non-transformed. -## Non-Transformed Traits +### Non-Transformed Traits -### A Flash of Fang +#### A Flash of Fang You may add your proficiency bonus to your choice of one of the following CHA ability checks an unlimited number of times per day, this choice once chosen is locked in; Persuasion, Deception, Intimidation. -## Transformed Traits +### Transformed Traits -### Primal Sharpness +#### Primal Sharpness You have fangs and claws that serve as a natural weapons. Your bite attacks deal piercing damage and your claw attacks deal slashing damage equal to your **STR** or **DEX** modifier (minimum of 1). -### Acute Senses +#### Acute Senses You gain Keensense out to 20 feet and have advantage on **WIS** (survival) checks to track a target creature. diff --git a/content/Locations/Cities/Major/Dernbohr.md b/content/Locations/Cities/Major/Dernbohr.md index 53ca8f3..d1e18a6 100644 --- a/content/Locations/Cities/Major/Dernbohr.md +++ b/content/Locations/Cities/Major/Dernbohr.md @@ -15,7 +15,7 @@ Home of many [[Dwarf, Midnight]] and [[Kobold]]s to form a city beneath the sur Additional art inspiration: [https://www.artstation.com/artwork/29DE4e](https://www.artstation.com/artwork/29DE4e) -# Industry & Trade +## Industry & Trade Crystals and gems. Knowledge of mineral and stone as well as, perhaps unsurprisingly, a wealth of arcane and wyrd magic knowledge. Midnight Dwarves know of the void from which they traveled, then learned from studying the effects upon themselves. Kobolds hoarded knowledge during the war and are now learning to share it. @@ -23,18 +23,18 @@ Mining. Always welcoming cheap new labor. Mushroom farming. Cavefishing. -# Points of interest +## Points of interest Shrines to [[Etar, Son of Stone]]. -# Tourism +## Tourism Theatrical displays of art combining knowledge of magic as well as explosions. Kobold illusion magic meets dwarven underground safe firework displays against a backdrop of deepslate and crystal. -# Architecture +## Architecture Crystal and stone. -# Natural Resources +## Natural Resources Crystals and gems. diff --git a/content/Locations/Cities/Major/Equin Heights.md b/content/Locations/Cities/Major/Equin Heights.md index 2c8afe3..42ca905 100644 --- a/content/Locations/Cities/Major/Equin Heights.md +++ b/content/Locations/Cities/Major/Equin Heights.md @@ -17,15 +17,15 @@ Major horse breeding and wagon building location. The highest quality horses can A druidic initiative to not deplete the forest and try to stay in balance with nature. -# Government +## Government _Ruled by the Commoners, via strict Guilds with a focus on trade and commerce, strong emphasis on ecology and sustainability_ Guilds vote on city ordinances. Druids and Dryads have powerful influence to protect the nearby forest and river. -# Districts +## Districts -## North-West Region +### North-West Region Home to the guildhall of the [[Wheelrighters Guild]]. If South-East Equin Heights is where horses can be bought, then North-West is where carts and wagons can be bought or commissioned. While this physical distance is not great, it’s enough for locals looking to make a quick coin promise to gather both for you. Careful you’re working with someone legitimate or you may have just lost that coin. @@ -37,21 +37,21 @@ Home to the guildhall of the [[Wheelrighters Guild]]. If South-East Equin Height ![[assets/becd7993cf7a8ebb84a04e1c9eb3d3a8_MD5.jpg|Natcha Ngamtweerat]] -## North-East Region +### North-East Region Watches and guards over the bridge to [[Pony Pass]]. Much metal and other valuables come through this area. Church… TBD -## South-West Region +### South-West Region Land to the South-West butts up against a lake and forest. Some local farms for crops exist here, mostly to be self-sufficient to feed the beasts in the South-East Region. Loggers fell trees with a generous tree regrowing initiative to not deplete their precious forest. The wood primarily goes to the [[Wheelrighters Guild ]] to make wagons and carts. The remainder goes to repairs and buildings in the region. It’s rare there’s wood leftover to trade away. The replanting initiative is part druid, part [[Beastkin]], and part… -## South-East Region +### South-East Region Land to the South-East stretches out for as far as the eye can see. Perfect for raising beasts of burden who need a large area to wander. -# Architecture +## Architecture Sharply sloped roofs topped with often red or gray tile help this region stick out. The wood in the area is remarkably similar as most are from the same local forest. diff --git a/content/Locations/Cities/Major/Mystwick.md b/content/Locations/Cities/Major/Mystwick.md index 5d5bb37..99e354f 100644 --- a/content/Locations/Cities/Major/Mystwick.md +++ b/content/Locations/Cities/Major/Mystwick.md @@ -12,20 +12,20 @@ source: Otto Ostera Stretches across [[Wyvern Crossing]]. Largest trade port in all of the continent of Esparia. Smells of the sea mix with fresh breads, pastries and pies. -# Government +## Government _Governed by a republic of elected representatives_ -# Industry & Trade +## Industry & Trade Many goods brought to or from the main road. Shipbuilding, primarily with some kind of naval combat potential. All boats can be found to buy somewhere though most likely, should you look. -# Assets +## Assets Breads. Pastries & Pies - Home to the best bakers in Esparia -# Tourism +## Tourism White river rafting beneath the city bridges straight through the rapids make the soft wet mist enveloping some park regions of the city. diff --git a/content/Locations/Cities/Minor/Moonpass.md b/content/Locations/Cities/Minor/Moonpass.md index e7da12c..0c87c8a 100644 --- a/content/Locations/Cities/Minor/Moonpass.md +++ b/content/Locations/Cities/Minor/Moonpass.md @@ -13,13 +13,13 @@ source: ejdc Essential Trade for Lesser Visited Regions including [[Vistacourt]] and [[Northwell]]. Many worshipers of the three moons travel from far on pilgrimages. -# Outside Threats +## Outside Threats Standard Wildlife Undead intrusions from [[Umberpost]]. -# Government +## Government _Ruled by three high priests who the three moons have chosen. Often leading to doubtful whispers of the populace, who often don’t care enough to overrule. They’re prosperous._ @@ -29,7 +29,7 @@ Moonpriests completely cut off from their former name while in service. It is on It’s forbidden for them to act against one another except in votes of policy. -## Moonpriests +### Moonpriests - **Moonpriest of the First**: Dragonborn _he/him _Righteous, but perceived as lazy. Dislikes change. Difficult to persuade to do anything. @@ -41,7 +41,7 @@ It’s forbidden for them to act against one another except in votes of policy. _Sorrowful, but fake and unhelpful. Pursues own goals and her town’s prosperity. _Wears red robes with jewlery from carved bone. -# Districts +## Districts Moonpass is shaped on the outside like a triangle with three points, just as the three moons. It’s divided up by points. @@ -49,22 +49,22 @@ Moonpass is shaped on the outside like a triangle with three points, just as the ![[assets/63993f4556c2ecaff8386ce37b1a4b56_MD5.jpg]] -## North Point +### North Point TODO -## West Point +### West Point TODO -## East Point +### East Point TODO -## Central Gardens (a) +### Central Gardens (a) Many parties and events take place here. The middle of the city changes week to week with new market stalls from traveling merchants. In its center bonfires and decorations are placed for events such as pilgrimages. -## Tourism +### Tourism Tri Arena. Non-lethal entertainment combat. Compete for prizes or leave with a roll on the injury table. Fight 1 v 1 v 1 each representing a spirit of their chosen moon to embody in the duel. diff --git a/content/Maps/Esparia.md b/content/Maps/Esparia.md index b295b12..3804b25 100644 --- a/content/Maps/Esparia.md +++ b/content/Maps/Esparia.md @@ -2,7 +2,7 @@ draft: "true" --- -# Travel +## Travel By hex @@ -10,13 +10,13 @@ By hex - **Horse**: 1 day - **Ship**: 1/2 day -# Legend +## Legend | Color | Type | | ----- | ---------- | | | Major City | -# Map +## Map ```leaflet id: map-esparia diff --git a/content/NPCs/Degir, The Dark One.md b/content/NPCs/Degir, The Dark One.md index 2d8ba48..0c4a479 100644 --- a/content/NPCs/Degir, The Dark One.md +++ b/content/NPCs/Degir, The Dark One.md @@ -8,6 +8,6 @@ Soul bound to a fiend of gluttony and tribute. Will likely eat you, then steal y ![[assets/11abf37d725f0f5e0edb6a9efbf7a249_MD5.jpg|Rudi Indra A]] -# Dragon Form +## Dragon Form ![[assets/177a647c80320d916140a3b8422f050c_MD5.jpg|Laszlo Pinter (Las Pinter)]] diff --git a/content/NPCs/Lord Malik Duskwalker.md b/content/NPCs/Lord Malik Duskwalker.md index d00ba9a..0d6e226 100644 --- a/content/NPCs/Lord Malik Duskwalker.md +++ b/content/NPCs/Lord Malik Duskwalker.md @@ -15,21 +15,21 @@ Summoned protector of the undead mimic in which it now resides. Originally a sch Rarely seen without it’s Hell Hounds _CR 3_ -# Intents / Goals +## Intents / Goals Protect Griffen at all costs. Feed Griffen. Ensure a never-ending source of food and blood. -## Curse +### Curse -### Allegiance +#### Allegiance Creatures living within 10 miles or spend 7 days in the area develop a strong sense of loyalty and love for the mummy lord’s chosen people and deity. -### Monument Surveillance +#### Monument Surveillance Within 3 miles, the mummy lord can choose to see and hear through any statue or monument depicting itself, its blood descendants, or a symbol of the nation or deity associated with the mummy lord, such as the statue of the monarchy’s griffon insignia or a carved monument depicting the deity’s holy symbol. -### Mummy’s Curse +#### Mummy’s Curse Objects within 1 mile of and that belong to the mummy lord carry a powerful curse. A creature that takes such an object without the mummy lord’s permission becomes permanently cursed. While cursed, the creature ages twice as quickly, requires 12 hours to finish a long rest instead of 8, and has disadvantage on death saves. The creature remains cursed even if it no longer has the object, and reach creature after the first that holds or carries the object for at least 24 hours also becomes cursed. The curse automatically ends on all creatures if the object is returned to within 1 mile of the mummy lord’s lair. The curse can be suppressed for 24 hours by a remove curse spell. @@ -37,6 +37,6 @@ _My additional ruling, the curse also ends if the creature dies for any length o If the mummy lord dies these effects fade in 1d10 days. -# Mummy Rot +## Mummy Rot see page 260 of MM diff --git a/content/NPCs/Lord Sebastian Griffin.md b/content/NPCs/Lord Sebastian Griffin.md index 01820ad..6ca6bd9 100644 --- a/content/NPCs/Lord Sebastian Griffin.md +++ b/content/NPCs/Lord Sebastian Griffin.md @@ -10,17 +10,17 @@ Sebastian is a true vampire. Formerly a powerful elven lord of the shadowfell an Stats: [[the Undead King]] -# Initial Attitude +## Initial Attitude Arrogant, Conniving, Disrespectful -# Likely Encounter +## Likely Encounter Last line of the castles interior defense. Drops a key to the basement where [[Lord Malik Duskwalker]] resides. Likely escapes to a nearby coffin, giving the iconic opportunity to stake him. -## Tactics +### Tactics Sebastian regains 20 hit points at each turn, if he can. This makes him formidable. Going a few rounds without taking damage can turn the battle in his favor. @@ -34,12 +34,12 @@ His biggest threat are spellcasters he cannot reach. Therefore, he must shapecha Sebastian will not fight in daylight or close to dawn. If he is able, he summons bats or wolves to his aid while escaping. -## Scaling +### Scaling Start with four Gaunts. To decrease the difficulty of encounters with Sebastian, he begins the encounter with 5 bloodwell. To increase the difficulty of encounters with Sebastian, he begins the encounter with 20 bloodwell (double the maximum) and his Gaunts can provide up to 2 bloodwell each. -# Minions +## Minions [[Gaunt]] diff --git a/content/Natural Law/Alterations of the Night.md b/content/Natural Law/Alterations of the Night.md index 9fb191e..fcd8830 100644 --- a/content/Natural Law/Alterations of the Night.md +++ b/content/Natural Law/Alterations of the Night.md @@ -8,7 +8,7 @@ source: Homebrewed Similarly, there are the void-touched such as [[Dwarf, Midnight]], but the conditions needed to recreate what happened to them has yet to be performed. _Perhaps we just need to dig deeper._ -# Vampirism +## Vampirism If a Humanoid is slain by a Draining Bite, it will die. If, however, their hit point maximum is reduced to 0 and they are fed a drop of the vampire’s blood then they rise the following night as a **vampire spawn** under the host vampire’s control. @@ -16,20 +16,20 @@ Generally, a PC becoming a vampire spawn means they’ll become an NPC subservie For vampire lore, see [[Ecology]]. -# Lycanthropy +## Lycanthropy For Werecreature and Lycanthropy lore, see [[Ecology]]. -## Trigger +### Trigger When a creature with the Lycanthrope tag bites a Humanoid or otherwise passes its saliva into a Humanoid’s wound, it can spread lycanthropy. -## Effects +### Effects For the first 30 days after the above trigger, the Humanoid experiences dreams and nightmares related to the Lycanthrope and the Beast associated with it, such as a bear or wolf. After 30 days, the Humanoid undergoes its first transformation. While sleeping, it loses control of its bodya nd acts as a member of its type of lycanthropy, as defined in the Lycanthrope’s lore (see Monster Vault) A newly Lycanthrope induced Humanoid continues transforming each night, remembering only fragments of these events. Every 7 days, it can repeat the save it made when it was first passed. When it succeeds on this save three times, it gains full control of its transformation, retains its memories while transformed, and no longer has to make this save, becoming a true Lycanthrope. -## Resolution +### Resolution For the first 30 days after gaining partial lycanthropy, it can be removed completely with a _remove curse_ or similar magic. Once a creature’s first transformation occurs after these first 30 days, the creature can no longer have magic remove the Lycanthropy in any way except for with a _wish_ spell. diff --git a/content/Spells/Spell Lists/Arcane Ritual List.md b/content/Spells/Spell Lists/Arcane Ritual List.md new file mode 100644 index 0000000..f652328 --- /dev/null +++ b/content/Spells/Spell Lists/Arcane Ritual List.md @@ -0,0 +1,68 @@ +These rituals are available to casters who draw power from the Arcane source. + +## 1st circle + +- [[Animated Housecleaning]] (Transmutation) _Household items clean and cook._ +- [[Dreamspan]] (Evocation) _Create phantom bridge or ladder._ +- [[Lucky Charm]] (Transmutation) _Store Luck._ + +## 2nd circle + +- [[Alter Room]] (Illusion) _Make a room look different._ +- [[Arcane Trap]] (Abjuration) _Create magical traps._ +- [[Ashes on the Tongue]] (Necromancy) _Curse creature with starvation._ +- [[Diffuse Potion]] (Transmutation) _Potion affects a group._ +- [[Enhance Familiar]] (Transmutation) _Make familiar more powerful._ +- [[Liquid Memory]] (Divination) _Witness past events through liquid._ +- [[Portal Jaunt]] (Conjuration) _Teleport via doorways._ +- [[Precognitive Ward]] (Abjuration) _Ward that alarms if a creature passes the target with harmful intent_ +- [[Read Object]] (Divination) _Divine information from item._ +- [[Skywrite]] (Transmutation) _Create a message out of clouds in the sky_ +- [[Wristpocket]] (Conjuration) _Hide small objects in an Extradimensional space_ + +## 3rd circle + +- [[Dreamward]] (Abjuration) _Protect targets’ dreams._ +- [[Dream Step]] (Illusion) _Observe a creature’s dream._ +- [[Elemental Atonement]] (Transmutation) _Magically connect to an element._ +- [[Feign Death]] (Necromancy) _Cause a target to pretend to be dead_ +- [[Going in Circles]] (Illusion) _Illusory paths confuse travelers_ +- [[Motivational Speech]] (Enchantment) _Motivate your allies to fight harder and fight harder_ +- [[Reinforcing Ward]] (Abjuration) _Lock entryway, punish attempts to pass._ +- [[Tiny Servant]] (Transmutation) _A tiny construct assists you with small tasks_ + +## 4th circle + +- [[Binding Oath]] (Necromancy) _Enforce magical contract._ +- [[Looping Trail]] (Transmutation) _Make trail loop_ +- [[Phantom Chariot]] (Illusion) _Make a fast chariot for 1 hour._ +- [[Sacrificial Healing]] (Necromancy) _Transfer your ally’s Wounds onto yourself or others_ + +## 5th circle + +- [[Enshroud]] (Conjuration) _Create a large area of heavy Fog_ +- [[Hidden Path]] (Conjuration) _Create safe path between familiar locations._ +- [[Ice Fortress]] (Conjuration) _Create a fortress of ice that protects you from your foe_ + +## 6th circle + +- [[Chromatic Halo]] (Evocation) _Damage attackers with elemental magic._ +- [[Guardian Shield]] (Transmutation) _Animate shield for protection._ +- [[Restore Item]] (Evocation) _Magic item regains charges._ + +## 7th circle + +- [[Imbue Spell Ability]] (Transmutation) _Give a creature a spell._ +- [[Impersonate Creature]] (Transmutation) _Transform creature into copy of another._ +- [[War Vessel]] (Conjuration) _Create gargantuan warship._ + +## 8th circle + +- [[Arcane Nullification]] (Transmutation) _Create area of magical suppression._ +- [[Sigil in Yellow]] (Enchantment) _Paint mesmerizing rune._ +Soul Entanglement (Necromancy) Bind life force of two creatures. + +## 9th circle + +- [[Time Binding]] (Enchantment) _Magical field slows time._ + diff --git a/content/Spells/Spell Lists/Arcane Spell List.md b/content/Spells/Spell Lists/Arcane Spell List.md new file mode 100644 index 0000000..c1cd57b --- /dev/null +++ b/content/Spells/Spell Lists/Arcane Spell List.md @@ -0,0 +1,150 @@ +## Cantrip + +- [[Ale-dritch blast]] (Conjuration) _A Stream of cold Ale, hurting and temporarily poisoning your foes_ +- [[Arcane Sparkler]] (Evocation) _condensed ball of colorful lights, hurting and distracting your foe_ +- [[Blade Ward]] (Abjuration) _Protect Self from Slashing, bludgeoning and Piercing_ +- [[Biting Arrow]] (Evocation) _Ranged attack, damage when foe uses reaction_ +- [[Booming blade]] (Evocation) _Attack harms foe, damage when foe moves_ +- [[Canteen Catch-All]] (Conjuration) _Carry liquid in anything._ +- [[Caustic Touch]] (Evocation) _Acid pours out of your hands to damage your foes_ +- [[Claw Guard]] (Abjuration) _You ward a creature you touch against attacks_ +- [[Claws of Darkness]] (Evocation) _A reach Spell attack with cold damage_ +- [[Conjure Missile]] (Conjuration) _Make ammunition._ +- [[Crimson Forge]] (Necromancy) _Make weapons from blood._ +- [[Crushing Curse]] (Enchantment) _Deal psychic and deafen._ +- [[Corrosion]] (Transmutation) _Destroy small object._ +- [[Dark Maw]] (Necromancy) _Bite your bite with dark energy_ +- [[Doorbind]] (Abjuration) _Hold a door closed._ +- [[Electric Jolt]] (Evocation) _Ray deals lightning damage._ +- [[Encrypt / Decrypt]] (Transmutation) _Scramble your notes or turn them back to normal_ +- [[Fist of Iron]] (Transmutation) _Turn your hand into iron, and make them hit harder than before_ +- [[Flame’s Kiss]] (Evocation) _Flames erupt from your hand, burning your foe_ +- [[Green-Flame Blade]] (Evocation) _Attack harms foe, Fire leaps to new Foes_ +- [[Hamstring]] (Evocation) _Fire eldritch arrow_ +- [[Hobble]] (Evocation) _Trap slows target_ +- [[Infestation]] (Conjuration) _Poison damage on foe, Force them to move_ +- [[Influence]] (Enchantment) _Temporary advantage on CHA checks._ +- [[Lightning Lure]] (Evocation) _Lightning Damage on foe, moves them closer_ +- [[Luck Bait]] (Evocation) _Ally gets +1 to a missed attack or save._ +- [[Luminous Bolt]] (Evocation) _Fire a bolt of Radiant light to damage your foe_ +- [[Measure]] (Divination) _Learn item’s dimensions and weight._ +- [[Mind Sliver]] (Enchantment) _Attack your Foes brain, reduce their saves_ +- [[Misstep]] (Enchantment) _Move your foe_ +- [[Pummelstone]] (Conjuration) _Toss a rock at your foes with force._ +- [[Silhouette]] (Illusion) _Create a shadow to control_ +- [[Spray of Glass]] (Evocation) _a spray of sharp glass that harms your foe_ +- [[Backgrounds/Spy (Subclass)]] (Divination) _Create an Spyglass lens that lets to see from farther away._ +- [[Swift Stash]] (Conjuration) _Pocket an item._ +- [[Sword Burst]] (Conjuration) _Conjure a Blade to sweep around you_ +- [[Thunderclap]] (Evocation) _A Mini burst of Thunder, hurting all around you_ +- [[Weight Spike]] (Transmutation) _Increase the gravity for one foe, hurting and slowing them_ +- [[Wilting Breath]] (Necromancy) _makes a Foes mouth smell bad, hurts them, makes them less likable_ +- [[Wind Lash]] (Evocation) _A solid lash of howling wind._ +- [[Word of Misfortune]] (Enchantment) _Psychic harm and disadvantage._ + +## 1st circle + +- [[Absorb Elements]] (Abjuration) _Protect yourself from incoming Elemental Damage_ +- [[Adjust Position]] (Transmutation) _Shift your allies out of danger_ +- [[Agonizing Mark]] (Evocation) _Mark target with pain_ +- [[Arcane Pavis]] (Abjuration) _ Create an invisible shield that grants half-cover_ +- [[Aura of Alertness]] (Transmutation) _emit an aura that increases the alertness of your allies_ +- [[Caustic Brew]] (Evocation) _A line of Acid that fires out from you._ +- [[Chaos Bolt]] (Evocation) _Randomly determine the damage of a Bolt of Energy_ +- [[Cretify]] (Transmutation) _Turn plants to stone to clear terrain._ +- [[Delay Passing]] (Necromancy) _Ask a spirit questions._ +- [[Distance Dilation]] (Illusion) _Creature can’t work out distances._ +- [[Earth Tremor]] (Evocation) _Cause a Tremor around you, hurting and knocking over foes_ +- [[Eclipsed Sight]] (Evocation) _You cloud a target’s vision, becoming invisible to it._ +- [[Feed the Worms]] (Necromancy) _Create swarm from corpse._ +- [[Fling]] (Transmutation) _Hurl an item to cause damage._ +- [[Follow Through]] (Enchantment) _Give ally a backswing._ +- [[Ice Knife]] (Conjuration) _Damage your foe with a piercing magic knife that then explodes into ice_ +- [[Increase Mass]] (Transmutation) _You increase the mass of weapons or armor_ +- [[Magnify Gravity]] (Transmutation) _Temporarily increase Gravity, damage foes and make objects heavier_ +- [[Ray of Sickness]] (Necromancy) _Damage your Foe with poison damage and leave them poisoned_ +- [[Ruminate]] (Enchantment) _Instill distracting daydreams._ +- [[Step Like Me]] (Transmutation) _Steal target’s footsteps_ +- [[Stumble]] (Enchantment) _Cause foe to slow and fall prone._ +- [[Truth of the Void]] (Illusion) _Frighten a creature._ +- [[Wind Tunnel]] (Evocation) _create a strong wind to move quicker or slow your foes_ +- [[Withering Gaze]] (Transmutation) _Frighten creatures and cause psychic damage._ + +## 2nd circle + +- [[Acidic Secretion]] (Transmutation) _Acid damage by touch._ +- [[Alter Aura]] (Transmutation) _change a creature’s essential nature_ +- [[Arcanist’s Mischief]] (Illusion) _you fill an area with Fey illusions._ +- [[Arc Burst]] (Evocation) _Lightning to target and close foes._ +- [[Binding Ice]] (Evocation) _A small cone of Cold, that freezes foes in place_ +- [[Bleating Call]] (Enchantment) _Sound calls nearby creatures_ +- [[Corrosive Slime]] (Conjuration) _Summon an acid puddle._ +- [[Corrosive Spray]] (Evocation) _Shoot a cone of acid._ +- [[Corrupting Sheath]] (Conjuration) _Deal acid when hit._ +- [[Creeping Ice]] (Conjuration) _Create an area of ice that can hold your foe_ +- [[Deadly Weapon]] (Transmutation) _Weapon inflicts more devastating blows._ +- [[Decoy]] (Illusion) _An illusory double to absorb the damage that your target would take_ +- [[Destructive Resonance]] (Enchantment) _Your speech causes psychic harm to nearby creatures._ +- [[Discrete Pathing]] (Enchantment) _A creature can move only in straight lines._ +- [[Dragon's Breath]] (Transmutation) _Gain the Breath weapon of a Dragon_ +- [[Dread Whispers]] (Enchantment) _Your words distress your foe, preventing them from moving._ +- [[Dream Lance]] (Enchantment) _Damage and debilitate a foe’s mind._ +- [[Earthbind]] (Transmutation) _ground flying targets_ +- [[Earthen Grasp]] (Transmutation) _stone and dirt hand that grapples your foes_ +- [[Elemental Fusion]] (Transmutation) _Elemental magic empowers caster._ +- [[Flat Form]] (Transmutation) _Target becomes flat and foldable._ +- [[Glitter Dust]] (Evocation) _Outline and blind foes with glitter._ +- [[Imbue Projectile]] (Enchantment) _A thrown object deals extra force._ +- [[Maddening Whispers]] (Enchantment) _Incapacitate creature. _ +- [[Magma Spray]] (Transmutation) _create a mini Volcano that deals fire damage around it_ +- [[Magnetize]] (Transmutation) _Push or pull metal items._ +- [[Mark Prey]] (Divination) _Mark quarry for tracking_ +- [[Mind Spike]] (Divination) _deal psychic damage, and know the location of your foe_ +- [[Mind Whip]] (Enchantment) _Attack your foes mind, limit their options on their turn_ +- [[Misdirect]] (Enchantment) _Cause creature to move erratically._ +- [[Nip at the Heels]] (Illusion) _Illusory dogs chase target_ +- [[Orbital Spheres]] (Evocation) _Spheres deal force, block attacks._ +- [[Paranoid Delusions]] (Enchantment) _Target attacks a nearby creature._ +- [[Perceive Vulnerability]] (Conjuration) _Learn vulnerabilities, increase critical damage._ +- [[Protection from the Void]] (Abjuration) _Ward against necrotic and psychic._ +- [[Protective Trap]] (Transmutation) _Cause the ground beneath an attacker to rise and envelop it_ +- [[Psychic Block]] (Enchantment) _Target has trouble finding or attacking you._ +- [[Reassuring Visage]] (Illusion) _You seem friendlier, advantage on CHA checks._ +- [[Redirect Missile]] (Abjuration) _Redirect ranged attack to another._ +- [[Scorching Flames]] (Evocation) _Create a Line of fire_ +- [[Sculpt Snow]] (Transmutation) _Create a Structure out of snow_ +- [[Shadow Blade]] (Illusion) _Summon a weapon that is made out of shadows_ +- [[Spray Of Cards]] (Conjuration) _Fire a flurry of cards to damage your foe_ +- [[Spy My Shadow]] (Transmutation) _Turn your shadow into a spy_ +- [[Snowball Storm]] (Evocation) _A flurry of snowball that peppers your foes with cold damage_ +- [[Wither and Bloom]] (Necromancy) _Harm and heal at the same time_ + +## 3rd circle + +- [[Acid Downfall]] (Conjuration) _You create an area of Rain that deals acid damage_ +- [[Aqueous Form]] (Transmutation) _Ally becomes a pool of water._ +- [[Bardo]] (Conjuration) _Use the life energy from the dying to heal or harm others_ +- [[Blazing Stride]] (Transmutation) _Move faster and deal fire to every foe you pass_ +- [[Column of Cogs]] (Conjuration) _Ride column of moving gears._ +- [[Conjure Ferryman]] (Conjuration) _Call a spirit to ferry you across water._ +- [[Cynophobia]] (Enchantment) _Make a target fear dogs_ +- [[Electrify Metal]] (Transmutation) _Make metal shocking._ +- [[Enemies Abound]] (Enchantment) _Cause a target to be unable to tell friend and foe apart_ +- [[Erratic Distraction]] (Enchantment) _Compel creatures to chase a moveable ball._ +- [[Glimpse the End]] (Divination) _Glimpse into the Future and see a way the target may die _ +- [[Life Transference]] (Necromancy) _Sacrifice some of your health to heal others_ +- [[Minor Maze]] (Conjuration) _Send target to pocket demiplane maze._ +- [[Minute Meteors]] (Evocation) _Create mini meteors that can be tossed at your foes_ +- [[Necrotic Pustules]] (Necromancy) _Poison creatures with contagious pustules._ +- [[Pocket Portal]] (Conjuration) _Create portal between nearby points._ +- [[Pulse Wave]] (Evocation) _Deal force damage well Pushing or Pulling foes near you_ +- [[Sudden Swap]] (Conjuration) _swap places with another creature within range_ +- [[Star’s Radiance]] (Abjuration) _Emit aura to enhance **WIS** saves._ +- [[Summon Fey]] (Conjuration) _Summon a Single Fey to fight alongside you_ +- [[Summon Undead]] (Necromancy) _Summon a Single Undead to fight alongside you_ +- [[Thunder Step]] (Conjuration) _Teleport with an ally and leave a thunderous boom_ +- [[Tracer]] (Divination) _Mark target with tracking beacon_ +- [[Virulent Nightmare]] (Enchantment) _Attack random foes with nightmares._ +- [[Void Strike]] (Evocation) _Launch bolts of darkness._ +- [[Wall of Sand]] (Evocation) _You create a Swirl of Sand to Obscure visibility_ + diff --git a/content/Spells/Spell Lists/Divine Ritual List.md b/content/Spells/Spell Lists/Divine Ritual List.md new file mode 100644 index 0000000..7eefdcb --- /dev/null +++ b/content/Spells/Spell Lists/Divine Ritual List.md @@ -0,0 +1,63 @@ +These rituals are available to casters who draw power from the Divine source. + +## 1st circle + +- [[Cornucopia]] (Conjuration) _Make a meal for six people._ +- [[Discern Portals and Gates]] (Divination) _Sense magic portals._ +- [[Dreamspan]] (Evocation) _Create phantom bridge or ladder._ +- [[Lucky Charm]] (Transmutation) _Store Luck._ +- [[Nourishing Repast]] (Transmutation) _Food increases healing._ +- [[Warding Charm]] (Abjuration) _Item gives a save bonus._ + +## 2nd circle + +- [[Beneficent Effigy]] (Necromancy) _Create doll that aids creature._ +- [[Maleficent Effigy]] (Necromancy) _Create doll to harm creature._ +- [[Precognitive Ward]] (Abjuration) _Ward that alarms if a creature passes the target with harmful intent_ +- [[Spirit Sensing]] (Divination) _Sense spiritual energies._ +- [[Temple Manifestation]] (Conjuration) _Transform structure into a temple._ +- [[Veteran Spirit]] (Necromancy) _Spirit gives you advantage on checks._ + +## 3rd circle + +- [[Feign Death]] (Necromancy) _Cause a target to pretend to be dead_ +- [[Healing Sleep]] (Conjuration) _Sleep heals and restores ally._ +- [[Motivational Speech]] (Enchantment) _Motivate your allies to fight harder and fight harder_ + +## 4th circle + +- [[Binding Oath]] (Necromancy) _Enforce magical contract._ +- [[Sacrificial Healing]] (Necromancy) _Transfer your ally’s Wounds onto yourself or others_ +- [[Scarification]] (Transmutation) _Give a beneficial scar._ + +## 5th circle + +- [[Hellfire Plating]] (Conjuration) _Protect target with hellish plating._ +- [[Ice Fortress]] (Conjuration) _Create a fortress of ice that protects you from your foe_ +- [[Infernal Command]] (Divination) _Connection to hell grants awareness._ + +## 6th circle + +- [[Battle Blessing]] (Enchantment) _Give target combat boons._ +- [[Guardian Shield]] (Transmutation) _Animate shield for protection._ +- [[Hell Wagon]] (Conjuration) _Summon flying war wagon._ +- [[Portentous Dreams]] (Divination) _Gain advantage from dreams._ +- [[Ward Dwelling]] (Abjuration) _Protect a home and its inhabitants._ + +## 7th circle + +- [[Diabolical Form]] (Transmutation) _Assume devilish form._ +- [[Imbue Spell Ability]] (Transmutation) _Give creature a spell._ +- [[Ship Ward]] (Abjuration) _Enhance vehicle speed and defense._ +- [[Vision Voyage]] (Conjuration) _Transport creature to a different world._ + +## 8th circle + +- [[3reater Ward Dwelling]] (Abjuration) _More powerful ward dwelling._ +- [[Music of the Spheres]] (Evocation) _Help or hinder nearby creatures for 1 hour._ +- [[Soul Entanglement]] (Necromancy) _Bind life force of two creatures._ + +## 9th circle + +- [[Sun Cycle]] (Transmutation) _Cause a day to pass in a minute._ + diff --git a/content/Spells/Spell Lists/Divine Spell List.md b/content/Spells/Spell Lists/Divine Spell List.md new file mode 100644 index 0000000..1e52058 --- /dev/null +++ b/content/Spells/Spell Lists/Divine Spell List.md @@ -0,0 +1,138 @@ +These spells are available to casters who draw power from the Divine source. + +## Cantrips + +- [[Benediction]] (Abjuration) _ Slightly Reduce the Damage to your Ally_ +- [[Canteen Catch-All]] (Conjuration) _Carry liquid in anything._ +- [[Claw Guard]] (Abjuration) _You ward a creature you touch against attacks_ +- [[Conjure Missile]] (Conjuration) _Make ammunition._ +- [[Dark Maw]] (Necromancy) _Bite your bite with dark energy_ +- [[Decay]] (Necromancy) _Destroy your foe or smaller objects_ +- [[Decompose]] (Necromancy) _Cause a corpse to sprout fungus_ +- [[Doorbind]] (Abjuration) _Hold a door closed._ +- [[Encrypt / Decrypt]] (Transmutation) _Scramble your notes or turn them back to normal_ +- [[Fist of Iron]] (Transmutation) _Turn your hand into iron, and make them hit harder than before_ +- [[Infernal Fire]] (Evocation) _Fiery ray interrupts concentration._ +- [[Invigorate]] (Abjuration) _Grant temporary HP to wounded ally._ +- [[Luck Bait]] (Evocation) _Ally gets +1 to a missed attack or save._ +- [[Luminous Bolt]] (Evocation) _Fire a bolt of Radiant light to damage your foe_ +- [[Measure]] (Divination) _Learn item’s dimensions and weight._ +- [[Spy (Spell)]] (Divination) _Create an Spyglass lens that lets to see from farther away._ +- [[Toll the Dead]] (Necromancy) _Does Necrotic damage, dealing more to already hurt foes_ +- [[Tree Heal]] (Evocation) _Heal a plant_ +- [[Upright]] (Transmutation) _Stand an ally up from prone._ +- [[Wilting Breath]] (Necromancy) _makes a Foes mouth smell bad, hurts them, makes them less likable_ +- [[Word of Radiance]] (Evocation) _A Mini burst of Radiant Damage, hurting all around you_ + +## 1st circle + +- [[Aura of Alertness]] (Transmutation) _emit an aura that increases the alertness of your allies_ +- [[Bleed]] (Necromancy) _weapon makes target bleed._ +- [[Bountiful Stamina]] (Abjuration) _Magically resist fatigue._ +- [[Corpse Limn]] (Evocation) _Make corpses glow._ +- [[Deathblindness]] (Necromancy) _Creature can’t see corpses or Undead._ +- [[Feed the Worms]] (Necromancy) _Create swarm from corpse._ +- [[Follow Through]] (Enchantment) _Give ally a backswing._ +- [[Grim siphon]] (Necromancy) _damage your foes, heal your allies_ +- [[Guiding Counsel]] (Enchantment) _Add **WIS** modifier to ability check._ +- [[Infernal Shield]] (Conjuration) _Imps shield target._ +- [[Pernicious Radiance]] (Evocation) _Illuminate target making it easier to hit._ +- [[Radiant Smite]] (Evocation) _Weapon deals fire and ignites target._ +- [[Sapping Smite]] (Evocation) _Weapon deals necrotic and slows target._ +- [[Thunderous Smite]] (Evocation) _Thunderous Energy covers your weapon_ +- [[Truth of the Void]] (Illusion) _Frighten a creature._ +- [[Volley]] (Conjuration) _Doubles fired missiles._ +- [[Withering Gaze]] (Transmutation) _Frighten and deal psychic._ +- [[Wrathful Smite]] (Evocation) _Psychic Energy covers your weapon_ + +## 2nd circle + +- [[Baleful Injunction]] (Necromancy) _Reflect damage back at attacker._ +- [[Deadly Weapon]] (Transmutation) _Weapon inflicts more devastating blows._ +- [[Dread Whispers]] (Enchantment) _Your words distress your foe, preventing them from moving._ +- [[Eldritch Smite]] (Evocation) _Weapon deals force and makes targets easier to hit._ +- [[Feather Guard]] (Abjuration) _Lifts you out of harm’s way._ +- [[Imbue Projectile]] (Enchantment) _A thrown object deals extra force._ +- [[Luminous Smite]] (Evocation) _Weapon deals radiant and makes target easier to hit._ +- [[Orbital Spheres]] (Evocation) _Spheres deal force, block attacks._ +- [[Perceive Vulnerability]] (Conjuration) _Learn vulnerabilities and increase critical damage._ +- [[Protective Trap]] (Transmutation) _Cause the ground beneath an attacker to rise and envelop it_ +- [[Psychic Block]] (Enchantment) _Target has trouble finding or attacking you._ +- [[Shadow Flame Crown]] (Evocation) _Summon crown of infernal corruption._ +- [[Shadow Guardians]] (Conjuration) _Shadows hide you and give foes disadvantage._ +- [[Star Bolt]] (Evocation) _Radiant, blinding, ranged attack._ +- [[Vengeful Smite]] (Evocation) _Weapon deals psychic and causes the frightened condition._ + +## 3rd circle + +- [[Abjuring Smite]] (Abjuration) _Weapon deals force and hampers extraplanar creatures._ +- [[Aura of Bane]] (Abjuration) _Aura imposes d4 penalty on enemy rolls._ +- [[Aura of Vitality]] (Evocation) _Ongoing Healing Aura that follows you_ +- [[Bardo]] (Conjuration) _Use the life energy from the dying to heal or harm others_ +- [[Blinding Smite]] (Evocation) _Radiant Energy covers your weapon and blinds your foe_ +- [[Blood Offering]] (Necromancy) _Steal corpse’s life force_ +- [[Crusader's Mantle]] (Evocation) _Ongoing aura that adds radiant damage to allies_ +- [[Forceful Courser]] (Conjuration) _Conjure trampling spirits._ +- [[Glimpse the End]] (Divination) _Glimpse into the Future and see a way the target may die _ +- [[Golden Bull]] (Abjuration) _Punish and push approaching enemies._ +- [[Life Transference]] (Necromancy) _Sacrifice some of your health to heal others_ +- [[Plague Walk]] (Necromancy) _Leave a Trail of miasma where you walk_ +- [[Protective Ice]] (Abjuration) _Armor made out of ice, hurts foes when they hit you_ +- [[Spirit Shroud]] (Necromancy) _A Shroud that empowers your weapon with Spiritual Energy_ +- [[Star’s Radiance]] (Abjuration) _Emit aura to enhance **WIS** saves._ +- [[Tracer]] (Divination) _Mark target with tracking beacon_ +- [[Venomous Smite]] (Evocation) _Weapon deals poison and causes poisoned._ + +## 4th circle + +- [[Aura of Life]] (Abjuration) _Life-preserving energy radiates from you_ +- [[Aura of Mercy]] (Abjuration) _Aura heals nearby allies each round._ +- [[Aura of Purity]] (Abjuration) _Purifying energy radiates from you_ +- [[Castigation Glyph]] (Abjuration) _Mark target with damaging symbol._ +- [[Caustic Waste]] (Evocation) _ Create a large pool of acid_ +- [[Halo of Blood and Tears]] (Necromancy) _Create a Halo of glowing bloody tears_ +- [[Heart-Seeking Arrow]] (Transmutation) _Empower next ranged attack_ +- [[Otherworldly Orchestra]] (Illusion) _Ghostly soundtrack hinders enemies or helps allies._ +- [[Spectral Wall]] (Necromancy) _Shape wall of frightening spirits._ +- [[Staggering Smite]] (Evocation) _Stronger Psychic Energy covers your weapon_ +- [[Wield Soul]] (Necromancy) _Steal corpse’s power._ + +## 5th circle + +- [[Angelic Aspect]] (Transmutation) _endow a willing creature with an angelic appearance_ +- [[Aura of Order]] (Abjuration) _Aura grants allies magic resistance._ +- [[Dawn]] (Evocation) _Create an Area of sunlight that hurts your foes_ +- [[Destructive Wave]] (Evocation) _a burst of divine energy that ripples outward from you._ +- [[Devilish Aspect]] (Transmutation) _ endow a willing creature with a devilish appearance_ +- [[Feathered Flock]] (Transmutation) _Allies grow wings and fly._ +- [[Lifeblind]] (Necromancy) _Foe can’t see living creatures._ +- [[Maim]] (Necromancy) _Claws hinder target_ +- [[Souleater]] (Evocation) _Infuse Necrotic Energy into a Weapon_ +- [[Summon Celestial]] (Conjuration) _Summon a Single Celestial to fight alongside you_ +- [[Wall of Light]] (Evocation) _You create a blinding wall made out of light_ +- [[Wall of Spirits]] (Necromancy) _You call on the spirits of a location to coalesce into a ghostly wall_ + +## 6th circle + +- [[Demonic Wings]] (Transmutation) _Sprout demonic wings._ +- [[Energizing Aegis]] (Abjuration) _Make energy restorative._ +- [[Greater Warding Bond]] (Abjuration) _Better warding bond._ +- [[Life Drain]] (Necromancy) _Steal life from creatures._ +- [[Prismatic Longbow]] (Evocation) _Create a bow with a range of harmful effects._ +- [[Pronouncement of Doom]] (Evocation) _Disadvantage on enemy checks._ +- [[Righteous Fervor]] (Enchantment) _Protect from charm and fear, and bonus on attack and damage._ +- [[Siege Comet]] (Conjuration) _You conjure a meteor that damages an area of impact_ + +## 7th circle + +- [[Blinding Revelation]] (Evocation) _Blind, outline, and reveal creature true forms._ + +## 8th circle + +- [[Aura of Quietus]] (Abjuration) _Aura maximizes damage dealt._ +- [[Power Word Petrify]] (Transmutation) _Petrify a foe up to 100 HP._ + +## 9th circle + +- [[Infernal Dominion]] (Conjuration) _Turn area into hellish manifestation._ + diff --git a/content/Spells/Spell Lists/Primordial Ritual List.md b/content/Spells/Spell Lists/Primordial Ritual List.md new file mode 100644 index 0000000..6abdcb7 --- /dev/null +++ b/content/Spells/Spell Lists/Primordial Ritual List.md @@ -0,0 +1,62 @@ +These rituals are available to casters who draw power from the Primordial source. + +## 1st circle + +- [[Cobblecraft]] (Transmutation) _Make objects from natural materials._ +- [[Cornucopia]] (Conjuration) _Make a meal for six people._ +- [[Discern Portals and Gates]] (Divination) _Sense magic portals._ +- [[Dreamspan]] (Evocation) _Create phantom bridge or ladder._ +- [[Eutierrian Walk]] (Enchantment) _Make wild beasts friendly._ +- [[Hunter’s Endurance]] (Enchantment) _Relentlessly hunt your quarry_ +- [[Mud Pack]] (Conjuration) _Protect target from environment_ + +## 2nd circle + +- [[Animal Spy]] (Divination) _Borrow an animal’s senses._ +- [[Appease Local Spirits]] (Divination) _Increase travel speed and safety._ +- [[Cobblecraft]] (Transmutation) _Make objects from natural materials._ +- [[Skywrite]] (Transmutation) _Create a message out of clouds in the sky_ + +## 3rd circle + +- [[Butterfly Spies]] (Divination) _Butterflies watch an area._ +- [[Grassland Stride]] (Transmutation) _Increase a group’s travel pace._ +- [[Feign Death]] (Necromancy) _Cause a target to pretend to be dead_ +- [[Healing Sleep]] (Conjuration) _Sleep heals and restores ally._ + +## 4th circle + +- [[Ancestral Whispers]] (Divination) _Temporarily gain proficiencies._ +- [[Blessed Harvest]] (Conjuration) _Cause an area to sprout an abundance of food_ +- [[Hunting Stand]] (Conjuration) _Create camouflaged shelter_ +- [[Looping Trail]] (Transmutation) _Make trail loop_ +- [[Sacrificial Healing]] (Necromancy) _Transfer your ally’s Wounds onto yourself or others_ +- [[Scarification]] (Transmutation) _Give a beneficial scar._ + +## 5th circle + +- [[Killing Fields]] (Transmutation) _Create hunting reserve_ +- [[Spirit Beast Elixir]] (Conjuration) _Magic elixir that grants animal powers._ + +## 6th circle + +- [[Druid Grove]] (Abjuration) _Invoke the spirits of nature to protect an area._ +- [[Conjure Forest Defender]] (Conjuration) _Turn a corpse into a plant ally_ +- [[Pack Bond]] (Transmutation) _Magical aid for combat cooperation._ +- [[Plague]] (Necromancy) _Spread disease over a large distance._ + +## 7th circle + +- [[Breadcrumb Trail]] (Conjuration) _Easily followed path, temptation to trackers._ +- [[Ship Ward]] (Abjuration) _Enhance vehicle speed and defense._ + +## 8th circle + +- [[Nine Lives]] (Abjuration) _Luck keeps you alive and upright._ + +## 9th circle + +- [[Forest Sanctuary]] (Abjuration) _Protect a stretch of forest._ +- [[Hostile Environment]] (Abjuration) _Turn land and animals against enemies._ +- [[Sun Cycle]] (Transmutation) _Cause a day to pass in a minute._ + diff --git a/content/Spells/Spell Lists/Primordial Spell List.md b/content/Spells/Spell Lists/Primordial Spell List.md new file mode 100644 index 0000000..5729501 --- /dev/null +++ b/content/Spells/Spell Lists/Primordial Spell List.md @@ -0,0 +1,191 @@ +These spells are available to casters who draw power from the Primordial source. + +## Cantrips + +- [[Ale-dritch blast]] (Conjuration) _A Stream of cold Ale, hurting and temporarily poisoning your foes_ +- [[Caustic Touch]] (Evocation) _Acid pours out of your hands to damage your foes_ +- [[Claw Guard]] (Abjuration) _You ward a creature you touch against attacks_ +- [[Conjure Thicket]] (Conjuration) _Create a Bush to protect your allies and hurt your foes_ +- [[Corrosion]] (Transmutation) _Destroy small object._ +- [[Create Bonfire]] (Conjuration) _Create a Small Fire, Hurt fire Standing in it_ +- [[Crimson Forge]] (Necromancy) _Make weapons from blood._ +- [[Dander Ball]] (Conjuration) _An explosion of dander weakens foes._ +- [[Decay]] (Necromancy) _Destroy your foe or smaller objects_ +- [[Decompose]] (Necromancy) _cause a corpse to sprout fungus_ +- [[Doorbind]] (Abjuration) _Hold a door closed._ +- [[Electric Jolt]] (Evocation) _Ray deals lightning damage._ +- [[Flowering]] (Transmutation) _Sprout a Flower on inanimate objects_ +- [[Hoarfrost]] (Evocation) _Deal cold and halve speed._ +- [[Infestation]] (Conjuration) _Poison damage on foe, Force them to move_ +- [[Invigorate]] (Abjuration) _Grant temporary HP to wounded ally._ +- [[Luminous Bolt]] (Evocation) _Fire a bolt of Radiant light to damage your foe_ +- [[Magic Stone]] (Transmutation) _Turn small rocks magic, attack foes with them_ +- [[Moonfang Strike]] (Evocation) _Ranged cold attack marks foe._ +- [[Placate]] (Enchantment) _Offer of food prevents an animal attack._ +- [[Primal Savagery]] (Transmutation) _Create Beastial Traits to attack with_ +- [[Starburst]] (Evocation) _Starlight deals radiant damage on your foe._ +- [[Thorn Whip]] (Transmutation) _vine-like Whip that hurts and moves your foe_ +- [[Thunderclap]] (Evocation) _A Mini burst of Thunder, hurting all around you_ +- [[Tree Heal]] (Evocation) _Heal a plant_ +- [[Upright]] (Transmutation) _Stand an ally up from prone._ +- [[Weight Spike]] (Transmutation) _Increase the gravity for one foe, hurting and slowing them_ + +## 1st circle + +- [[Absorb Elements]] (Abjuration) _Protect yourself from incoming Elemental Damage_ +- [[Blend]] (Illusion) _Camouflage with surroundings._ +- [[BloodHound]] (Transmutation) _Increase target’s sense of smell_ +- [[Bountiful Stamina]] (Abjuration) _Magically resist fatigue._ +- [[Choking Fumes]] (Evocation) _Fumes interrupt speech._ +- [[Cobra Fangs]] (Transmutation) _Target grows fangs_ +- [[Coiled Strike]] (Transmutation) _Ally always ready to attack._ +- [[Cure Beast]] (Necromancy) _Heal a Beast_ +- [[Earth Tremor]] (Evocation) _Cause a Tremor around you, hurting and knocking over foes_ +- [[Eclipsed Sight]] (Evocation) _You cloud a target’s vision, becoming invisible to it._ +- [[Elemental Burst]] (Evocation) _Lob chosen elemental damage type at foes._ +- [[Ensnaring Strike]] (Conjuration) _Next time you attack it ensnares your foe_ +- [[Feed the Worms]] (Necromancy) _Create swarm from corpse._ +- [[Forest Native]] (Transmutation) _Ease travel in forests_ +- [[Grim siphon]] (Necromancy) _damage your foes, heal your allies_ +- [[Hail of Thorns]] (Conjuration) _Next time you attack it, it Explodes into thorns_ +- [[Ice Knife]] (Conjuration) _Damage your foe with a piercing magic knife that then explodes into ice_ +- [[Illuminate Spoor]] (Divination) _ You illuminate a set of tracks to ease your pursuit_ +- [[Lesser Conjure Animals]] (Conjuration) _Call weak Fey Beasts to help._ +- [[Rising Tide]] (Conjuration) _whirlpool of water to appear and rise upward_ +- [[Scentless]] (Transmutation) _Disguise target’s scent_ +- [[Seed Bolt]] (Transmutation) _Cause plant to fire thorns._ +- [[Slither]] (Transmutation) _Crawl like a snake._ +- [[Step Like Me]] (Transmutation) _Steal target’s footsteps_ +- [[Sure-Footed]] (Transmutation) _imbue a creature with the balance and sure-footedness of a goat_ +- [[Tenacity]] (Enchantment) _Crystallize an ally’s focus._ +- [[Tree Speak]] (Divination) _Talk to a tree_ +- [[Volley]] (Conjuration) _Doubles fired missiles._ +- [[Zephyr Strike]] (Transmutation) _Wind Energy covers your body, making you temporarily faster_ + +## 2nd circle + +- [[Acidic Secretion]] (Transmutation) _Acid damage by touch._ +- [[Alter Aura]] (Transmutation) _change a creature’s essential nature_ +- [[Arc Burst]] (Evocation) _Lightning to target and close foes._ +- [[Bad Eggs]] (Transmutation) _Transform eggs into bombs._ +- [[Bestial Fury]] (Enchantment) _Imbue target with fury_ +- [[Bleating Call]] (Enchantment) _Sound calls nearby creatures_ +- [[Bombardment of Stings]] (Evocation) _30-ft. cone of stingers_ +- [[Boulder Toss]] (Transmutation) _Throw rocks like a giant._ +- [[Corrosive Spray]] (Evocation) _Shoot a cone of acid. _ +- [[Creeping Ice]] (Conjuration) _Create an area of ice that can hold your foe_ +- [[Dust Devil]] (Conjuration) _Create a Whirlwind that tosses your foes around_ +- [[Earthbind]] (Transmutation) _ground flying targets_ +- [[Earthen Tomb]] (Evocation) _Trap target in stone._ +- [[Falling Sky]] (Evocation) _solidifies a section of air and drops it on your enemies._ +- [[Feline’s Fall]] (Transmutation) _Ally falls with grace._ +- [[Grasping Earth]] (Transmutation) _Ground grabs and crushes a foe._ +- [[Healing Malediction]] (Necromancy) _Make magical healing cause damage._ +- [[Healing Spirit]] (Conjuration) _Create a spirit that can heal_ +- [[Ice Glide]] (Transmutation) _Make slippery path to slide on._ +- [[Instant Snare]] (Abjuration) _Trap lifts and restrains_ +- [[Inter]] (Transmutation) _The ground swallows a foe._ +- [[Lightning Sphere]] (Evocation) _You move a ball of lightning to attack._ +- [[Lockjaw]] (Transmutation) _Foe becomes unable to speak._ +- [[Magnetize]] (Transmutation) _Push or pull metal objects._ +- [[Mark Prey]] (Divination) _Mark quarry for tracking_ +- [[Misdirect]] (Enchantment) _Cause creature to move erratically._ +- [[Perceive Vulnerability]] (Conjuration) _Learn vulnerabilities and increase critical damage._ +- [[Quill Growth]] (Transmutation) _Ally sprouts poisonous spines._ +- [[Sculpt Snow]] (Transmutation) _Create a Structure out of snow_ +- [[Spore Surge]] (Conjuration) _Emit poisonous spores._ +- [[Star Bolt]] (Evocation) _Radiant, blinding, ranged attack._ +- [[Summon Beast]] (Conjuration) _Summon a Single beast to fight alongside you_ +- [[Thunderburst]] (Evocation) _Loud noise deals thunder and pushes creatures back._ +- [[Wither and Bloom]] (Necromancy) _Harm and heal at the same time_ + +## 3rd circle + +- [[Acid Downfall]] (Conjuration) _You create an area of Rain that deals acid damage_ +- [[Animal Aspect]] (Transmutation) _Creature gains beastlike abilities._ +- [[Aqueous Form]] (Transmutation) _Ally becomes a pool of water._ +- [[Aspect of the Cobra]] (Transmutation) _Poisonous bite and spit blinding venom._ +- [[Bardo]] (Conjuration) _Use the life energy from the dying to heal or harm others_ +- [[Blazing Stride]] (Transmutation) _Move faster and deal fire to every foe you pass_ +- [[Butterfly Storm]] (Conjuration) _A cloud of butterflies will an area and call foes to its center_ +- [[Cloak of Vermin]] (Conjuration) _Bugs and Vermin protect you_ +- [[Cynophobia]] (Enchantment) _Make a target fear dogs_ +- [[Electrify Metal]] (Transmutation) _Make metal shocking._ +- [[Forceful Courser]] (Conjuration) _Conjure trampling spirits._ +- [[Glimpse the End]] (Divination) _Glimpse into the Future and see a way the target may die _ +- [[Legion of Rabid Squirrels]] (Conjuration) _Call a squirrel swarm_ +- [[Minute Meteors]] (Evocation) _Create mini meteors that can be tossed at your foes_ +- [[Monstrous Empathy]] (Enchantment) _Charm a monster_ +- [[Ooze Embodiment]] (Transmutation) _transform a creature into an ooze form_ +- [[Putrescent Faerie Circle]] (Conjuration) _Create a ring of poisonous fungi_ +- [[Stinger Spray]] (Evocation) _Cast out hundreds of a hornet’s business end._ +- [[Stir Fury]] (Transmutation) _Enhance target’s damage._ +- [[Structured Mind]] (Abjuration) _Strengthen creature’s mental faculties._ +- [[Summon Fey]] (Conjuration) _Summon a Single Fey to fight alongside you_ +- [[Tracer]] (Divination) _Mark target with tracking beacon_ +- [[Veil of Waves]] (Conjuration) _Gain swimming speed plus fire, cold resistance._ +- [[Virulent Nightmare]] (Enchantment) _Attack random foes with nightmares._ + +## 4th circle + +- [[Acid Rain]] (Evocation) _Conjure a moveable cylinder of acid._ +- [[Amorphous Form]] (Transmutation) _Turn creature into an ooze._ +- [[Burning Pitch]] (Evocation) _Fling sticky, smelly, ignited tar._ +- [[Burrow Striker]] (Transmutation) _Travel and attack from underground._ +- [[Caustic Waste]] (Evocation) _ Create a large pool of acid_ +- [[Elemental Bane]] (Transmutation) _make your foe weaker to an element_ +- [[Elemental Perfusion]] (Transmutation) _creature takes on an elemental physique_ +- [[Fey Song]] (Enchantment) _Musical instrument charms Beasts._ +- [[Freeze Metal]] (Transmutation) _Make metal too cold to use._ +- [[Grasping Vine]] (Conjuration) _A Vine appears to pull your Foes towards it_ +- [[Guardian of Nature]] (Transmutation) _Transform to gain the powers of a primal beast or great tree_ +- [[Heart-Seeking Arrow]] (Transmutation) _Empower next ranged attack_ +- [[Hungry Earth]] (Transmutation) _ The very earth swallows up your enemies_ +- [[Rising Tide]] (Conjuration) _Whirlpool of water to appear and rise upward_ +- [[Scouring Wind]] (Evocation) _Blast of wind filled with dust and sand_ +- [[Snow Boulder]] (Transmutation) _Create a snowball the grows in size before hitting your foe _ +- [[Storm of Wings]] (Conjuration) _Create a storm of flying creatures_ +- [[Summon Elemental]] (Conjuration) _Summon a Single Elemental to fight alongside you_ +- [[Tree Thump]] (Evocation) _Tree wallops foe._ +- [[Watery Sphere]] (Conjuration) _Create of water Sphere around your foe to trap them_ +- [[Windblown]] (Transmutation) _Create a spout of wind to push a foe into the air_ + +## 5th circle + +- [[Cloudfall]] (Evocation) _Densify clouds to crush foes._ +- [[Conjure Fey Hound]] (Conjuration) _Call a hunting hound_ +- [[Conjure Volley]] (Conjuration) _Damage your Foes with a Volley of ammunition or weapons_ +- [[Empty Rain]] (Conjuration) _Call cold, deathly rain._ +- [[Feathered Flock]] (Transmutation) _Allies grow wings and fly._ +- [[Flash Freeze]] (Evocation) _Freeze creatures in ice._ +- [[Harrying Hounds]] (Enchantment) _Targets feel hunted_ +- [[Maelstrom]] (Evocation) _Create an area to pull your foes in and bludgeon them with water_ +- [[Primal Infusion]] (Transmutation) _Channel the fury of nature_ +- [[Snapping Snare]] (Conjuration) _Command ferocious vine._ +- [[Starfall]] (Evocation) _Create a number of stars that fall on your foes_ +- [[Steel Wind Strike]] (Conjuration) _Strike your foes like the Wind, attack multiple targets_ +- [[Sucking Mud Pit]] (Transmutation) _Create quicksand._ +- [[Yarila and Porevit’s Mantle]] (Transmutation) _Gain plant-like features_ + +## 6th circle + +- [[Bones of the Earth]] (Transmutation) _Create several Stone Pillars_ +- [[Cleave Chasm]] (Evocation) _Open rift that creatures fall into._ +- [[Conjure Giant]] (Conjuration) _Call a Giant to help._ +- [[Cyclone Cloak]] (Evocation) _Magical winds protect from gas, missiles, and falling._ +- [[Primordial Ward]] (Abjuration) _Protect yourself from Elemental Damage_ +- [[Raining Fire]] (Evocation) _Fire rains down from the sky_ +- [[Wreath of Flames]] (Evocation) _Gain fire immunity and deal fire damage with touch._ +- [[Yggdrasil Form]] (Transmutation) _Become a treant._ + +## 7th circle + +- [[Draconic Transformation]] (Transmutation) _You partly transform into a dragon_ +- [[Earth Clash]] (Evocation) _Two boulders smash everything between them._ +- [[Nacreous Shell]] (Conjuration) _Protect yourself or a helpless ally._ + +## 8th circle + +- [[Geyser Surge]] (Evocation) _Geyser blasts targets airborne._ +- [[Overgrowth]] (Transmutation) _Vines grab creatures and destroy structures._ + diff --git a/content/Spells/Spell Lists/Wyrd Ritual List.md b/content/Spells/Spell Lists/Wyrd Ritual List.md new file mode 100644 index 0000000..9544614 --- /dev/null +++ b/content/Spells/Spell Lists/Wyrd Ritual List.md @@ -0,0 +1,57 @@ +These rituals are available to casters who draw power from the Wyrd source. + +## 1st circle + +- [[Dreamspan]] (Evocation) _Create phantom bridge or ladder. _ +- [[Lucky Charm]] (Transmutation) _Store Luck._ +- [[Warding Charm]] (Abjuration) _Item gives save bonus._ + +## 2nd circle + +- [[Alter Room]] (Illusion) _Make a room look different. _ +- [[Ashes on the Tongue]] (Necromancy) _Curse creature with starvation. _ +- [[Beneficent Effigy]] (Necromancy) _Create doll to aid creature. _ +- [[Dreamward]] (Abjuration) _Protect targets’ dreams. _ +- [[Dream Step]] (Illusion) _Observe a creature’s dream._ +- [[Enhance Familiar]] (Transmutation) _Make familiar more powerful. _ +- [[Font of Mucus]] (Necromancy) _Give Humanoid a cold. _ +- [[Maleficent Effigy]] (Necromancy) _Create doll to harm creature. _ +- [[Portal Jaunt]] (Conjuration) _Teleport via doorways. _ +- [[Read Object]] (Divination) _Divine information from item. _ +- [[Veteran Spirit]] (Necromancy) _A spirit gives you advantage on checks._ +- [[Wristpocket]] (Conjuration) _Hide small objects in a Extrradimensional space _ + +## 3rd circle + +- [[Curse Shuffle]] (Transmutation) _Morph curse effect. _ + +## 4th circle + +- [[Dread Echoes]] (Abjuration) _Absorb target’s dread. _ +- [[Personal Time Fold]] (Transmutation) _Sequester yourself for an hour. _ +- [[Phantom Chariot]] (Illusion) _Make a fast chariot for 1 hour._ + +## 5th circle + +- [[Hidden Path]] (Conjuration) _Create extradimensional path. _ +- [[Rune Tattoo]] (Transmutation) _Store spells as magic tattoos._ + +## 6th circle + +- [[Conjure Forest Defender]] (Conjuration) _Turn a corpse into a plant ally_ +- [[Plague]] (Necromancy) _Spread disease over a large distance. _ +- [[Portentous Dreams]] (Divination) _Gain advantage from dreams._ + +## 7th circle + +- [[Impersonate Creature]] (Transmutation) _Transform creature into copy of another. _ +- [[Shadowed Expanse]] (Transmutation) _Make connection to shadow realm._ +- [[Vision Voyage]] (Conjuration) _Transport creature to a different world._ + +## 8th circle + +- [[Greater Personal Time Fold]] (Transmutation) _Better personal time fold._ +- [[Music of the Spheres]] (Evocation) _Help or hinder nearby creatures for 1 hour. _ +- [[Sigil in Yellow]] (Enchantment) _Paint mesmerizing rune. _ +- [[Soul Entanglement]] (Necromancy) _Bind life force of two creatures._ + diff --git a/content/Spells/Spell Lists/Wyrd Spell List.md b/content/Spells/Spell Lists/Wyrd Spell List.md new file mode 100644 index 0000000..7f60436 --- /dev/null +++ b/content/Spells/Spell Lists/Wyrd Spell List.md @@ -0,0 +1,198 @@ +These spells are available to casters who draw power from the Wyrd source. + +## Cantrips + +- [[Blade Ward]] (Abjuration) _Protect Self from Slashing, bludgeoning and Piercing_ +- [[Booming blade]] (Evocation) _Thunder harms foe, damage when foe moves_ +- [[Claws of Darkness]] (Evocation) _A reach Spell attack with cold damage_ +- [[Create Bonfire]] (Conjuration) _Create a Small Fire, Hurt fire Standing in it_ +- [[Crushing Curse]] (Enchantment) _Deal psychic and deafen._ +- [[Dark Maw]] (Necromancy) _Bite your bite with dark energy__ +- [[Decay]] (Necromancy) _Destroy your foe or smaller objects_ +- [[Demonic Pact]] (Abjuration) _Infernal magic reduces damage._ +- [[Doorbind]] (Abjuration) _Hold a door closed._ +- [[Encrypt / Decrypt]] (Transmutation) _Scramble your notes or turn them back to normal_ +- [[Fist of Iron]] (Transmutation) _Turn your hand into iron, and make them hit harder than before_ +- [[Green-Flame Blade]] (Evocation) _Attack harms foe, Fire leaps to new Foes_ +- [[Hamstring]] (Evocation) _Fire eldritch arrow_ +- [[Infestation]] (Conjuration) _Poison damage on foe, Force them to move_ +- [[Influence]] (Enchantment) _Temporary advantage on CHA checks._ +- [[Luck Bait]] (Evocation) _Ally gets +1 to a missed attack or save._ +- [[Magic Stone]] (Transmutation) _Turn small rocks magic, attack foes with them_ +- [[Mind Sliver]] (Enchantment) _Attack your Foes brain, reduce their saves_ +- [[Pernicious Radiance]] (Evocation) _Illuminate target making it easier to hit._ +- [[Pummelstone]] (Conjuration) _Toss a rock at your foes with force._ +- [[Spray of Glass]] (Evocation) _a spray of sharp glass that harms your foe_ +- [[Starburst]] (Evocation) _Starlight deals radiant damage on your foe._ +- [[Swift Stash]] (Conjuration) _Pocket an object._ +- [[Thunderclap]] (Evocation) _A Mini burst of Thunder, hurting all around you_ +- [[Toll the Dead]] (Necromancy) _Does Necrotic damage, dealing more to already hurt foes_ +- [[Weight Spike]] (Transmutation) _Increase the gravity for one foe, hurting and slowing them_ +- [[Wind Lash]] (Evocation) _A solid lash of howling wind._ +- [[Word of Misfortune]] (Enchantment) _Psychic harm and disadvantage._ + +## 1st circle + +- [[Adjust Position]] (Transmutation) _Shift your allies out of danger_ +- [[Agonizing Mark]] (Evocation) _Mark target with pain_ +- [[Armor of Frost]] (Abjuration) _Protect yourself with Temp HP, deal cold damage back_ +- [[Arms of the Void]] (Conjuration) _Tendrils burst out from you, hurting everyone close to you_ +- [[Corpse Limn]] (Evocation) _Make corpses glow._ +- [[Cretify]] (Transmutation) _Turn plants to stone to clear terrain._ +- [[Deathblindness]] (Necromancy) _Creature can’t see corpses or Undead._ +- [[Dissonant Whispers]] (Enchantment) _Voices hurt your foes brain and force them to flee_ +- [[Distance Dilation]] (Illusion) _Creature can’t work out distances._ +- [[Eclipse Sight]] (Necromancy) _Blind an attacker._ +- [[Extendable Limbs]] (Transmutation) _Make your arms or legs elastic._ +- [[Grim siphon]] (Necromancy) _damage your foes, heal your allies_ +- [[Hellfire Brand]] (Evocation) _Imbue weapon with hellfire._ +- [[Lesser Conjure Animals]] (Conjuration) _Call weak Fey Beasts to help._ +- [[Magnify Gravity]] (Transmutation) _Temporarily increase Gravity, damage foes and make objects heavier_ +- [[Radiant Smite]] (Evocation) _Weapon deals fire damage and ignites target._ +- [[Ruminate]] (Enchantment) _Instill distracting daydreams._ +- [[Sapping Smite]] (Evocation) _Weapon deals necrotic and slows target._ +- [[Slither]] (Transmutation) _Crawl like a snake._ +- [[Stumble]] (Enchantment) _Cause foe to slow and fall prone._ +- [[Subtext]] (Illusion) _Say two different things to listeners._ +- [[Truth of the Void]] (Illusion) _Frighten a creature._ +- [[Void Glimpse]] (Divination) _Learn cosmic secrets at a cost._ +- [[Wind Tunnel]] (Evocation) _create a strong wind to move quicker or slow your foes_ +- [[Withering Gaze]] (Transmutation) _Frighten creatures and cause psychic damage._ + +## 2nd circle + +- [[Acidic Secretion]] (Transmutation) _Acid damage by touch._ +- [[Corrupting Sheath]] (Conjuration) _Deal acid when hit._ +- [[Creeping Ice]] (Conjuration) _Create an area of ice that can hold your foe_ +- [[Destructive Resonance]] (Enchantment) _Your speech causes psychic harm to nearby creatures._ +- [[Discrete Pathing]] (Enchantment) _A creature can only move in straight lines._ +- [[Dread Whispers]] (Enchantment) _Your words distress your foe, preventing them from moving._ +- [[Dream Lance]] (Enchantment) _Damage and debilitate a foe’s mind._ +- [[Ectoplasmic Snare]] (Conjuration) _Restrain incorporeal creatures._ +- [[Eldritch Smite]] (Evocation) _Weapon deals force damage and makes target easier to hit._ +- [[Fillip’s Fumble Fingers]] (Necromancy) _Foe can’t keep hold of anything._ +- [[Flat Form]] (Transmutation) _Target becomes flat and foldable._ +- [[Frenzied Bolt]] (Evocation) _attack with randomized damage that leaps to new enemies_ +- [[Healing Malediction]] (Necromancy) _Make magical healing cause damage._ +- [[Lesser Eyebite]] (Transmutation) _Sedate, rattle, or unnerve foes._ +- [[Lockjaw]] (Transmutation) _Foe becomes unable to speak._ +- [[Luminous Smite]] (Evocation) _Weapon deals radiant and makes target easier to hit._ +- [[Maddening Whispers]] (Enchantment) _Incapacitate creature._ +- [[Mind Spike]] (Divination) _deal psychic damage, and know the location of your foe_ +- [[Mind Whip]] (Enchantment) _Attack your foes mind, limit their options on their turn_ +- [[Pain Wrack]] (Necromancy) _You make small pain debilitating._ +- [[Paranoid Delusions]] (Enchantment) _Target attacks a nearby creature._ +- [[Perceive Vulnerability]] (Conjuration) _Learn vulnerabilities and increase critical damage._ +- [[Psychic Block]] (Enchantment) _Target has trouble finding or attacking you._ +- [[Reassuring Visage]] (Illusion) _You seem friendlier, advantage on CHA checks._ +- [[Shadow Blade]] (Illusion) _Summon a weapon that is made out of shadows_ +- [[Shadow Guardians]] (Conjuration) _Shadows hide you and give foes disadvantage._ +- [[Spirit Ward]] (Abjuration) _Gain temporary HP and one type of damage resistance._ +- [[Spray Of Cards]] (Conjuration) _Fire a flurry of cards to damage your foe_ +- [[Spy My Shadow]] (Transmutation) _Turn your shadow into a spy_ +- [[Vengeful Smite]] (Evocation) _Weapon deals psychic and causes frightened._ + +## 3rd circle + +- [[Abjuring Smite]] (Abjuration) _Weapon deals force damage and hampers extraplanar creatures._ +- [[Acid Downfall]] (Conjuration) _You create an area of Rain that deals acid damage_ +- [[Animal Aspect]] (Transmutation) _Creature gains beastlike abilities._ +- [[Aura of Bane]] (Abjuration) _Aura imposes d4 penalty on enemy rolls._ +- [[Bardo]] (Conjuration) _Use the life energy from the dying to heal or harm others_ +- [[Blood Offering]] (Necromancy) _Steal corpse’s life force_ +- [[Butterfly Storm]] (Conjuration) _A cloud of butterflies will an area and call foes to its center_ +- [[Cloak of Vermin]] (Conjuration) _Bugs and Vermin protect you_ +- [[Conjure Ferryman]] (Conjuration) _Call a spirit to ferry you across water._ +- [[Enemies Abound]] (Enchantment) _Cause a target to be unable to tell friend and foe apart_ +- [[Forceful Courser]] (Conjuration) _Conjure trampling spirits._ +- [[Glimpse the End]] (Divination) _Glimpse into the Future and see a way the target may die _ +- [[Golden Bull]] (Abjuration) _Punish and push approaching enemies._ +- [[Hunger of the Void]] (Conjuration) _create an area of darkness that harms your foe_ +- [[Mantle of Death]] (Necromancy) _Gain necrotic resistance, deal necrotic damage_ +- [[Minor Maze]] (Conjuration) _Send target to pocket demiplane maze._ +- [[Necrotic Pustules]] (Necromancy) _Poison a creature with contagious pustules._ +- [[Ooze Embodiment]] (Transmutation) _transform a creature into an ooze form_ +- [[Plague Walk]] (Necromancy) _Leave a Trail of miasma where you walk_ +- [[Pocket Portal]] (Conjuration) _Create portal between nearby points._ +- [[Spirit Shroud]] (Necromancy) _A Shroud that empowers your weapon with Spiritual Energy_ +- [[Summon Fey]] (Conjuration) _Summon a Single Fey to fight alongside you_ +- [[Summon Undead]] (Necromancy) _Summon a Single Undead to fight alongside you_ +- [[Thunder Step]] (Conjuration) _Teleport with an ally and leave a thunderous boom_ +- [[Tracer]] (Divination) _Mark target with tracking beacon_ +- [[Veil of Waves]] (Conjuration) _Gain swimming speed plus fire, cold resistance._ +- [[Venomous Smite]] (Evocation) _Weapon deals poison and causes poisoned._ +- [[Virulent Nightmare]] (Enchantment) _Attack random foes with nightmares._ +- [[Void Strike]] (Evocation) _You launch bolts of shadow toward your target._ + +## 4th circle + +- [[Become Shadow]] (Transmutation) _turn a willing creature into a two-dimensional shadow_ +- [[Elemental Bane]] (Transmutation) _make your foe weaker to an element_ +- [[Fey Song]] (Enchantment) _Musical instrument charms Beasts._ +- [[Nether Weapon]] (Transmutation) _Weapon deals necrotic._ +- [[Reposition]] (Conjuration) _Allow you and your Allies to teleport a short distance_ +- [[Spirit Rend]] (Necromancy) _Deal necrotic and psychic, target’s speed is 0._ +- [[Storm of Wings]] (Conjuration) _Create a storm of flying creatures_ +- [[Summon Aberration]] (Conjuration) _Summon a Single Aberration to fight alongside you_ + +## 5th circle + +- [[Conjure Fey Hound]] (Conjuration) _Call a hunting hound_ +- [[Conjure Minor Voidborn]] (Conjuration) _Call void creatures to help._ +- [[Detonate Metal]] (Evocation) _Make metal objects explode._ +- [[Devilish Aspect]] (Transmutation) _ endow a willing creature with a devilish appearance_ +- [[Enervation]] (Necromancy) _Drain Life from a foe every turn_ +- [[Far Step]] (Conjuration) _Teleport every turn until the spell ends_ +- [[Lifeblind]] (Necromancy) _Foe can’t see living creatures._ +- [[Loan]] (Conjuration) _Retrieve an item after a set interval._ +- [[Maim]] (Necromancy) _Claws hinder target_ +- [[Psychic Barrage]] (Enchantment) _Fire debilitating lances of psychic energy._ +- [[Rune Tattoo]] (Transmutation) _Store spells as magic tattoos._ +- [[Souleater]] (Evocation) _Infuse Necrotic Energy into a Weapon_ +- [[Spirit Double]] (Conjuration) _Your spirit terrorizes foes._ +- [[Starbright]] (Evocation) _Create stars to shoot at foes._ +- [[Wall of Light]] (Evocation) _You Create a blinding wall made out of light_ + +## 6th circle + +- [[Cyclone Cloak]] (Evocation) _Magical winds protect from gas, missiles, and falling._ +- [[Delay Spell]] (Transmutation) _Target spell takes effect later than expected._ +- [[Earthen Mantle]] (Conjuration) _Earth armor defends against acid, grants burrowing._ +- [[Energizing Aegis]] (Abjuration) _Make energy restorative._ +- [[Pluck Soul]] (Necromancy) _Capture and store a creature’s soul._ +- [[Pronouncement of Doom]] (Evocation) _Disadvantage on enemy checks._ +- [[Scatter]] (Conjuration) _Teleport your allies and foes_ +- [[Siege Comet]] (Conjuration) _You conjure a meteor that damages an area of impact_ +- [[Summon Fiend]] (Conjuration) _Summon a Single Fiend to fight alongside you_ +- [[Void Bubble]] (Conjuration) _Sphere of darkness deals necrotic and cold._ +- [[Void Rift]] (Evocation) _Create rift to the Void._ + +## 7th circle + +- [[Blinding Revelation]] (Evocation) _Blind, outline, and reveal creature true forms._ +- [[Conjure Voidborn]] (Conjuration) _Call void creature to help._ +- [[Crown of Stars]] (Evocation) _You can launch seven star-like motes of light at your foes._ +- [[Event Horizon]] (Evocation) _Create gravity well._ +- [[Ghostly Form]] (Transmutation) _Become incorporeal._ +- [[Mutual Doom]] (Necromancy) _You and a foe ensure each other’s survival._ +- [[Petrifying Chains]] (Evocation) _Petrify creature with eldritch chains._ +- [[Shadowed Expanse]] (Transmutation) _Connect area to dread plane._ +- [[Void Embrace]] (Evocation) _Project supernatural energy._ + +## 8th circle + +- [[Blossom of Death]] (Necromancy) _Necrotic in 60-ft. cube, Humanoids killed become specters._ +- [[Body of Ruin]] (Evocation) _Creature pulses with void energy._ +- [[Cacophonous Howl]] (Evocation) _Scream deafens and deals thunder damage._ +- [[Crawling Darkness]] (Conjuration) _Restrain and deal necrotic damage._ +- [[Maddening Darkness]] (Evocation) _You creature an area of darkness that attacks your foes minds_ +- [[Pierce the Veil]] (Divination) _Cause psychic damage in an area._ +Power Word Petrify (Transmutation) Petrify a foe up to 100 HP. + +## 9th circle + +- [[Greater Maze]] (Conjuration) _Send target to nightmarish demiplane maze._ +- [[Psychic Scream]] (Enchantment) _You unleash the power of your mind to blast Foes._ +- [[Star Well]] (Transmutation) _Cosmic horror grips nearby minds._ +- [[Wraithblade]] (Necromancy) _Magic blade deals necrotic damage and lowers enemy HP._ + diff --git a/content/Spells/Spells/1st Circle Rituals Spells/Animated Housecleaning.md b/content/Spells/Spells/1st Circle Rituals Spells/Animated Housecleaning.md new file mode 100644 index 0000000..d7fe34a --- /dev/null +++ b/content/Spells/Spells/1st Circle Rituals Spells/Animated Housecleaning.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- arcane +- 1st-circle +- ritual +--- + +**1st-Circle Arcane Ritual (Transmutation)** + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S (collection of various household objects) + +**Duration:** 8 hours + +_Inanimate household objects aid you in cleaning and cooking._ + +You animate up to four Tiny household items, such as a broom, pot, or a spoon, causing them to move with a flying speed of 10 feet. The items obey your mental commands and perform their tasks diligently. They are primarily useful for assisting with house cleaning, cooking, and other domestic tasks, and you have advantage on ability checks when cooking and cleaning with them. + +The items are friendly to all creatures, but you can direct them to attack. In combat, the items act on your initiative and take their turns directly after yours. Each item attacks with your melee spell attack bonus and deals 1 bludgeoning, piercing, or slashing damage on a hit, as determined by its form of attack (for example, a broom deals bludgeoning damage, while a paring knife would deal piercing damage). If an item takes any damage, the magic fades and it falls to the ground, inanimate. The spell ends when all items are inanimate or when the duration expires. diff --git a/content/Spells/Spells/1st Circle Rituals Spells/Cobblecraft.md b/content/Spells/Spells/1st Circle Rituals Spells/Cobblecraft.md new file mode 100644 index 0000000..8697af6 --- /dev/null +++ b/content/Spells/Spells/1st Circle Rituals Spells/Cobblecraft.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle +- ritual +--- + +**1st-Circle primordial Ritual (Transmutation)** + +**Casting Time:** 10 minutes + +**Range:** 5 feet + +**Components:** V, S, M (silver thread worth at least 25 gp, which the spell consumes) + +**Duration:** 1 hour + +_You shape plants and stones to create simple tools or objects._ + +You convert nearby natural materials such as rocks and flora into a useful item. The item can be anything of 100 gp value or less no larger than Medium (contained within a single 5-foot cube). Typical items created by this spell include tools, adventuring gear, simple weapons, or light armor. You can only create one item with each casting of this spell, and it lasts for 1 hour before falling apart. + +Items created by this spell are functional but crudely made and resale value is minimal. + +You can’t make creatures or magic items with this ritual. You can’t use it to create items that require complex parts or a high degree of craftsmanship, such as clockwork items, alchemical substances, martial weapons, and medium or heavy armor. diff --git a/content/Spells/Spells/1st Circle Rituals Spells/Cornucopia.md b/content/Spells/Spells/1st Circle Rituals Spells/Cornucopia.md new file mode 100644 index 0000000..726b959 --- /dev/null +++ b/content/Spells/Spells/1st Circle Rituals Spells/Cornucopia.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- divine +- 1st-circle +- ritual +--- + +**1st-Circle Divine Ritual (Conjuration)** + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S, M (a tiny horn) + +**Duration:** Instantaneous + +_You conjure a nourishing meal._ + +You conjure up a meal, including both food and drink, for up to six creatures. The meal takes up to 1 hour to consume and disappears at the end of that time. A creature that partakes of the meal has nourishment to be sustained for 1 day and gains 1d8 temporary hit points. diff --git a/content/Spells/Spells/1st Circle Rituals Spells/Hunter’s Endurance.md b/content/Spells/Spells/1st Circle Rituals Spells/Hunter’s Endurance.md new file mode 100644 index 0000000..8867b96 --- /dev/null +++ b/content/Spells/Spells/1st Circle Rituals Spells/Hunter’s Endurance.md @@ -0,0 +1,25 @@ +--- +tags: +- enchantment +- primordial +- 1st-circle +- ritual +--- + +**1st-Circle primordial Ritual (Enchantment)** + +**Casting Time:** 1 minute + +**Range:** Self + +**Components:** V, S, M (a fingernail, lock of hair, bit of fur, or drop of blood from the target if unfamiliar) + +**Duration:** 24 hours + +_You grant yourself the endurance to hunt a quarry relentlessly._ + +You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. + +Until the spell ends, you have advantage on all **WIS** (Perception) and **WIS** (Survival) checks to find and track the target, and you must actively pursue the target as if under the geas spell. In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight. + +You can have only a single casting of hunter’s endurance active on yourself at one time. If you cast this spell a second time, the first casting immediately ends. diff --git a/content/Spells/Spells/1st Circle Rituals Spells/Lucky Charm.md b/content/Spells/Spells/1st Circle Rituals Spells/Lucky Charm.md new file mode 100644 index 0000000..42686a6 --- /dev/null +++ b/content/Spells/Spells/1st Circle Rituals Spells/Lucky Charm.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- wyrd +- 1st-circle +- ritual +--- + +**1st-Circle Wyrd Ritual (Transmutation)** + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (an amulet fashioned of gold, rare woods, or semi-precious stone, worth at least 25 gp) + +**Duration:** 24 hours + +_You create a magical vessel that holds Luck._ + +Using a specially crafted amulet, you store Luck for later use. You or another creature participating in the ritual must have at least 1 Luck for the ritual. The creature then allows 1 Luck to be taken and placed in the amulet. Afterward, a creature wearing the amulet gains 1 Luck, which doesn’t count toward the creature’s maximum Luck. + +When the wearer uses Luck, it can draw on the Luck stored in the amulet as well as, or in place of, its own Luck. Once the Luck of the amulet has been depleted, the amulet can’t be used again until this ritual is recast. If the Luck in the amulet isn’t used before the duration expires, it dissipates. + +**At Higher Circles.** As you unlock higher circles, this ritual grows in potency. Once you have access to 2nd-circle spell slots, the duration increases by 24 hours for each circle you have access to above 2nd. Once you have access to 3rd circle spell slots, you can store an additional 1 Luck in the amulet, and an additional 1 Luck when you have access to 6th-circle spell slots, for a total of 3 Luck. diff --git a/content/Spells/Spells/1st Circle Rituals Spells/Mud Pack.md b/content/Spells/Spells/1st Circle Rituals Spells/Mud Pack.md new file mode 100644 index 0000000..50958a3 --- /dev/null +++ b/content/Spells/Spells/1st Circle Rituals Spells/Mud Pack.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- primordial +- 1st-circle +- ritual +--- + +**1st-Circle primordial Ritual (Conjuration)** + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a clump of mud) + +**Duration:** 1 hour + +_You protect a target from environmental hazards with magical mud camouflage._ + +This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, giving the target to advantage on saves against environmental hazards related to temperature. In addition, the target has advantage on **DEX** (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell. + +If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell. You can have only one casting of mud pack active at one time. If you cast this spell a second time, the first casting immediately ends. + +**At Higher Circles.** As you unlock higher circles, this ritual grows in potency. Once you have access to 3rd-circle spell slots or higher, the duration is 8 hours, and you can target up to ten willing creatures within 30 feet of you. diff --git a/content/Spells/Spells/1st Circle Rituals Spells/Nourishing Repast.md b/content/Spells/Spells/1st Circle Rituals Spells/Nourishing Repast.md new file mode 100644 index 0000000..88bba89 --- /dev/null +++ b/content/Spells/Spells/1st Circle Rituals Spells/Nourishing Repast.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- divine +- 1st-circle +- ritual +--- + +**1st-Circle Divine Ritual (Transmutation)** + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S + +**Duration:** 24 hours + +_Food you touch grants healing properties._ + +You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell. The effects of the spell last for 24 hours or until the food is consumed. If the food is eaten during a short rest, it provides a +1 bonus to each hit die spent to regain hit points, up to the maximum possible for the die roll. + +If the food is eaten as part of a long rest instead, then each creature partaking gains advantage on saves against disease or poison for the next 8 hours. diff --git a/content/Spells/Spells/1st Circle Rituals Spells/Warding Charm.md b/content/Spells/Spells/1st Circle Rituals Spells/Warding Charm.md new file mode 100644 index 0000000..5ddb5f9 --- /dev/null +++ b/content/Spells/Spells/1st Circle Rituals Spells/Warding Charm.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- wyrd +- 1st-circle +- ritual +--- + +**1st-Circle Wyrd Ritual (Abjuration)** + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (an amulet, bracelet, ring, or other small piece of jewelry) + +**Duration:** 8 hours + +_You imbue an item with defensive magic._ + +Layering simple abjuration magics on a small item, you create a warding charm, designating a creature present during the ritual (which can be you) as its bearer. A creature bearing the charm gains a bonus on saves equal to half your spellcasting attribute modifier (minimum bonus of +1) for the duration of the spell or until it fails a save. + +**At Higher Circles.** As you unlock higher circles, this ritual grows in potency. Once you have access to 4th-circle spell slots, the save bonus increases to your full spellcasting modifier. Once you have access to 6th-circle spell slots, the charm provides advantage on saves against spells of one school of magic of your choosing at the time of casting. Once you have access to 8th-circle spell slots, if the bearer fails a save, the charm’s magic allows the creature to choose to make the save instead, and the spell ends. diff --git a/content/Spells/Spells/1st Circle Spells/Absorb Elements.md b/content/Spells/Spells/1st Circle Spells/Absorb Elements.md new file mode 100644 index 0000000..d12ac34 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Absorb Elements.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (abjuration)** + +**Casting Time:** 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage + +**Range:** Self + +**Components:** S + +**Duration:** 1 round + +_Captures some of the incoming energy, lessening its effect on you and storing it for your next attack._ + +You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd Circle or higher, the extra damage increases by 1d6 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Adjust Position.md b/content/Spells/Spells/1st Circle Spells/Adjust Position.md new file mode 100644 index 0000000..d03ed87 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Adjust Position.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** 30 feet + +**Components:** V + +**Duration:** Instantaneous + +_You adjust the location of an ally to a better tactical position._ + +You move one willing creature within the spell’s range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd Circle or higher, you can target an additional willing creature for each slot level above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Agonizing Mark.md b/content/Spells/Spells/1st Circle Spells/Agonizing Mark.md new file mode 100644 index 0000000..efd9a79 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Agonizing Mark.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** 90 feet + +**Components:** S + +**Duration:** Concentration, up to 1 minute + +_You mark a creature with pain_ + +You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a CHA save. On a failed save, it falls prone as its body is filled with torturous agony. diff --git a/content/Spells/Spells/1st Circle Spells/Arcane Pavis.md b/content/Spells/Spells/1st Circle Spells/Arcane Pavis.md new file mode 100644 index 0000000..cd95e8d --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Arcane Pavis.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- arcane +- 1st-circle + +--- + +**1st-Circle Arcane (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You create an invisible shield that grants half-cover. + +An invisible shield of magical force appears in your space. While the shield is active, you have the benefit of half-cover (+2 bonus to AC and **DEX** saves). If you are hit by a melee or ranged attack, the shield deactivates until the start of your next turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, you create one additional shield for each spell slot above 1st. If you are hit by a melee or ranged attack, only one shield deactivates. As long as at least one shield remains active, you retain the benefits of half-cover. Regardless of the number of active shields, this spell never grants more than the +2 bonus to AC and **DEX** saves granted by half-cover. diff --git a/content/Spells/Spells/1st Circle Spells/Armor of Frost.md b/content/Spells/Spells/1st Circle Spells/Armor of Frost.md new file mode 100644 index 0000000..cb6ceae --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Armor of Frost.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a cup of water) + +**Duration:** 1 hour + +_A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear._ + +You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, both the temporary hit points and the cold damage increase by 5 for each slot. diff --git a/content/Spells/Spells/1st Circle Spells/Arms of The Void.md b/content/Spells/Spells/1st Circle Spells/Arms of The Void.md new file mode 100644 index 0000000..c8e5699 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Arms of The Void.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self (10-foot radius) + +**Components:** V, S + +**Duration:** Instantaneous + +_You invoke the power of Void, Tendrils of dark energy erupt from you_ + +Each creature within a 10-foot radius centered on you must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d6 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Aura of Alertness.md b/content/Spells/Spells/1st Circle Spells/Aura of Alertness.md new file mode 100644 index 0000000..9c6ed3f --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Aura of Alertness.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self (20-foot radius) + +**Components:** V + +**Duration:** Concentration, up to 10 minutes + +_You emit an aura that increases the alertness of your allies._ + +Stimulating energy radiates from you in an aura with a 20-foot radius. Each creature in the aura that isn’t hostile to you (including you) has advantage on initiative rolls and **WIS** (Perception) checks. diff --git a/content/Spells/Spells/1st Circle Spells/Bleed.md b/content/Spells/Spells/1st Circle Spells/Bleed.md new file mode 100644 index 0000000..658ae2e --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Bleed.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Necromancy)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S, M (a drop of blood) + +**Duration:** Concentration, up to 1 minute + +_You empower a blade with necrotic energy to make a target bleed._ + +Crackling energy coats the blade of one weapon you are wielding that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage, and the target must succeed on a **CON** save or suffer a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage). + +Any creature can take an action to stanch the bleeding wound by succeeding on a **WIS** (Medicine) check against your spell save **DC**. The wound also closes if the target receives magical healing. This spell has no effect on Undead or Constructs. diff --git a/content/Spells/Spells/1st Circle Spells/Bloodhound.md b/content/Spells/Spells/1st Circle Spells/Bloodhound.md new file mode 100644 index 0000000..b0ac467 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Bloodhound.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a drop of ammonia) + +**Duration:** 8 hours + +_You invoke the power of Void, Tendrils of dark energy erupt from you_ + +You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on **WIS** (Perception) checks that rely on smell and on **WIS** (Survival) checks to follow tracks. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you also grant the target keensense out to a range of 30 feet for the duration. diff --git a/content/Spells/Spells/1st Circle Spells/Bountiful Stamina.md b/content/Spells/Spells/1st Circle Spells/Bountiful Stamina.md new file mode 100644 index 0000000..d913d85 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Bountiful Stamina.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a piece of ginseng root, which the spell consumes) + +**Duration:** 24 hours + +_You invoke the power of Void, Tendrils of dark energy erupt from you_ + +You cast this spell on a creature, greatly increasing its energy reserves. The target has advantage on saves against effects and spells that would cause exhaustion. If the target gains one or more levels of exhaustion from any source, the spell provides a final burst of energy, removing one level of exhaustion and ending the spell. + +If cast on a creature that already suffers levels of exhaustion, the spell removes one level of exhaustion instantly but provides no other bonuses. diff --git a/content/Spells/Spells/1st Circle Spells/Caustic Brew.md b/content/Spells/Spells/1st Circle Spells/Caustic Brew.md new file mode 100644 index 0000000..1a9b218 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Caustic Brew.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- 1st-circle + +--- + +**1st-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot line) + +**Components:** V, S, M (a bit of rotten food) + +**Duration:** Concentration, up to 1 minute + +_A stream of acid emanates from you in a line_ + +Each creature in a 30 feet long and 5 feet wide line in a direction you choose must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns. + +**At Higher Circles.** When you cast this spell using a spell slot 2nd circle or higher, the damage increases by 2d4 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Chaos Bolt.md b/content/Spells/Spells/1st Circle Spells/Chaos Bolt.md new file mode 100644 index 0000000..5431b06 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Chaos Bolt.md @@ -0,0 +1,38 @@ +--- +tags: +- evocation +- arcane +- 1st-circle + +--- + +**1st-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You hurl an undulating, warbling mass of chaotic energy at a creature._ + +Make a ranged spell attack against a target in range. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below. + +| d8 | Damage Type | +| -- | ----------- | +| 1 | Acid | +| 2 | Cold | +| 3 | Fire | +| 4 | Force | +| 5 | Lightning | +| 6 | Poison | +| 7 | Psychic | +| 8 | Thunder | + +If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. + +A creature can be targeted only once by each casting of this spell. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, each target takes 1d6 extra damage of the type rolled for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Choking Fumes.md b/content/Spells/Spells/1st Circle Spells/Choking Fumes.md new file mode 100644 index 0000000..90467f8 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Choking Fumes.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 1 round + +_You create noxious vapor that billows toward your target._ + +You assault a creature you can see in range with a cloud of acrid, choking fumes. The target must succeed on a **CON** save or become unable to speak or cast spells with a verbal component for the spell’s duration. diff --git a/content/Spells/Spells/1st Circle Spells/Cobra Fangs.md b/content/Spells/Spells/1st Circle Spells/Cobra Fangs.md new file mode 100644 index 0000000..f586e6a --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Cobra Fangs.md @@ -0,0 +1,27 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a drop of snake venom or a patch of snakeskin) + +**Duration:** 1 minute + +_You cause a creature to grow poisonous cobra fangs._ + +The spell causes the touched creature to grow great, snake-like fangs. An unwilling creature must make a **WIS** save to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage. + +If the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it uses its **STR** modifier for the attack and damage rolls. The damage is piercing, and the damage die is a d4\. + +When the target hits a creature with its bite attack, that creature must make a **CON** save, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. diff --git a/content/Spells/Spells/1st Circle Spells/Coiled Strike.md b/content/Spells/Spells/1st Circle Spells/Coiled Strike.md new file mode 100644 index 0000000..b8c2ce4 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Coiled Strike.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (cobra hood) + +**Duration:** Concentration, up to 10 minutes + +_You make an ally ready for openings that present themselves._ + +You touch a willing creature. For the duration, if the creature uses its reaction, it can regain its reaction once, only to make an opportunity attack, until the start of its next turn. The creature can’t use this additional reaction to make a second opportunity attack against a target during that target’s turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, you can target one additional creature for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Corpse Limn.md b/content/Spells/Spells/1st Circle Spells/Corpse Limn.md new file mode 100644 index 0000000..4cb61de --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Corpse Limn.md @@ -0,0 +1,27 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (dead firefly) + +**Duration:** Instantaneous + +_You reveal the approximate length of time that corpses have been dead._ + +You release a burst of sickly yellow light, which corpses within range absorb. A corpse that is one week dead or fresher is illuminated by the light for 1 minute and then reflects the light back out. The duration decreases as a creature has been dead longer (1 month, 8 rounds; 1 year, 6 rounds; 10 years, 4 rounds; 1 century, 2 rounds; 1 millennium, instantly). + +Undead are illuminated by and reflect the light as well, but an Undead with an **INT** of 4 (−3) or higher can make a CHA save, negating this effect on a success. + +An attack roll against an illuminated creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, you increase the range by 5 feet for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Corrosive Spray.md b/content/Spells/Spells/1st Circle Spells/Corrosive Spray.md new file mode 100644 index 0000000..dc0bbd2 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Corrosive Spray.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (15-foot cone) + +**Components:** V, S + +**Duration:** Instantaneous + +_You create a spray of acidic fluid to damage nearby enemies._ + +A cone of caustic acid sprays from your hands. Each creature in a 15-foot cone must make a **DEX** save. A creature takes 2d4 acid damage on a failure or half as much damage on a success. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 2d4 for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Cretify.md b/content/Spells/Spells/1st Circle Spells/Cretify.md new file mode 100644 index 0000000..a77a696 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Cretify.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a piece of chalk, which the spell consumes) + +**Duration:** Instantaneous + +_You petrify plants, turning them to crumbling chalk._ + +When you cast this spell, all plants in a 20-foot square or a 10-foot wide, 40-foot-long line are petrified, becoming white, crumbling chalk. If the plants created difficult terrain, the area is now easily passable. This spell doesn’t affect any part of the area that is under the effects of magic, such as the entangle spell or a Leaf druid’s Sacred Grove class feature (see Player’s Guide for both). + +Alternatively, you can cast this spell on a creature with the Plant type. The creature must succeed on a **CON** save or have disadvantage on attacks, saves, and ability checks for a number of rounds equal to your **PB**. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the area is increased by an additional 20-foot square or 40-foot line for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Cure Beast.md b/content/Spells/Spells/1st Circle Spells/Cure Beast.md new file mode 100644 index 0000000..411e43c --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Cure Beast.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Necromancy)** + +**Casting Time:** 1 Bonus action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You heal a nearby beast._ + +A Beast of your choice that you can see within range regains a number of hit points equal to a 1d6 + your spellcasting ability modifier. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the healing increases by a 1d6 for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Deathblindness.md b/content/Spells/Spells/1st Circle Spells/Deathblindness.md new file mode 100644 index 0000000..70cdd88 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Deathblindness.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (eyelashes from a corpse) + +**Duration:** Concentration, up to 10 minutes + +_Your target can’t see corpses, still or walking._ + +A creature within range must succeed on a CHA save or all corpses and Undead become invisible to it for the duration. If an invisible Undead creature attacks the target, it becomes visible to the target until the end of the target’s next turn. diff --git a/content/Spells/Spells/1st Circle Spells/Dissonant Whispers.md b/content/Spells/Spells/1st Circle Spells/Dissonant Whispers.md new file mode 100644 index 0000000..6121f14 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Dissonant Whispers.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Instantaneous + +_You whisper a discordant melody that causes the target that hears it to wrack in terrible pain._ + +Choose a creature within range, it must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d6 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Distance Dilation.md b/content/Spells/Spells/1st Circle Spells/Distance Dilation.md new file mode 100644 index 0000000..d7bfa79 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Distance Dilation.md @@ -0,0 +1,28 @@ +--- +tags: +- illusion +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Illusion)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (cracked lens) + +**Duration:** Instantaneous + +_Your target can’t judge distances correctly._ + +This spell distorts a creature’s vision. The target must make a **WIS** save. On a failure, it must roll a d6 when determining distances by sight for the duration. This includes movement (such as climbing, flying, walking, or using spells or effects to teleport), ranged attacks, and any ability checks based on distance. + +| Distance Dilation Effects | | +| ------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| d6 | Effect | +| 1-2 | Target underestimates the distance. It can move only half its intended rate. When attacking or making an ability check, it has disadvantage. | +| 3-4 | Target correctly determines the distance and suffers no ill effect. | +| 5-6 | Target overestimates the distance. It moves twice its intended rate. If this causes the target to hit an obstacle, the target must succeed on a **DEX** save or take 1d6 bludgeoning damage and fall prone. When attacking or making an ability check, it has disadvantage. | \ No newline at end of file diff --git a/content/Spells/Spells/1st Circle Spells/Earth Tremor.md b/content/Spells/Spells/1st Circle Spells/Earth Tremor.md new file mode 100644 index 0000000..6717dc5 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Earth Tremor.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (10-foot radius) + +**Components:** V, S + +**Duration:** Instantaneous + +_You cause a tremor in the ground around you, causing everyone to lose their balance._ + +Each creature other than you in a 10-foot radius centered on you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d6 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Eclipsed Sight.md b/content/Spells/Spells/1st Circle Spells/Eclipsed Sight.md new file mode 100644 index 0000000..f3c5054 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Eclipsed Sight.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see + +**Range:** 60 feet + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You cloud a target’s vision, becoming invisible to it._ + +Choose one creature you can see within range to make a **CON** save. If it fails, you (along with anything you’re wearing or carrying) become invisible to that creature until the spell ends. The spell ends for the target if you make an attack or cast a spell. Other creatures can see you normally. diff --git a/content/Spells/Spells/1st Circle Spells/Elemental Burst.md b/content/Spells/Spells/1st Circle Spells/Elemental Burst.md new file mode 100644 index 0000000..4f96817 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Elemental Burst.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You create a burst of elemental energy that explodes at a nearby point._ + +You create a burst of elemental energy at a point you can see within range, where it explodes in a 5-foot radius. You choose cold, fire, lightning, or thunder damage. Each creature in the area must make a **DEX** save, taking 2d8 damage of the type you chose on a failure or half as much damage on a success. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d8 for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Ensnaring Strikes.md b/content/Spells/Spells/1st Circle Spells/Ensnaring Strikes.md new file mode 100644 index 0000000..fe32e4a --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Ensnaring Strikes.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_When you strike your foe, a writhing mass of thorny vines appears at the point of impact._ + +The next time you hit a creature with a weapon attack before this spell ends, the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. + +While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save **DC**. On a success, the target is freed. + +**At Higher Circles.** If you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d6 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Extendable Limbs.md b/content/Spells/Spells/1st Circle Spells/Extendable Limbs.md new file mode 100644 index 0000000..b6579bd --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Extendable Limbs.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_You stretch out your arms or legs._ + +For the duration, as a bonus action, you can lengthen and shorten your arms or legs. If you lengthen your arms, increase your reach by 5 feet, but you have disadvantage on attack rolls. If you lengthen your legs, increase your walking speed by 10 feet, but you have disadvantage on saves and checks to avoid falling prone. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you change two sets of limbs at once as a bonus action. When you cast this spell using a spell slot of 5th circle or higher, you no longer have disadvantage for extended arms or legs. diff --git a/content/Spells/Spells/1st Circle Spells/Fling.md b/content/Spells/Spells/1st Circle Spells/Fling.md new file mode 100644 index 0000000..bccc118 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Fling.md @@ -0,0 +1,27 @@ +--- +tags: +- transmutation +- arcane +- 1st-circle + +--- + +**1st-Circle Arcane (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** S, M (A targetable item) + +**Duration:** Instantaneous + +_You hurl an item a great distance, damaging anything in its path._ + +Choose an item within range that isn’t being worn or carried and weighs no more than 5 pounds. The target is hurled in a straight line up to 90 feet away in a direction you choose. The item stops moving and falls to the ground once it reaches the end of its path. The item also stops moving if it hits something before reaching the end of its path. + +If the item would hit a creature in its path, that creature must make a **DEX** save. On a failure, the creature and the item take 3d8 bludgeoning damage. On a success, the creature doesn’t take damage, and the item continues along its path. + +If the item hits a solid surface, the item and whatever the item hit take 3d8 bludgeoning damage. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the maximum weight of the item you can target increases by 5 pounds and the damage dealt by the item increases by 1d8, for each circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Follow Through.md b/content/Spells/Spells/1st Circle Spells/Follow Through.md new file mode 100644 index 0000000..4295925 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Follow Through.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Enchantment)** + +**Casting Time:** 1 reaction, when a creature you can see within 60 feet of you misses with a melee attack + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You encourage an ally to make a second effort at their swing._ + +When you cast this spell as a reaction, the target of this spell can make an extra melee attack, using all the same conditions of the first attack, against the same target it missed. This extra attack has an additional −2 penalty, and if it hits, it deals half as much damage. diff --git a/content/Spells/Spells/1st Circle Spells/Forest Native.md b/content/Spells/Spells/1st Circle Spells/Forest Native.md new file mode 100644 index 0000000..9fa9b75 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Forest Native.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a clump of soil from the forest) + +**Duration:** 1 hour + +_You grant a target ease and comfort in forest terrains._ + +While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement isn’t hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saves against environmental effects, such as extreme heat or cold or high altitude. diff --git a/content/Spells/Spells/1st Circle Spells/Grim Siphon.md b/content/Spells/Spells/1st Circle Spells/Grim Siphon.md new file mode 100644 index 0000000..d1778cb --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Grim Siphon.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, M (The Skull of a Tiny mammal or bird) + +**Duration:** Instantaneous + +_You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other._ + +A creature you can see within range must make a successful Constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier. Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt. + +**At Higher Circles.**When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d4 for each slot level above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Guiding Counsel.md b/content/Spells/Spells/1st Circle Spells/Guiding Counsel.md new file mode 100644 index 0000000..7944e01 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Guiding Counsel.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Enchantment)** + +**Casting Time:** 1 reaction, when an ally makes an ability check + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You give an ally a bonus to an ability check._ + +When you cast this spell, you provide enlightening counsel to your ally as it makes an ability check. Your ally adds your **WIS** modifier to the check’s results. diff --git a/content/Spells/Spells/1st Circle Spells/Hail of Thorns.md b/content/Spells/Spells/1st Circle Spells/Hail of Thorns.md new file mode 100644 index 0000000..553b189 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Hail of Thorns.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_A rain of thorns that sprouts from your ranged weapon or ammunition_ + +The next time you hit a creature with a ranged weapon attack before the spell ends, In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. + +**At Higher Circles.** If you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d10 for each slot circle above 1st (to a maximum of 6d10). diff --git a/content/Spells/Spells/1st Circle Spells/Hellfire Brand.md b/content/Spells/Spells/1st Circle Spells/Hellfire Brand.md new file mode 100644 index 0000000..7e376bc --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Hellfire Brand.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_Your weapon flares with a black edged, crimson flame that shines with a hellish glow._ + +The first time you hit a creature with a melee weapon attack during the spell’s duration, your weapon becomes wreathed in hellfire. It sheds bright light in a 10-foot radius, and dim light for an additional 20 feet, which lasts for the duration. In addition, your attack deals an extra 1d4 necrotic damage, and up to two other creatures of your choosing within 15 feet of the target must each succeed on a **CON** save or be engulfed in hellfire, taking 1d6 fire damage. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the necrotic and fire damage dealt increases by 1d4 and 1d6 respectively for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Ice Knife.md b/content/Spells/Spells/1st Circle Spells/Ice Knife.md new file mode 100644 index 0000000..07f13cd --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Ice Knife.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** S, M (a drop of water or piece of ice) + +**Duration:** Instantaneous + +_You create a shard of ice and fling it at a creature._ + +Make a ranged spell attack against a target in range. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the cold damage increases by 1d6 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Illuminate Spoor.md b/content/Spells/Spells/1st Circle Spells/Illuminate Spoor.md new file mode 100644 index 0000000..ed3f6c3 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Illuminate Spoor.md @@ -0,0 +1,25 @@ +--- +tags: +- divination +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Divination)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a firefly) + +**Duration:** Concentration, up to 1 hour + +_You illuminate a set of tracks to ease your pursuit._ + +You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on **WIS** (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on **WIS** (Survival) checks to follow the tracks. + +If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks. + +**At Higher Circles.** When you cast this spell using certain higher-circle spell slots, the duration changes: concentration up to 8 hours with a 3rd-circle or higher slot and concentration up to 24 hours with a 5th-circle or higher slot. diff --git a/content/Spells/Spells/1st Circle Spells/Increase Mass.md b/content/Spells/Spells/1st Circle Spells/Increase Mass.md new file mode 100644 index 0000000..3f78174 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Increase Mass.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- arcane +- 1st-circle + +--- + +**1st-Circle Arcane (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V,S + +**Duration:** Instantaneous + +_You increase the mass of weapons or armor._ + +Choose an item you can see within range. You cause the item to increase in mass, quadrupling its weight until the start of your next turn. + +If you target a weapon or another item held by a creature, the creature must make a **STR** save. On a failure, it takes 2d6 bludgeoning damage and drops the item. On a success, the creature takes half as much damage and doesn’t drop the weapon. + +If you target armor or another item worn by a creature or carried on their person (such as within a backpack), the creature must make a **STR** save. On a failure, it takes 2d6 bludgeoning damage and falls prone. On a success, the creature takes half as much damage and isn’t knocked prone. diff --git a/content/Spells/Spells/1st Circle Spells/Infernal Shield.md b/content/Spells/Spells/1st Circle Spells/Infernal Shield.md new file mode 100644 index 0000000..b0ede0a --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Infernal Shield.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_Little clouds of imp-shaped smoke protect your target._ + +Little clouds of imp-shaped smoke appear, hissing and swirling around a creature you can see within range. For the duration, the target gains a +2 bonus to AC and can reroll a failed **CON** save once per turn. When the spell ends, the smell of brimstone lingers for 1 round. diff --git a/content/Spells/Spells/1st Circle Spells/Lesser Conjure Animals.md b/content/Spells/Spells/1st Circle Spells/Lesser Conjure Animals.md new file mode 100644 index 0000000..e4c69df --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Lesser Conjure Animals.md @@ -0,0 +1,29 @@ +--- +tags: +- conjuration +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_You summon fey spirits that take the form of common beasts._ + +You summon Fey spirits that take the form of Beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: + +- One Beast of CR 1/2 or lower. +- Two Beasts of CR 1/4 or lower. +- Four Beasts of CR 1/8 or lower. + +Each Beast is also considered Fey, and it disappears when it drops to 0 HP or when the spell ends. + +The summoned creatures are friendly to you and your companions. The summoned creatures act on your initiative, taking their turns immediately after yours. They obey any verbal commands you issue to them (no action required by you). If you don’t give any commands, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creatures’ statistics. diff --git a/content/Spells/Spells/1st Circle Spells/Magnify Gravity.md b/content/Spells/Spells/1st Circle Spells/Magnify Gravity.md new file mode 100644 index 0000000..8c2ddea --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Magnify Gravity.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** 1 round + +_You increase the gravity for a moment in an area of your choosing._ + +The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment.Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save **DC** to pick up or move. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d8 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Radiant Smite.md b/content/Spells/Spells/1st Circle Spells/Radiant Smite.md new file mode 100644 index 0000000..13c09c7 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Radiant Smite.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, M (a melee weapon) + +**Duration:** Concentration, up to 1 minute + +You empower your weapon with flaming radiance. + +You cast this spell on a weapon you’re wielding. The first time you hit a creature with that weapon before this spell ends, the attack deals an extra 1d8 radiant damage and the target ignites in holy fire. At the start of each of its turns, a burning target must make a **CON** save. On a failure, it takes 1d8 radiant damage. On a success, it takes no damage and the flames are extinguished. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the initial extra damage increases by 1d8 for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Ray of Sickness.md b/content/Spells/Spells/1st Circle Spells/Ray of Sickness.md new file mode 100644 index 0000000..8096640 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Ray of Sickness.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- 1st-circle + +--- + +**1st-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +A ray of sickening greenish energy lashes out toward a creature. + +Make a ranged spell attack against a target in range. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d8 for each slot circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Sapping Smite.md b/content/Spells/Spells/1st Circle Spells/Sapping Smite.md new file mode 100644 index 0000000..ac00f60 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Sapping Smite.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, M (a melee weapon) + +**Duration:** Concentration, up to 1 minute + +You empower a weapon with withering decay. + +You cast this spell on a weapon you’re wielding. The first time you hit a creature with that weapon before this spell ends, the attack deals an extra 1d6 necrotic damage to the target and infects the target with withering rot. Until the spell ends, an affected target must make a **CON** save at the start of each of its turns. On a failure, it takes 1d6 necrotic damage and its speed is halved until the beginning of its next turn. On a success, it takes no damage and the effect on it ends. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, the extra damage dealt by the attack increases by 1d6 for each circle above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Scentless.md b/content/Spells/Spells/1st Circle Spells/Scentless.md new file mode 100644 index 0000000..1e89ffc --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Scentless.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (1 ounce of water) + +**Duration:** 1 hour + +_You completely disguise a target’s scent._ + +You touch a willing creature or item that isn’t being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on **WIS** (Perception) checks to detect the target and **WIS** (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts. diff --git a/content/Spells/Spells/1st Circle Spells/Slither.md b/content/Spells/Spells/1st Circle Spells/Slither.md new file mode 100644 index 0000000..0f8a13d --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Slither.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a piece of snakeskin) + +**Duration:** 1 hour + +A creature you touch is able to slither like a snake. + +You touch a creature, giving it the ability to move at its normal speed while prone, instead of crawling at half speed. The target creature can also move through a space large enough for a creature one size smaller than it is, without squeezing. Difficult terrain still affects the target normally. diff --git a/content/Spells/Spells/1st Circle Spells/Step Like Me.md b/content/Spells/Spells/1st Circle Spells/Step Like Me.md new file mode 100644 index 0000000..a07a6a3 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Step Like Me.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (blood, hair, or a personal item of target) + +**Duration:** 24 hours + +_You steal a creature’s footsteps, leaving its tracks instead of your own._ + +Choose a creature within one size category of yourself that you can see within range. The target must succeed on a **CON** save or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through tremorsense mistake you for a creature of the target’s kind. diff --git a/content/Spells/Spells/1st Circle Spells/Stumble.md b/content/Spells/Spells/1st Circle Spells/Stumble.md new file mode 100644 index 0000000..42b28fb --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Stumble.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 reaction, when a creature you can see within range moves + +**Range:** 1 reaction, when a creature you can see within range moves + +**Components:** V, S + +**Duration:** Instantaneous + +_You cause a creature to stumble, reducing its movement and possibly tripping it._ + +As a creature you can see begins to move, you cloud its mind momentarily. The creature must succeed on a CHA save or its movement is halved until the start of its next turn. If the creature is using its walking speed and fails its save by 5 or more, it falls prone. diff --git a/content/Spells/Spells/1st Circle Spells/Subtext.md b/content/Spells/Spells/1st Circle Spells/Subtext.md new file mode 100644 index 0000000..6a581ab --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Subtext.md @@ -0,0 +1,21 @@ +--- +tags: +- illusion +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Illusion)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You speak aloud, but selected creatures hear something else entirely._ + +W hen you cast this spell, choose any creatures you can see. W hen you speak, you can have the chosen creatures hear a different, secret set of words. A creature that hears either message can make a **WIS** (Insight) check with a **DC** equal to your spell save **DC** to determine that you have said two different things, but it doesn’t hear the second set of words. diff --git a/content/Spells/Spells/1st Circle Spells/Sure-Footed.md b/content/Spells/Spells/1st Circle Spells/Sure-Footed.md new file mode 100644 index 0000000..2b0b5eb --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Sure-Footed.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a leg from an animal that can cling to surfaces) + +**Duration:** 1 hour + +_You imbue a creature with the balance and sure-footedness of a goat._ + +You touch a willing creature, imbuing it with the sure footedness of a mountain-traversing goat. For the duration, the target has advantage on **STR** and **DEX** saves made to avoid being knocked prone. In addition, if an effect moves the target against its will along the ground, the target can use its reaction to reduce the distance it is moved by up to 10 feet. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, you can target one additional creature for each spell slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Tenacity.md b/content/Spells/Spells/1st Circle Spells/Tenacity.md new file mode 100644 index 0000000..afc2e5e --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Tenacity.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (wolverine whisker) + +**Duration:** 1 minute + +You focus an ally’s rage on a single target. + +You target a willing creature in range. The target has advantage on attack rolls and saves against a creature of its choice for the duration. It also treats a 1 on a damage die roll as a 2\. The target becomes so focused on its enemy that it has disadvantage on attack rolls and saves against all other creatures, and all other creatures have advantage on attacks against the target. diff --git a/content/Spells/Spells/1st Circle Spells/Thunderous Smite.md b/content/Spells/Spells/1st Circle Spells/Thunderous Smite.md new file mode 100644 index 0000000..e307995 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Thunderous Smite.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +You empower a weapon with damaging Thunderous Energy that makes foes burn. + +The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. diff --git a/content/Spells/Spells/1st Circle Spells/Tree Speak.md b/content/Spells/Spells/1st Circle Spells/Tree Speak.md new file mode 100644 index 0000000..b1704a7 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Tree Speak.md @@ -0,0 +1,23 @@ +--- +tags: +- divination +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (Divination)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 minute + +You communicate with a tree. + +You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as “Who passed by here?”). You get a mental sensation of the response, which lasts for the duration of the spell. Trees don’t have a Humanoid’s sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree’s perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned. + +If you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell. diff --git a/content/Spells/Spells/1st Circle Spells/Void Glimpse.md b/content/Spells/Spells/1st Circle Spells/Void Glimpse.md new file mode 100644 index 0000000..ef7f95b --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Void Glimpse.md @@ -0,0 +1,21 @@ +--- +tags: +- divination +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Divination)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Instantaneous + +You find forbidden knowledge in the void. + +You peer briefly into the expanse of the void, receiving a fragment of forbidden knowledge. The next **INT** or CHA ability check you make within 1 minute has advantage, and you double your **PB**. However, this glimpse comes with risk. Roll a d20\. On a roll of 1, you experience a fleeting moment of cosmic influence, gaining a short-term dread effect (see Game Master’s Guide). At the GM’s discretion, this spell can instead provide cryptic advice, a fragmented truth from beyond. diff --git a/content/Spells/Spells/1st Circle Spells/Volley.md b/content/Spells/Spells/1st Circle Spells/Volley.md new file mode 100644 index 0000000..46aeb91 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Volley.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 round + +When a designated creature makes a ranged attack, it fires two missiles. + +When a creature you touch makes a ranged attack, a second missile appears which makes a separate attack against the same target using the same attack action. If the weapon or original piece of ammunition is magical, the additional missile has the same effects. The additional ammunition or weapon disappears once the attack is resolved. If the target of this spell doesn’t make a ranged attack by the beginning of your next turn, the spell ends. + +**At Higher Circles.** When you cast this spell using a spell slot of 2nd circle or higher, you create one additional missile for each slot above 1st. diff --git a/content/Spells/Spells/1st Circle Spells/Wind Tunnel.md b/content/Spells/Spells/1st Circle Spells/Wind Tunnel.md new file mode 100644 index 0000000..fe11acc --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Wind Tunnel.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (60-foot line) + +**Components:** V, S, M (a paper straw) + +**Duration:** Concentration, up to 1 minute + +_A swirling tunnel of strong wind that speeds you up._ + +You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage. + +The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them. diff --git a/content/Spells/Spells/1st Circle Spells/Withering Gaze.md b/content/Spells/Spells/1st Circle Spells/Withering Gaze.md new file mode 100644 index 0000000..df48ec9 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Withering Gaze.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- 1st-circle + +--- + +**1st-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_Your piercing glare causes fear and pain._ + +You empower your gaze with the anger of a mighty entity. A creature within range that you can see and that can see you must make a CHA save. On a failure, the creature takes 1d10 psychic damage and is frightened of you until the end of its next turn. If the creature is already frightened, it must use its movement on its turn to move as far from you as it can. On a success, the creature takes half as much damage and isn’t frightened. diff --git a/content/Spells/Spells/1st Circle Spells/Wrathful Smite.md b/content/Spells/Spells/1st Circle Spells/Wrathful Smite.md new file mode 100644 index 0000000..ccc8828 --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Wrathful Smite.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- divine +- 1st-circle + +--- + +**1st-Circle Divine (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You empower a weapon with damaging psychic Energy that makes foes Afraid._ + +The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save **DC** to steel its resolve and end this spell. diff --git a/content/Spells/Spells/1st Circle Spells/Zephyr Strike.md b/content/Spells/Spells/1st Circle Spells/Zephyr Strike.md new file mode 100644 index 0000000..e4e1eda --- /dev/null +++ b/content/Spells/Spells/1st Circle Spells/Zephyr Strike.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 1st-circle + +--- + +**1st-Circle primordial (transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You move like the wind._ + +For the duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Alter Room.md b/content/Spells/Spells/2nd Circle Rituals Spells/Alter Room.md new file mode 100644 index 0000000..1cc2f79 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Alter Room.md @@ -0,0 +1,21 @@ +--- +tags: +- illusion +- wyrd +- 2nd-circle +- ritual +--- + +**2nd-Circle Wyrd Ritual (Illusion)** + +**Casting Time:** 10 minutes + +**Range:** 30 feet + +**Components:** V, S, M (a mix of masonry dust, wood shavings, and thread) + +**Duration:** 24 hours + +_You make a room appear like a different environment._ + +You make an enclosed space within range, up to 100 square feet, appear differently than it normally does. The space must have some kind of floor, roof, and four walls, though there can be gaps or openings. You can make a dungeon appear as a bedroom or a ramshackle chamber appear lush and richly appointed. The structural characteristics and contents of the space don’t change, so attempts to interact with them can indicate the presence of the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can attempt an **INT** (Investigation) check against your spell save **DC** to see through it. On a success, the creature sees the illusion as a vague image superimposed on the space. diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Animal Spy.md b/content/Spells/Spells/2nd Circle Rituals Spells/Animal Spy.md new file mode 100644 index 0000000..c640584 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Animal Spy.md @@ -0,0 +1,25 @@ +--- +tags: +- divination +- primordial +- 2nd-circle +- ritual +--- + +**2nd-Circle primordial Ritual (Divination)** + +**Casting Time:** 1 minute + +**Range:** 30 feet + +**Components:** V, S, M (a silken cord, woven with amethysts, worth at least 10 gp) + +**Duration:** 1 hour + +_You are able to spy using an animal’s senses._ + +You create a mental link between you and a Beast or creature with the Animal subtype that is within range. Until the spell ends, you can use a bonus action to transfer your awareness to the creature—using any or all of its senses—and another bonus action on any subsequent turn to return your awareness to your body. You can use an action to dismiss the spell entirely. + +This spell doesn’t affect conjured animals or familiars. The spell doesn’t allow you to control the creature or make it friendly to you. While you are experiencing the world through the creature’s senses, your body remains unconscious and is unaware of events happening around it, including any damage it takes. + +The spell ends if the distance between your body and the creature is greater than 1 mile, if the creature is killed, when the duration is up. If you are using the creature’s senses when it is killed, you must succeed on a **DC** 14 **WIS** save or be stunned for 1d4 rounds from the shock of experiencing its death. diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Appease Local Spirits.md b/content/Spells/Spells/2nd Circle Rituals Spells/Appease Local Spirits.md new file mode 100644 index 0000000..40f63ca --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Appease Local Spirits.md @@ -0,0 +1,25 @@ +--- +tags: +- abjuration +- primordial +- 2nd-circle +- ritual +--- + +**2nd-Circle primordial Ritual (Abjuration)** + +**Casting Time:** 1 hour + +**Range:** Self (20-foot radius) + +**Components:** V, S, M (a silken cord, woven with amethysts, worth at least 10 gp) + +**Duration:** 12 hours + +_Your ceremony placates local natural spirits, allowing easier travel._ + +By making a sacrifice to nature spirits and promising respect, you gain their protection (or at least their noninterference), for a swifter, easier overland journey. For the duration of the spell, you and all allies within range when the ritual is cast are unaffected by difficult terrain of natural origin. Difficult terrain caused by creatures, spells, or other magical effects remains. The distance traveled at a given travel pace for target creatures is one category faster than normal—creatures traveling at a slow pace travel a distance as if they were traveling at a normal pace. If traveling at a fast pace, increase the distance traveled by twenty-five percent. + +You and allies have advantage on **WIS** (Survival) checks made to avoid natural hazards, hunt local wild game, or navigate terrain to avoid becoming lost. + +If a creature under the effects of this spell takes an action that damages the environment (such as starting a wildfire or poisoning a natural water source), the spell ends for all affected creatures. The spell also ends if you change terrain type in your travel (such as exiting a forest into the plains or leaving the mountains to venture into a cave system underground). diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Arcane Trap.md b/content/Spells/Spells/2nd Circle Rituals Spells/Arcane Trap.md new file mode 100644 index 0000000..ba692f3 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Arcane Trap.md @@ -0,0 +1,33 @@ +--- +tags: +- abjuration +- arcane +- 2nd-circle +- ritual +--- + +**2nd-Circle Arcane Ritual (Abjuration)** + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a bit of twine) + +**Duration:** 8 hours + +_You create a magical trap on a small area of floor, wall, or other surface._ + +You create a magical trap on a 5-foot-wide area on a solid surface (such a section of floor or wall) that you touch. Creatures searching for this trap must succeed on an **INT** (Investigation) or **WIS** (Perception) check against your spell save **DC** to find it. + +A trap is triggered when a creature enters the trap’s space, and all **DC**s for a trap are equal to your spell save **DC**. You decide which type of trap you’re creating when you cast the spell, choosing from flash, snare, or thundercrack. + +- **Flash.** The trap emits a sudden flash of bright light. Each creature within 5 feet of the trap must succeed on a **CON** save or be blinded for 1 minute. A blinded creature can repeat the save at the end of its turn, ending the blinded condition on itself on a success. +- **Snare.** The trap whips out a glowing arcane cord. The triggering creature must succeed on a **DEX** save or be grappled. A grappled creature can use its action to make a **STR** (Athletics) or **DEX** (Acrobatics) check (its choice) against your spell save **DC**, ending the grapple effect on itself on a success. +- **Thundercrack.** The trap releases a wave of thunderous force. Each creature within 5 feet of the trap must succeed on a **STR** save or take 1d8 thunder damage and is pushed 10 feet directly away from the trap. When triggered, the trap emits a thunderous boom audible to 300 feet. + +**At Higher Circles.** As you unlock higher circles, you gain access to additional trap options. Once you have access to 5th-circle spell slots, you can also choose from arcane brand or dazzling lights when you cast this spell. + +- **Arcane Brand.** The trap marks the target. The triggering creature must succeed on an **INT** save or become marked with a magical glyph for the duration. While a creature is marked with this glyph, you can sense its direction from you, as long as that creature is within 1,000 feet of you. If the creature is moving, you also know the direction of its movement. A marked creature can repeat the save at the end of each hour; on a success, the glyph ends. A creature can discover the glyph on itself or another creature with a successful **INT** (Investigation) check. You can have only one creature marked in this way at a time. If you have an active glyph on a creature and another creature fails its save against this trap and is marked with a glyph, the glyph on the first creature immediately ends. +- **Dazzling Lights.** The trap releases a burst of scintillating colors and lights. Each creature within 5 feet of the trap that can see the lights must succeed on a **WIS** save or take 4d4 psychic damage and be stunned for 1 minute. A stunned creature can repeat the save at the end of its turn, ending the stunned effect on itself on a success. + diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Beneficent Effigy.md b/content/Spells/Spells/2nd Circle Rituals Spells/Beneficent Effigy.md new file mode 100644 index 0000000..bce749c --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Beneficent Effigy.md @@ -0,0 +1,29 @@ +--- +tags: +- necromancy +- wyrd +- 2nd-circle +- ritual +--- + +**2nd-Circle Wyrd Ritual (Necromancy)** + +**Casting Time:** 10 minutes or 1 minute (see text) + +**Range:** 300 ft + +**Components:** V, S, M (clay, mud, or wax, and a body part or personal possession of a creature) + +**Duration:** 1 hour + +_You create a model of a creature, which suffers harm in the creature’s stead._ + +When you cast this spell, you form a doll in the likeness of a Humanoid using clay, mud, or wax over a span of 10 minutes. You must place a part of the target creature in the material before you form the doll, such as hair, nail clippings, or blood. Alternatively, you can use a small object of real or sentimental value to the creature, such as a ring or other memento. Once the doll is formed, you can cast this spell again on the same target in 1 minute without having to create a new doll, unless the doll is lost or destroyed. + +For the duration, while you hold the doll, you can perform the following effects. + +- **Assist.** By subtle manipulation of the doll, you can use your reaction to take the Help action for the target creature, provided you can see the creature and it is in range. +- **Cast Spell.** You can cast the following spells on the target creature, via the effigy, as long as the target creature is in range: cure wounds, lesser restoration, protection from poison, resistance, and restoration. (See Player’s Guide for all spells.) +- **Divert Pain.** As a reaction, you can redirect some of the damage of an attack or spell to the effigy rather than the target. The target takes half of the total damage dealt and the effigy is destroyed, ending the spell. +- **Spontaneous Help.** At the GM’s discretion, you can use an action to perform a protective measure not normally granted by the spell. For example, if the target is on fire, you could take an action to douse the effigy with water, extinguishing the flames on the target. + diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Diffuse Potion.md b/content/Spells/Spells/2nd Circle Rituals Spells/Diffuse Potion.md new file mode 100644 index 0000000..4498596 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Diffuse Potion.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- arcane +- 2nd-circle +- ritual +--- + +**2nd-Circle Arcane Ritual (Transmutation)** + +**Casting Time:** 10 minutes + +**Range:** 5 ft + +**Components:** V, S, M (a candle made with rare herbs, powdered gemstones worth 50 gp, and a potion which is consumed) + +**Duration:** Instantaneous + +_You transform a potion into a magical mist._ + +You light a specially prepared candle and place it beneath an open potion as you cast this spell. The potion is vaporized into a cloud that extends from you in a 5-foot radius. All creatures in the radius that breathe in the magical vapors are affected as if they had drunk the potion. The duration of the potion’s effects, if any, is divided equally among the creatures affected, rounding fractions down. If the spell is used with a healing potion, all creatures in the area receive the average number of hit points that would be healed by a potion of that type. diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Enhance Familiar.md b/content/Spells/Spells/2nd Circle Rituals Spells/Enhance Familiar.md new file mode 100644 index 0000000..39a44bf --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Enhance Familiar.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- wyrd +- 2nd-circle +- ritual +--- + +**2nd-Circle Wyrd Ritual (Transmutation)** + +**Casting Time:** 1 minute + +**Range:** 10 ft + +**Components:** V, S, M (a pinch of powdered iron) + +**Duration:** 1 hour + +_You make your familiar more powerful._ + +You empower your familiar, making it larger, tougher, and more vicious. For the duration, your familiar has all the statistics of the giant version of its type, except for the cat, which has the statistics of a panther, and the fish (quipper) which has the statistics of a reef shark. Your familiar retains all its special abilities described in the find familiar ritual spell. + +If your familiar drops to 0 HP and disappears, or you dismiss your familiar, the spell ends, and your familiar is returned to its true form when you next summon it. + +**At Higher Circles.** As you unlock higher circles, this ritual grows in potency. Once you have access to 3rd-circle spell slots, the duration increases by 1 hour for each circle you have access to above 2nd. Once you have access to 6th-circle spell slots, the duration is 24 hours. diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Precognitive Ward.md b/content/Spells/Spells/2nd Circle Rituals Spells/Precognitive Ward.md new file mode 100644 index 0000000..d5dcf92 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Precognitive Ward.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- divine +- 2nd-circle +- ritual +--- + +**2nd-Circle Divine Ritual (Abjuration)** + +**Casting Time:** 10 minutes + +**Range:** 30 feet + +**Components:** V, S, M (two halves of a coin and a silver candle worth at least 5 gp, which the spell consumes) + +**Duration:** 8 hours + +_You create a ward to sound an alarm if a creature passes by with harmful intent_ + +This spell wards a willing creature and creates a mystic connection between the target and a point you can see within range. Until the spell ends, you are alerted via mental alarm if any creatures hostile toward your target pass within 15 feet of that point. Such creatures must also succeed on a **WIS** save, or you also learn the creature’s surface thoughts and intent. + +The creature scanned by this spell doesn’t know that its mind has been read unless it succeeds the save by 5 or more. diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Skywrite.md b/content/Spells/Spells/2nd Circle Rituals Spells/Skywrite.md new file mode 100644 index 0000000..8cf9c6d --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Skywrite.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle +- ritual +--- + +**2nd-Circle primordial Ritual (Transmutation)** + +**Casting Time:** 10 minutes + +**Range:** Sight + +**Components:** V, S + +**Duration:** Concentration, up to 1 day + +Write a Message in the Sky + +You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. diff --git a/content/Spells/Spells/2nd Circle Rituals Spells/Wristpocket.md b/content/Spells/Spells/2nd Circle Rituals Spells/Wristpocket.md new file mode 100644 index 0000000..78f6c7f --- /dev/null +++ b/content/Spells/Spells/2nd Circle Rituals Spells/Wristpocket.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- 2nd-circle +- ritual +--- + +**2nd-Circle Wyrd Ritual (Transmutation)** + +**Casting Time:** 1 minute + +**Range:** Self + +**Components:** S + +**Duration:** Concentration, up to 1 hour + +_Hide Small objects in a Pocket Dimension_ + +You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. diff --git a/content/Spells/Spells/2nd Circle Spells/Acidic Secretion.md b/content/Spells/Spells/2nd Circle Spells/Acidic Secretion.md new file mode 100644 index 0000000..8ca1ed9 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Acidic Secretion.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 Action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 10 minutes + +_Acid exudes from your skin._ + +You cause your body to produce a caustic acid. You and anything you are wearing or carrying when you cast the spell is immune to the acid. While the spell is active, you can make an unarmed melee attack against a target, dealing 5d4 acid damage on a hit. If you are grappling a creature, it takes the acid damage every round at the start of your turn, as if you had made a successful attack. If you are grappled by a creature, or restrained or immobilized by any physical means (ropes, chains, or similar restraints), the creature or restraining objects take the acid damage each round (at the start of your turn in the case of restraints, or at the start of the creature’s turn if you are grappled). diff --git a/content/Spells/Spells/2nd Circle Spells/Alter Aura.md b/content/Spells/Spells/2nd Circle Spells/Alter Aura.md new file mode 100644 index 0000000..90ddb7f --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Alter Aura.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 Action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_You change a creature’s essential nature._ + +You touch a creature and select a creature type. For the duration, the creature loses its original creature type and gains the new creature type with regard to effects and conditions that reference this information. It retains resistances or immunities it had in its original type. diff --git a/content/Spells/Spells/2nd Circle Spells/Arc Burst.md b/content/Spells/Spells/2nd Circle Spells/Arc Burst.md new file mode 100644 index 0000000..e54df80 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Arc Burst.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Evocation)** + +**Casting Time:** 1 Action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You fire an electrical bolt that sparks and crackles._ + +A burst of electricity streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 lightning damage and the electricity arcs toward nearby creatures, dealing lightning damage equal to your spellcasting ability modifier to each creature within 5 feet of the target. + +**At Higher Circles.** When you cast this spell using a 3rd circle spell slot or higher, the damage increases by 1d6 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Arcanist’s Mischief.md b/content/Spells/Spells/2nd Circle Spells/Arcanist’s Mischief.md new file mode 100644 index 0000000..50ee1aa --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Arcanist’s Mischief.md @@ -0,0 +1,29 @@ +--- +tags: +- illusion +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Illusion)** + +**Casting Time:** 1 Action + +**Range:** 60ft + +**Components:** S, M (a piece of crust from an apple pie) + +**Duration:** Concentration, up to 1 minute + +_Fill the area with fey magic, causing Mischievous effects_ + +You fill a 20-foot cube you can see within range with fey magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. + +| Mischievous Surge | | +| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| d4 | Effect | +| 1 | The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. | +| 2 | Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. | +| 3 | Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. | +| 4 | Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn. | \ No newline at end of file diff --git a/content/Spells/Spells/2nd Circle Spells/Bad Eggs.md b/content/Spells/Spells/2nd Circle Spells/Bad Eggs.md new file mode 100644 index 0000000..9199518 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Bad Eggs.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 Action + +**Range:** Touch + +**Components:** V, S, M (six unfertilized eggs) + +**Duration:** Instantaneous + +_You turn a half dozen ordinary eggs into deadly weapons._ + +You imbue the eggs used as material components with varying types of energy. Each of the six eggs is associated with a different damage type (along with a color for easy identification): acid (black), cold (blue), fire (red), lightning (yellow), poison (green), and thunder (gray). A creature can use an action to throw an egg at a point up to 60 feet away, and the egg explodes in a 20-foot-radius centered on that point. Each creature in the area must make a **DEX** save, taking 1d8 damage of the associated type on a failure, or half as much damage on a success. + +The eggs retain their fragility. If one breaks, it detonates as specified above, centered on the location where it broke. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you choose one egg for each slot above 2nd. This egg deals an additional 1d8 damage. If you cast this spell using a 9th circle spell slot, each egg deals 3d8 damage. diff --git a/content/Spells/Spells/2nd Circle Spells/Bestial Fury.md b/content/Spells/Spells/2nd Circle Spells/Bestial Fury.md new file mode 100644 index 0000000..49d1ffe --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Bestial Fury.md @@ -0,0 +1,25 @@ +--- +tags: +- enchantment +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Enchantment)** + +**Casting Time:** 1 Action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You imbue a target with fury and strength._ + +You instill primal fury into a creature you can see within range. The target must make a CHA save; a creature can choose to fail this save. On a failure, the target must use its action to attack the nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened.If there are no enemies within reach, the target can use its action to repeat the save, ending the effect on a success. + +This spell has no effect on Undead or Constructs. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you can target one additional creature for each slot above 2nd. The creatures must be within 30 feet of each other when you target them. diff --git a/content/Spells/Spells/2nd Circle Spells/Binding Ice.md b/content/Spells/Spells/2nd Circle Spells/Binding Ice.md new file mode 100644 index 0000000..393b4d8 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Binding Ice.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Evocation)** + +**Casting Time:** 1 Action + +**Range:** Self (30-foot cone) + +**Components:** S, M (a vial of meltwater) + +**Duration:** Instantaneous + +_A burst of cold energy emanates from you in a cone._ + +Each creature in a 30-foot cone originating for you must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0\. On a successful save, a creature takes half as much damage and isn’t hindered by ice. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, increase the cold damage by 1d8 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Bleating Call.md b/content/Spells/Spells/2nd Circle Spells/Bleating Call.md new file mode 100644 index 0000000..979d03b --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Bleating Call.md @@ -0,0 +1,25 @@ +--- +tags: +- enchantment +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Enchantment)** + +**Casting Time:** 1 Action + +**Range:** 90 feet + +**Components:** S, M (a bit of fur or hair from a young Beast or Humanoid) + +**Duration:** 1 minute + +_You create an illusory sound that draws creatures to it._ + +You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. + +Each creature that starts its turn within 30 feet of the sound and can hear it must make a **WIS** save. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. + +Creatures that can’t be charmed are immune to this spell. diff --git a/content/Spells/Spells/2nd Circle Spells/Bombardment of Stings.md b/content/Spells/Spells/2nd Circle Spells/Bombardment of Stings.md new file mode 100644 index 0000000..5cf20d8 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Bombardment of Stings.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot cone) + +**Components:** V, S, M (a handful of bee stingers) + +**Duration:** Instantaneous + +_You launch a cone of insect stingers from your hands._ + +Each creature in a 30-foot cone must make a **DEX** save. On a failure, a creature takes 4d6 piercing damage and is poisoned for 1 minute. On a success, a creature takes half as much damage and isn’t poisoned. At the end of each of its turns, a poisoned target can make a **CON** save. On a success, the condition ends on the target. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d6 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Boulder Toss.md b/content/Spells/Spells/2nd Circle Spells/Boulder Toss.md new file mode 100644 index 0000000..32bd1b2 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Boulder Toss.md @@ -0,0 +1,29 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_A massive surge of strength allows you to throw rocks like a giant._ + +You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. You have **STR** 19 for the purpose of determining hit and damage bonuses for objects that you hurl. + +You are proficient with hurled objects for the duration. A hurled object has a range of 60 feet and a long range of 240 feet. You deal 2d10 + 4 bludgeoning damage to one target on a hit. (The **STR** 19 damage bonus is included.) + +If the target is a creature and you hit, it must succeed on a **STR** check against your spell save **DC** or be knocked prone. On a critical hit, the target has disadvantage on the check. + +The spell only gives you the ability and might to hurl rocks and similar objects. It doesn’t provide the actual objects which you must have on hand or otherwise produce to benefit from this spell. + +**At Higher Circles.** If you cast this spell using a spell slot of 4th or 5th circle, your **STR** is 21 for hurling, and the bludgeoning damage increases to 3d10 + 5\. If you cast this spell using a spell slot of 6th circle or higher, your **STR** is 23 for hurling, and the bludgeoning damage increases to 4d10 + 6. diff --git a/content/Spells/Spells/2nd Circle Spells/Corrosive Slime.md b/content/Spells/Spells/2nd Circle Spells/Corrosive Slime.md new file mode 100644 index 0000000..a4f2524 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Corrosive Slime.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_A bubbling pool of acid erupts from the ground._ + +You conjure a pool of corrosive slime that covers a 10-foot square within range and lasts for the spell’s duration. The affected area is difficult terrain. Any creature that starts its turn or ends its movement in a slime space takes 4d6 acid damage. A creature that takes acid damage from this spell must also succeed on a **CON** save or its speed is reduced by 10 feet until the start of its next turn. + +**At Higher Circles.** When you cast this spell using a spell slot of the 3rd circle, the area increases to 15 feet square, and the slime deals 5d6 acid damage. When you cast this spell using a spell slot of 4th circle or higher, the area increases to 20 feet square, and the slime deals 6d6 acid damage. diff --git a/content/Spells/Spells/2nd Circle Spells/Creeping Ice.md b/content/Spells/Spells/2nd Circle Spells/Creeping Ice.md new file mode 100644 index 0000000..3df76c7 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Creeping Ice.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_Create an area of ice that can freeze a foe in place._ + +You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain. + +A creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save **DC**, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th to 6th circle, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th circle or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square. diff --git a/content/Spells/Spells/2nd Circle Spells/Deadly Weapon.md b/content/Spells/Spells/2nd Circle Spells/Deadly Weapon.md new file mode 100644 index 0000000..a852db0 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Deadly Weapon.md @@ -0,0 +1,23 @@ +--- +tags: +- illusion +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Illusion)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (silver worth at least 1 gp, which the spell consumes) + +**Duration:** 1 hour + +_You enchant a weapon to be sharper, harder, and bite deeper._ + +You touch a weapon. For the duration, the weapon’s wielder scores a critical hit on a d20 roll of 19 or 20\. If the wielder already scores a critical hit on a roll of 19 or 20, it instead scores a critical hit on a roll of 18, 19, or 20. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the weapon deals an extra damage die on a critical hit for each two circles above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Decoy.md b/content/Spells/Spells/2nd Circle Spells/Decoy.md new file mode 100644 index 0000000..9985678 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Decoy.md @@ -0,0 +1,29 @@ +--- +tags: +- illusion +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Illusion)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a leather pouch and a faceless puppet worth at least 100 gp) + +**Duration:** Concentration, up to 1 hour + +_You conjure an illusory double to absorb the damage that your target would take._ + +Choose one Medium or smaller creature within range. If the target is unwilling, it can choose to make a **WIS** save, ending the spell on a success. + +If the spell is successfully cast, you cause an illusory copy of the target to appear in an unoccupied space within 10 feet of you. Whenever the target creature would take damage, the copy takes the damage instead. The copy can’t otherwise be damaged, can’t be targeted by attacks or spells, and is immune to all conditions. + +When it first appears, the copy has 20 HP. If the copy takes damage that would reduce it below 0 HP or if you lose concentration on the spell, the copy explodes. When it explodes, all creatures within 20 feet of the copy must succeed on a **DEX** save or take force damage equal to the total amount of damage absorbed by the copy. + +While the copy is active, you can use a bonus action each round to move it up to 10 feet. The copy can take no other actions. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the copy’s hit point maximum increases by 5 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Destructive Resonance.md b/content/Spells/Spells/2nd Circle Spells/Destructive Resonance.md new file mode 100644 index 0000000..3fb81eb --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Destructive Resonance.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** Self (15-foot cone) + +**Components:** V, S + +**Duration:** Instantaneous + +Your speech causes psychic harm to nearby creatures. + +Each creature in the cone that can hear you must make a **WIS** save, taking 4d6 psychic damage on a failure, or half as much damage on a success. A creature damaged by this spell can’t take reactions until the start of its next turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d6 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Discrete Pathing.md b/content/Spells/Spells/2nd Circle Spells/Discrete Pathing.md new file mode 100644 index 0000000..ead3732 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Discrete Pathing.md @@ -0,0 +1,21 @@ +--- +tags: +- illusion +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Illusion)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You force a foe to move only in straight lines, stopping at an obstacle or a change in direction._ + +You target a creature within range. The target must succeed on a **WIS** save or be unable to change direction while using its movement or the Dash action. The target can still travel in a straight line with movement and then travel in a different straight line with the Dash action during its turn. diff --git a/content/Spells/Spells/2nd Circle Spells/Dragon's Breath.md b/content/Spells/Spells/2nd Circle Spells/Dragon's Breath.md new file mode 100644 index 0000000..754e633 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Dragon's Breath.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** Touch + +**Components:** V, S, M (a hot pepper) + +**Duration:** Concentration, up to 1 minute + + _Imbue a Creature with the power to spew magical energy from its mouth_ + +You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d6 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Dread Whispers.md b/content/Spells/Spells/2nd Circle Spells/Dread Whispers.md new file mode 100644 index 0000000..130391b --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Dread Whispers.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 1 minute + +_Your words distress your target, distracting them and preventing them from moving._ + +To be affected by this spell, the target must be able to understand at least one language, though it need not be a language you speak. The target must make a **WIS** save. On a failed save, it has disadvantage on saves and its speed becomes zero (and it can’t benefit from any bonus to speed). At the end of each of its turns, the target can make a **WIS** save. On a success, it is no longer affected by this spell. diff --git a/content/Spells/Spells/2nd Circle Spells/Dust Devil.md b/content/Spells/Spells/2nd Circle Spells/Dust Devil.md new file mode 100644 index 0000000..b01dbdc --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Dust Devil.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a pinch of dust) + +**Duration:** Concentration, up to 1 minute + +_An elemental force that resembles a dust devil appears and blows everyone away._ + +Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. + +**At Higher circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d8 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Earthbind.md b/content/Spells/Spells/2nd Circle Spells/Earthbind.md new file mode 100644 index 0000000..fab5d6e --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Earthbind.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 300 feet + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_Yellow strips of magical energy loop around the creature, forcing them to the Ground._ + +Choose one creature you can see within range. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends. diff --git a/content/Spells/Spells/2nd Circle Spells/Earthen Grasp.md b/content/Spells/Spells/2nd Circle Spells/Earthen Grasp.md new file mode 100644 index 0000000..63c8791 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Earthen Grasp.md @@ -0,0 +1,27 @@ +--- +tags: +- transmutation +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a miniature hand sculpted from clay) + +**Duration:** Concentration, up to 1 minute + +_You create an Earthen hand made of magical energy capable of grabbing, or crushing foes._ + +You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. + +As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. + +To break out, the restrained target can use its action to make a Strength check against your spell save **DC**. On a success, the target escapes and is no longer restrained by the hand. + +As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. diff --git a/content/Spells/Spells/2nd Circle Spells/Earthen Tomb.md b/content/Spells/Spells/2nd Circle Spells/Earthen Tomb.md new file mode 100644 index 0000000..1619136 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Earthen Tomb.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You cause the earth around your target to erupt, encasing it in a rapidly forming shell of stony earth._ + +You trap a creature in a rapidly hardening tomb of earth and stone. The target must succeed on a **DEX** save or be restrained for the duration. At the beginning of the trapped creature’s turn, it takes 3d6 bludgeoning damage as the earth constricts. On its turn, a creature can take an action to make a **STR** check against your spell save **DC**. On a success, the entombed creature is freed. An amount of damage equal to your spell save **DC** destroys the tomb and frees the target. The tomb is immune to acid and poison damage, and vulnerable to thunder damage. + +**At Higher circles.** When you cast this spell using a spell slot of 4th circle or higher, you can target one additional creature for each spell slot above 3rd circle. The creatures must be within 30 feet of each other when you target them. diff --git a/content/Spells/Spells/2nd Circle Spells/Ectoplasmic Snare.md b/content/Spells/Spells/2nd Circle Spells/Ectoplasmic Snare.md new file mode 100644 index 0000000..6d8a530 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Ectoplasmic Snare.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a bit of sap) + +**Duration:** Concentration, up to 1 minute + +_A net of ectoplasmic strands restrains incorporeal beings._ + +You conjure a tangled skein of shimmering, gossamer strands in an unoccupied 20-foot cube you can see within range. Creatures on the Ethereal Plane or using an incorporeal movement trait see the strands as pearly gray. The area is difficult terrain and lightly obscured for them. Creatures on the Material Plane can faintly see and feel the strands but are unaffected by this spell. + +A creature on the Ethereal Plane or using an incorporeal movement trait that enters or starts its turn in the spell’s area must make a **DEX** save. On a failure, the creature’s speed is reduced to 0\. A creature whose speed has been reduced to 0 by this spell can use its action to make a CHA check against your spell save **DC**. If it succeeds, the speed reduction effect ends for it. diff --git a/content/Spells/Spells/2nd Circle Spells/Eldritch Smite.md b/content/Spells/Spells/2nd Circle Spells/Eldritch Smite.md new file mode 100644 index 0000000..bd1f2c1 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Eldritch Smite.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Evocation)** + +**Casting Time:** 1 Bonus action + +**Range:** Self + +**Components:** V, M (a melee weapon) + +**Duration:** Instantaneous + +_You empower your weapon with eldritch force that makes foes easier to hit._ + +You cast this spell on a weapon you’re wielding. The first time you hit a creature with that weapon before this spell ends, the attack deals an extra 2d8 force damage. In addition, the target is limned in colorful light, shedding dim light in a 10-foot radius until the spell ends. Any attack roll against an affected creature has advantage if the attacker can see the light, and it gains no benefit from being invisible. At the end of each of its turns, an affected target can make a **CON** save, ending the effect on itself on a success. + +**At Higher circles.** When you cast this spell using a spell slot of 3rd circle or higher, the extra damage increases by 1d8 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Feline’s Fall.md b/content/Spells/Spells/2nd Circle Spells/Feline’s Fall.md new file mode 100644 index 0000000..e5bf1b8 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Feline’s Fall.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (calico cat whisker) + +**Duration:** Concentration, up to 1 hour + +You grant feline gracefulness to a creature. + +With a touch, a willing creature gains protection from falling for the duration. The creature can fall 10 feet without taking damage. When falling more than 10 feet, the creature can make a **DEX** save, with a **DC** equal to 10 + the number of d6s rolled for the falling damage. On a failure, the creature takes the falling damage minus 1d12 and falls prone. On a success, the creature takes half the adjusted damage and doesn’t fall prone. + +**At Higher circles.** When you cast this spell using a spell slot of 3rd circle or higher, you can target one additional creature for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Fillip’s Fumble Fingers.md b/content/Spells/Spells/2nd Circle Spells/Fillip’s Fumble Fingers.md new file mode 100644 index 0000000..208ef5c --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Fillip’s Fumble Fingers.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You cause a creature to have a loose grip. + +You target a creature within range. It must succeed on a **CON** save or become unable to confidently hold onto items. At the start of each of the target’s turns, it must succeed on a **DEX** save or drop what it currently holds. If the target retrieves an item, such as a shield, weapon, or material component, it must also succeed on a **DEX** save or drop that object. The target may use its bonus action before retrieving an item to do so carefully, gaining advantage on its **DEX** save. diff --git a/content/Spells/Spells/2nd Circle Spells/Flat Form.md b/content/Spells/Spells/2nd Circle Spells/Flat Form.md new file mode 100644 index 0000000..ee1e4d9 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Flat Form.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You transmute a willing creature into a paper-like form. + +You touch a willing creature and transform it into a flat, paper-like representation of itself. While in this form, the target creature can be folded like paper, without any harm to it. In its paper form, the creature can’t move, take actions, or speak (though it can see, hear, and smell if its face is exposed). The spell ends early if the flat creature takes any damage or you dismiss it as an action. diff --git a/content/Spells/Spells/2nd Circle Spells/Frenzied Bolt.md b/content/Spells/Spells/2nd Circle Spells/Frenzied Bolt.md new file mode 100644 index 0000000..9cc4c5f --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Frenzied Bolt.md @@ -0,0 +1,34 @@ +--- +tags: +- evocation +- +- 2nd-circle + +--- + +**2nd-Circle (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell if you are particularly lucky—or unlucky. + +| d8 | Damage Type | +| -- | ----------- | +| 1 | Acid | +| 2 | Cold | +| 3 | Fire | +| 4 | Force | +| 5 | Lightning | +| 6 | Necrotic | +| 7 | Poison | +| 8 | Psychic | +| 9 | Radiant | +| 10 | Thunder | + +**At Higher Circles.**When you cast this spell using a spell slot of 3rd circle or higher, you create an additional bolt for each slot circle above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt. diff --git a/content/Spells/Spells/2nd Circle Spells/Grasping Earth.md b/content/Spells/Spells/2nd Circle Spells/Grasping Earth.md new file mode 100644 index 0000000..3051742 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Grasping Earth.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 1 minute + +_You tether your enemies with the earth itself, damaging and restraining them._ + +Choose a point on the ground you can see within range. Grasping tendrils of earth and stone erupt from the point to ensnare a creature within 10 feet of it. The target must make a **DEX** save. On a failure, the target takes 1d6 bludgeoning damage and is grappled and restrained (escape **DC** equals your spellcasting **DC**) for the duration. While grappled, the creature is also restrained. + +As an action, you can crush a restrained target. The target must make a **STR** save, taking 2d6 bludgeoning damage on a failure or half as much damage on a success. + + **At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, you can target one additional creature for every two slots above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Healing Spirit.md b/content/Spells/Spells/2nd Circle Spells/Healing Spirit.md new file mode 100644 index 0000000..47b4ee5 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Healing Spirit.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You call forth a nature spirit to soothe the wounded._ + +The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. + +As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 2 + your spellcasting ability modifier (minimum of three). After healing that number of times, the spirit disappears. + + **At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the healing increases 1d6 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Ice Glide.md b/content/Spells/Spells/2nd Circle Spells/Ice Glide.md new file mode 100644 index 0000000..fb0784e --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Ice Glide.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +_You skate at increased speed, creating an ice sheet beneath you as you move._ + +A flat sheet of ice forms beneath your feet. As you move, a sheet of ice forms beneath you and remains behind, leaving a 5-foot-wide trail that remains for the duration of the spell (or longer at the GM’s discretion, if conditions would keep the ice from melting). As long as you are on this ice sheet, your walking speed increases by 10 feet. This ice is difficult terrain for other creatures. A creature other than you that moves onto it must succeed on a **DEX** save or fall prone. diff --git a/content/Spells/Spells/2nd Circle Spells/Imbue Projectile.md b/content/Spells/Spells/2nd Circle Spells/Imbue Projectile.md new file mode 100644 index 0000000..4560ca9 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Imbue Projectile.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- divine +- 2nd-circle + +--- + +**2nd-Circle Divine (Enchantment)** + +**Casting Time:** 1 bonus action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 minute + +_You infuse a throwing weapon with magical energy._ + +You touch a weapon with the Thrown property or an improvised weapon you intend to throw and imbue it with magical energy. The first attack made with this thrown weapon in the spell’s duration deals an additional 2d6 force damage. diff --git a/content/Spells/Spells/2nd Circle Spells/Instant Snare.md b/content/Spells/Spells/2nd Circle Spells/Instant Snare.md new file mode 100644 index 0000000..13a3898 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Instant Snare.md @@ -0,0 +1,27 @@ +--- +tags: +- abjuration +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Abjuration)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a loop of twine) + +**Duration:** 24 hours + +_You set a magical trap to restrain trespassers._ + +You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 5 feet of the snare. If you leave the snare as a trap, a creature must succeed on an **INT** (Investigation) or **WIS** (Perception) check against your spell save **DC** to find the trap. + +When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a **DEX** save or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare’s location for 1 minute. A restrained creature can repeat the save at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an **INT** (Arcana) check against your spell save **DC**. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead. + +This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping. + + **At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you can create one additional snare for each slot above 2nd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one. diff --git a/content/Spells/Spells/2nd Circle Spells/Inter.md b/content/Spells/Spells/2nd Circle Spells/Inter.md new file mode 100644 index 0000000..c0b16c0 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Inter.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You bury your enemies beneath churning earth._ + +The ground shifts and churns in a 10-foot cube centered on a point you can see within range. Each creature in the area must make a **DEX** save. On a failure, a creature takes 1d12 bludgeoning damage, is knocked prone, and is buried in the earth. On a success, the creature takes half as much damage and is not prone or buried. + +A buried creature is blinded and restrained, has total cover against attacks and other effects outside the earth, and begins suffocating. A buried creature or another creature can use its action to dig out with a successful **STR** check against your spell save **DC**. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd-circle or higher, the damage increases by 1d12 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Lesser Eyebite.md b/content/Spells/Spells/2nd Circle Spells/Lesser Eyebite.md new file mode 100644 index 0000000..8aadcea --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Lesser Eyebite.md @@ -0,0 +1,26 @@ +--- +tags: +- transmutation +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_Creatures you gaze upon are unsettled, to various ends._ + +For the spell’s duration, your irises become an inky void imbued with dread power. One creature of your choice within 30 feet of you that you can see must succeed on a **WIS** save or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of lesser eyebite. + +- **Groggy.** The target is incapacitated with sleepiness. If it takes any damage or if another creature uses its action to shake the target, the condition ends. +- **Rattled.** The target has disadvantage on ability checks. At the end of each of its turns, it can make another **WIS** save. If it succeeds, the effect ends. +- **Unnerved.** The target finds you unsettling. It can’t move toward you, and if it moves, it must move away from you. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. + diff --git a/content/Spells/Spells/2nd Circle Spells/Lightning Sphere.md b/content/Spells/Spells/2nd Circle Spells/Lightning Sphere.md new file mode 100644 index 0000000..db3c069 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Lightning Sphere.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a bit of cotton) + +**Duration:** Concentration, up to 1 minute + +_You summon a ball of crackling lightning that moves on your command._ + +A 5-foot-diameter ball of crackling lightning appears in an unoccupied space of your choice that you can see within range. A creature that starts its turn within 5 feet of the ball or enters that area for the first time on its turn must make a **DEX** save, taking 2d6 lightning damage on a failure or half as much damage on a success. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, you can move the sphere up to 30 feet. + +When the spell ends, either because your concentration is broken or you decide to end it, the sphere explodes in a burst of lightning. Each creature within 10 feet of the sphere must make a **DEX** save, taking 4d6 lightning damage on a failure or half as much damage on a success. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d6 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Lockjaw.md b/content/Spells/Spells/2nd Circle Spells/Lockjaw.md new file mode 100644 index 0000000..083574c --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Lockjaw.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (rusted metal) + +**Duration:** Concentration, up to 10 minutes + +_You prevent your target from making coherent utterances._ + +A creature within range must succeed on a **CON** save or have its jaw lock in place. For the duration, the creature has disadvantage on CHA ability checks that require the creature to speak. In addition, when casting a spell with a verbal component, the creature must succeed on a **CON** save or the spell fails. Its action is wasted, but it does not expend a spell slot. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you can target one additional creature for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Magma Spray.md b/content/Spells/Spells/2nd Circle Spells/Magma Spray.md new file mode 100644 index 0000000..3411d34 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Magma Spray.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 40 feet + +**Components:** V, S, M (a pinch of sulfur or a pierce of brimstone) + +**Duration:** Concentration, up to 1 minute + +A cylindrical fountain of magma erupts from the ground. + +A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn. + +A creature whose hit points are reduced to 0 by this damage is killed immediately, and its body burns to ash. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d8 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Magnetize.md b/content/Spells/Spells/2nd Circle Spells/Magnetize.md new file mode 100644 index 0000000..3f9f948 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Magnetize.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a pouch of iron filings) + +**Duration:** Concentration, up to 1 minute + +_You generate a field that allows you to push or pull metal items._ + +You create a magnetic field that allows you to push or pull metal items. When you cast the spell, and as an action each round for the duration, you can exert your will on one metal item that you can see within range. You can affect the same target repeatedly or choose a new one. If you switch targets, the prior target is no longer affected by the spell. + +You can try to move a metal item that weighs up to 1,000 pounds. If the item isn’t being worn or carried, you automatically move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell. + +If the item is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s **STR** check. If you succeed, you pull the item away from that creature and can move it in a straight line up to 30 feet toward or away from you, though not beyond the range of this spell. If it’s a worn item that can’t easily be removed (such as armor), on a failed save, the targeted creature also moves with it. If the combined weight of the item and the creature exceed 1,000 pounds, you can’t move it. diff --git a/content/Spells/Spells/2nd Circle Spells/Mark Prey.md b/content/Spells/Spells/2nd Circle Spells/Mark Prey.md new file mode 100644 index 0000000..915ebb4 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Mark Prey.md @@ -0,0 +1,23 @@ +--- +tags: +- divination +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Divination)** + +**Casting Time:** 1 bonus action + +**Range:** 120 feet + +**Components:** V + +**Duration:** Concentration, up to 1 hour + +_You magically mark a prey to track and kill._ + +You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on **WIS** (Perception) and **WIS** (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can’t benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey. + +**At Higher Circles.** When you cast this spell using certain higher-circle spell slots, the duration changes: concentration up to 8 hours with a 4th-circle or higher slot and concentration up to 24 hours with a 6th-circle or higher slot. diff --git a/content/Spells/Spells/2nd Circle Spells/Mind Spike.md b/content/Spells/Spells/2nd Circle Spells/Mind Spike.md new file mode 100644 index 0000000..240c82b --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Mind Spike.md @@ -0,0 +1,23 @@ +--- +tags: +- divination +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Divination)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** S + +**Duration:** Concentration, up to 1 hour + +_Reach into the mind of a creature and track them._ + +You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d8 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Mind Whip.md b/content/Spells/Spells/2nd Circle Spells/Mind Whip.md new file mode 100644 index 0000000..5f40e2a --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Mind Whip.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V + +**Duration:** 1 round + +_You psychically lash out at a foe._ + +Choose one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you can target one additional creature for each slot circle above 2nd. The creatures must be within 30 feet of each other when you target them. diff --git a/content/Spells/Spells/2nd Circle Spells/Nip at the Heels.md b/content/Spells/Spells/2nd Circle Spells/Nip at the Heels.md new file mode 100644 index 0000000..4947645 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Nip at the Heels.md @@ -0,0 +1,23 @@ +--- +tags: +- illusion +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Illusion)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a dog’s tooth) + +**Duration:** 1 minute + +_You create an illusory pack of dogs to chase a target._ + +You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a **WIS** save. On a failure, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a **WIS** save, ending the effect on itself on a success. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the save, staying just out of reach of the jumping and barking dogs. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you can target one additional creature for each slot above 2nd. The creatures must be within 30 feet of each other when you target them. diff --git a/content/Spells/Spells/2nd Circle Spells/Orbital Spheres.md b/content/Spells/Spells/2nd Circle Spells/Orbital Spheres.md new file mode 100644 index 0000000..64ebd88 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Orbital Spheres.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- divine +- 2nd-circle + +--- + +**2nd-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (5-foot radius) + +**Components:** V, S, M (a tiny gold sphere worth 25 gp) + +**Duration:** Concentration, up to 1 minute + +_You create floating magical spheres that can attack or defend._ + +You surround yourself with four magical spheres that orbit your body. While the spell is active, you can use a bonus action to magically hurl a sphere as a ranged spell attack. On a hit, the sphere deals 1d6 + 1 force damage and is destroyed. + +When a creature hits you with a weapon attack, you can use your reaction to intercept the attack with a sphere. This reduces the damage dealt by 1d6 + 1 and destroys the sphere. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, it creates one additional sphere for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Pain Wrack.md b/content/Spells/Spells/2nd Circle Spells/Pain Wrack.md new file mode 100644 index 0000000..b43e1be --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Pain Wrack.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You invoke bolts of searing pain in a living creature._ + +A creature within range must succeed on a **CON** save or feel a twinge of pain. For the duration, when the creature takes an action, you can use your reaction to intensify the twinge, giving it disadvantage on its first roll during the action. Then the creature must succeed on a **CON** save or take 1d6 psychic damage. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the psychic damage increases by 1d6 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Paranoid Delusions.md b/content/Spells/Spells/2nd Circle Spells/Paranoid Delusions.md new file mode 100644 index 0000000..58e42f3 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Paranoid Delusions.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** 1 minute + +_You instill paranoia in another creature’s mind._ + +You cause paranoia in the mind of a target creature within range. That creature must succeed on a **WIS** save or view each creature within 5 feet of it as a possible threat. It uses its action to attack any creature, allied or otherwise, within 5 feet of it. If multiple creatures are within 5 feet, it attacks one at random. The affected creature can make a **WIS** save at the end of each of its turns, ending the effect on itself on a success. diff --git a/content/Spells/Spells/2nd Circle Spells/Perceive Vulnerability.md b/content/Spells/Spells/2nd Circle Spells/Perceive Vulnerability.md new file mode 100644 index 0000000..62990b3 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Perceive Vulnerability.md @@ -0,0 +1,23 @@ +--- +tags: +- divination +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Divination)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S, M (a glass lens) + +**Duration:** Concentration, up to 1 minute + +_Preternatural senses granted by this spell show you where an enemy is most vulnerable._ + +You sense weak spots in your foes’ defenses. If you score a critical hit or a successful sneak attack on a target for the duration, roll the damage dice twice and take the higher result. + +In addition, as a bonus action you can focus on a target within 30 feet. On a successful **WIS** (Perception) check against a **DC** of 10 + the target’s CR, you learn its vulnerabilities to damage types and which damage types overcome the target’s regeneration or similar traits. diff --git a/content/Spells/Spells/2nd Circle Spells/Protective Trap.md b/content/Spells/Spells/2nd Circle Spells/Protective Trap.md new file mode 100644 index 0000000..7f58e23 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Protective Trap.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- divine +- 2nd-circle + +--- + +**2nd-Circle Divine (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a pinch of jelly or honey) + +**Duration:** 1 minute + +_You cause the ground beneath an attacker to rise and envelop it._ + +You touch a willing creature and grant it a defense against an attack. + +When the target would be successfully hit by a melee or ranged attack by a creature within 60 feet of it, the attacker must make a **DEX** save. On a success, the attacker acts normally, and the spell doesn’t trigger. On a failure, the attack fails, and the attacker is restrained as the ground envelops the attacker. The spell then ends on the target. + +The enveloped creature, or a creature within 5 feet of it, can use its action to roll an **STR** (Athletics) check against your Spell save **DC** to attempt to break free, ending the effect on a success. At the end of each turn that it remains enveloped, it must succeed on a **STR** save or take 2d6 bludgeoning damage. diff --git a/content/Spells/Spells/2nd Circle Spells/Psychic Block.md b/content/Spells/Spells/2nd Circle Spells/Psychic Block.md new file mode 100644 index 0000000..491c195 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Psychic Block.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** 1 minute + +_You prevent another creature from easily finding you._ + +You instill a psychic block in a creature’s head to make it lose track of you. Choose one creature within range that can hear you to make a **WIS** save. If you are in initiative, fighting against it, it has advantage on the save. On a failure, the target has disadvantage on **WIS** (Perception) checks made to perceive you. If it targets you with an attack, it must make another **WIS** save. On a failure, it can’t target you and must target another creature or take another action. diff --git a/content/Spells/Spells/2nd Circle Spells/Quill Growth.md b/content/Spells/Spells/2nd Circle Spells/Quill Growth.md new file mode 100644 index 0000000..cb9d1e4 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Quill Growth.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (quill or spine from a Beast) + +**Duration:** Concentration, up to 1 hour + +_You create an eruption of venomous, needle-sharp spines from your target’s skin._ + +Quills sprout from a willing creature you target. When a creature within 5 feet of the target hits it with a melee attack or touches it, the creature must succeed on a **DEX** save or take 1d10 piercing damage plus 1d4 poison damage. If a creature is grappling the target, it automatically takes this damage at the beginning of its turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the poison damage increases by 1d4 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Reassuring Visage.md b/content/Spells/Spells/2nd Circle Spells/Reassuring Visage.md new file mode 100644 index 0000000..0f6154c --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Reassuring Visage.md @@ -0,0 +1,23 @@ +--- +tags: +- illusion +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Illusion)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S, M (a small mirror) + +**Duration:** 10 minutes + +_You are covered by an illusion that makes creatures view you as approachable and harmless._ + +When you cast this spell, a veil of illusion covers you, presenting a comforting image to any creature you speak with who can understand you. The creature must succeed on a **WIS** save or its attitude toward you increases by one step: hostile creatures become neutral, and neutral creatures become friendly. If a creature becomes friendly to you, you gain advantage on any CHA checks made to influence the creature for the duration. + +No two creatures perceive you the same way while under the effects of this spell. Should creatures affected by this spell happen to discuss your appearance, they quickly realize they aren’t seeing you the same way. At the start of your next turn, you lose advantage on checks and their attitudes toward you return to their previous states. diff --git a/content/Spells/Spells/2nd Circle Spells/Redirect Missile.md b/content/Spells/Spells/2nd Circle Spells/Redirect Missile.md new file mode 100644 index 0000000..f683f0c --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Redirect Missile.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Abjuration)** + +**Casting Time:** 1 reaction, when you are targeted by a ranged weapon attack that you can see + +**Range:** 1 reaction, when you are targeted by a ranged weapon attack that you can see + +**Components:** S + +**Duration:** Instantaneous + +_A shield of telekinetic force redirects a ranged attack._ + +When you can see that you are the target of a ranged weapon attack, as a reaction, you can redirect the missile to another target within 30 feet of you, including the attacker if it is within range. Use the original attack roll against the new target’s AC to determine whether the attack hits. diff --git a/content/Spells/Spells/2nd Circle Spells/Scorching Flames.md b/content/Spells/Spells/2nd Circle Spells/Scorching Flames.md new file mode 100644 index 0000000..43c1dd2 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Scorching Flames.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a red dragon’s scale) + +**Duration:** Instantaneous + +_You emanate a roaring flame that Scorches the earth in front of you._ + +A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d8 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Sculpt Snow.md b/content/Spells/Spells/2nd Circle Spells/Sculpt Snow.md new file mode 100644 index 0000000..8959417 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Sculpt Snow.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You create a structure out of an area of snow._ + +When targeting an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptures bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman. + +Sculptures created by this spell can be animated with animate objects or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you can sculpt one additional Large object for each circle above 2nd. Two Large objects can be replaced with one Huge object. diff --git a/content/Spells/Spells/2nd Circle Spells/Shadow Blade.md b/content/Spells/Spells/2nd Circle Spells/Shadow Blade.md new file mode 100644 index 0000000..b2495d6 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Shadow Blade.md @@ -0,0 +1,25 @@ +--- +tags: +- illusion +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Illusion)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You weave together threads of shadow to create a sword of solidified gloom in your hand._ + +You create a Sword made of Shadows in your hand, this magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. + +If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. + +**At Higher Circles.** When you cast this spell using a 3rdor 4th-circle spell slot, the damage increases to 3d8\. When you cast it using a 5thor 6th-circle spell slot, the damage increases to 4d8\. When you cast it using a spell slot of 7th circle or higher, the damage increases to 5d8. diff --git a/content/Spells/Spells/2nd Circle Spells/Shadow Flame Crown.md b/content/Spells/Spells/2nd Circle Spells/Shadow Flame Crown.md new file mode 100644 index 0000000..eb425fc --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Shadow Flame Crown.md @@ -0,0 +1,27 @@ +--- +tags: +- evocation +- divine +- 2nd-circle + +--- + +**2nd-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +_You summon shadowy spirits to hide and protect you._ + +Five flickering embers of shadow flame hover around your head, casting an eerie glow. The embers shed dim light in a 20-foot radius. For the duration, you have advantage on **WIS** (Perception) checks within this radius and any CHA check you make while speaking with a Fiend. + +When a creature that you can see hits you or an ally within 20 feet of you with an attack, as a reaction, you can extinguish one ember to cause the attacker to reroll the attack. You must accept the results of the second roll. + +The spell ends early if the last ember is extinguished. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, the crown has ten embers instead of five. diff --git a/content/Spells/Spells/2nd Circle Spells/Shadow Guardians.md b/content/Spells/Spells/2nd Circle Spells/Shadow Guardians.md new file mode 100644 index 0000000..501afb2 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Shadow Guardians.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self (15-foot radius) + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You crown yourself with writhing, black flames._ + +You call forth shadowy spirits that swirl around you to a distance of 15 feet. When another creature enters or starts its turn in the spell’s area, its speed is halved and it has disadvantage on attack rolls against you and your allies within the radius. For the duration, you also have advantage on **DEX** (Stealth) checks made to hide in dim light, darkness, or magical darkness. diff --git a/content/Spells/Spells/2nd Circle Spells/Snowball Storm.md b/content/Spells/Spells/2nd Circle Spells/Snowball Storm.md new file mode 100644 index 0000000..82c0c06 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Snowball Storm.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- 2nd-circle + +--- + +**2nd-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a piece of ice or a small white rock chip) + +**Duration:** Instantaneous + +_A flurry of magic snowballs erupts towards your foes._ + +Each creature in a 5-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d6 for each slot circle above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Spirit Ward.md b/content/Spells/Spells/2nd Circle Spells/Spirit Ward.md new file mode 100644 index 0000000..bcb7543 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Spirit Ward.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Abjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 1 minute + +_Spirits give temporary hit points and damage resistance to a creature you designate._ + +You call upon spirits to protect a creature you can see within range. The target gains 2d8 temporary hit points. In addition, while it has these hit points, the target also has resistance to one damage type of your choice: bludgeoning, piercing, or slashing. Both the temporary hit points and the resistance end after 1 minute if they don’t end sooner. + +**At Higher Levels.** When you cast this spell using a spell slot of 3rd circle or higher, the temporary hit points increase by 1d8 for each slot above 2nd. In addition, if you cast this spell using a spell slot of 6th circle or higher, you can also choose from the following damage types: acid, cold, fire, force, necrotic, poison, and radiant. diff --git a/content/Spells/Spells/2nd Circle Spells/Spray Of Cards.md b/content/Spells/Spells/2nd Circle Spells/Spray Of Cards.md new file mode 100644 index 0000000..c9fe72f --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Spray Of Cards.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self (15-foot cone) + +**Components:** V, S, M (a deck of cards) + +**Duration:** Instantaneous + +You spray a cone _of Spectral Cards._ + +Each creature in a 15-foot cone, originating from you, must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. + +**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd diff --git a/content/Spells/Spells/2nd Circle Spells/Spy my Shadow.md b/content/Spells/Spells/2nd Circle Spells/Spy my Shadow.md new file mode 100644 index 0000000..5d57edd --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Spy my Shadow.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You turn your shadow into a spy._ + +You bring your shadow to life as a tenebrous spy that can slip under doors, between shutters, and through the narrowest of cracks. You can stretch your shadow up to ten times your height and move it as you desire. It remains two-dimensional and can’t interact with physical objects. + +You can spy through your shadow’s eyes and ears as if they were your own, but magically enhanced senses, such as you being affected by the darkvision spell, don’t work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow’s presence a secret: it has advantage on **DEX** (Stealth) checks in areas of dim light but disadvantage on **DEX** (Stealth) checks in areas of bright light. It is invisible in areas of darkness. diff --git a/content/Spells/Spells/2nd Circle Spells/Star Bolt.md b/content/Spells/Spells/2nd Circle Spells/Star Bolt.md new file mode 100644 index 0000000..cc4fe72 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Star Bolt.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- divine +- 2nd-circle + +--- + +**2nd-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You launch starry missiles at your chosen targets._ + +You create three shimmering, blue-white bolts that streak like falling stars toward targets within range. You can hurl them at the same or different targets. Make a ranged spell attack for each bolt. On a hit, the target takes 1d10 radiant damage and must make a **CON** save. On a failure, it is blinded until the end of its next turn. + +In addition, on a hit, a bolt explodes in a burst of light. The target and all creatures in a 5-foot radius around it must make a **DEX** save. On a failure, a creature is wreathed in a blue-white glow, shedding dim light in a 10-foot radius until the start of your next turn. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, you create one additional star bolt for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Summon Beast.md b/content/Spells/Spells/2nd Circle Spells/Summon Beast.md new file mode 100644 index 0000000..9b4f4ea --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Summon Beast.md @@ -0,0 +1,44 @@ +--- +tags: +- conjuration +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp) + +**Duration:** Concentration, up to 1 hour + +_You call forth a bestial spirit in the a from of your choosing._ + +A bestial spirit manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + +The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. + +| Bestial Spirit | | | | | | +| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | --- | --- | --- | +| Small beast | | | | | | +| **Armor Class:** 11 + The circle of the spell (Natural Armor) | | | | | | +| **Hit Points:** 20 (Air only) or 30 (Land and Water only) + 5 for each spell circle above 2nd | | | | | | +| **Speed:** 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only) | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| +4 | +0 | +3 | \-3 | +2 | \-3 | +| **Senses:** Darkvision 60 ft., passive Perception 12 | | | | | | +| **Languages:** understanding the languages you speak | | | | | | +| Challenge: — | | | | | | +| **Proficiency Bonus (**PB**):** equals your bonus | | | | | | +| **Flyby (Air Only).** The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. | | | | | | +| **Pack Tactics (Land and Water Only).** The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated. | | | | | | +| **Water Breathing (Water Only).** The beast can breathe only underwater. | | | | | | +| Actions | | | | | | +| **Multiattack.** The beast makes a number of attacks equal to half this spell’s circle (rounded down). | | | | | | +| **Maul.** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s circle piercing damage. | | | | | | + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, use the higher circle where the spell’s circle appears in the stat block. diff --git a/content/Spells/Spells/2nd Circle Spells/Thunderburst.md b/content/Spells/Spells/2nd Circle Spells/Thunderburst.md new file mode 100644 index 0000000..1e6d156 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Thunderburst.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S + +**Duration:** Instantaneous + +A thunderous explosion damages and pushes everything away. + +You create a sudden, thunderous explosion emanating from a point you can see within range. Each creature within 10 feet of that point must make a **CON** save. On a failure, a creature takes 2d6 thunder damage and is pushed 10 feet directly away from the point. On a success, the creature takes half as much damage and isn’t pushed. + +In addition, unsecured objects in the area that aren’t being worn or carried are automatically pushed 10 feet by the spell’s effect, and the spell emits a boom that can be heard up to 300 feet away. + +**At Higher Circles.** WWhen you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d6 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Vengeful Smite.md b/content/Spells/Spells/2nd Circle Spells/Vengeful Smite.md new file mode 100644 index 0000000..ecb2756 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Vengeful Smite.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 2nd-circle + +--- + +**2nd-Circle Wyrd (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, M (a melee weapon) + +**Duration:** Concentration, up to 1 minute + +You empower a weapon to damage the mind and frighten foes. + +You cast this spell on a weapon you’re wielding. The first time you hit a creature with that weapon before the spell ends; the attack deals an extra 2d6 psychic damage to the target. In addition, the target becomes frightened of you until the spell ends. The affected creature can make a **WIS** save at the end of each of its turns, ending the frightened effect on a success. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the extra damage dealt by the attack increases by 1d6 for each slot above 2nd. diff --git a/content/Spells/Spells/2nd Circle Spells/Wither and Bloom.md b/content/Spells/Spells/2nd Circle Spells/Wither and Bloom.md new file mode 100644 index 0000000..dbbbaf6 --- /dev/null +++ b/content/Spells/Spells/2nd Circle Spells/Wither and Bloom.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- primordial +- 2nd-circle + +--- + +**2nd-Circle primordial (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a withered vine twisted into a loop) + +**Duration:** Instantaneous + +You invoke both death and life upon a sphere. + +Each creature of your choice in a 10-foot-radius area within range must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Non-magical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. + +**At Higher Circles.** When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. diff --git a/content/Spells/Spells/3rd Circle Ritual Spells/Feign Death.md b/content/Spells/Spells/3rd Circle Ritual Spells/Feign Death.md new file mode 100644 index 0000000..4e9b11d --- /dev/null +++ b/content/Spells/Spells/3rd Circle Ritual Spells/Feign Death.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- wyrd +- 3rd-circle +- ritual +--- + +**3rd-Circle Wyrd Ritual (Evocation)** + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a pinch of graveyard dirt) + +**Duration:** 1 hour + +_Cause an ally to be in a cataleptic state and resist damage._ + +You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and 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 cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. diff --git a/content/Spells/Spells/3rd Circle Ritual Spells/Going In Circles.md b/content/Spells/Spells/3rd Circle Ritual Spells/Going In Circles.md new file mode 100644 index 0000000..28ae3bc --- /dev/null +++ b/content/Spells/Spells/3rd Circle Ritual Spells/Going In Circles.md @@ -0,0 +1,25 @@ +--- +tags: +- illusion +- arcane +- 3rd-circle +- ritual +--- + +**3rd-Circle Arcane Ritual (Illusion)** + +**Casting Time:** 10 minutes + +**Range:** Signt + +**Components:** V, S, M (a piece of the target terrain) + +**Duration:** 24 hours + +_You create illusory paths to confuse travelers as they cross the terrain._ + +You make natural terrain in a 1-mile cube centered on a point within range difficult to traverse. The area can’t include Huge or larger manufactured structures, and if such a structure exists in the area, the spell ends. A creature in the affected area has disadvantage on **WIS** (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn’t changed, only the perception of those inside it. A creature that succeeds on two **WIS** (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts the find the path spell automatically succeeds in discovering a way out of the terrain. + +When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell. + +If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled. You can have any number of areas under a permanent illusion, but you can’t have more than one area under an illusion at a time, unless the others are permanently under an illusion. diff --git a/content/Spells/Spells/3rd Circle Ritual Spells/Motivational Speech.md b/content/Spells/Spells/3rd Circle Ritual Spells/Motivational Speech.md new file mode 100644 index 0000000..186ae6b --- /dev/null +++ b/content/Spells/Spells/3rd Circle Ritual Spells/Motivational Speech.md @@ -0,0 +1,25 @@ +--- +tags: +- enchantment +- divine +- 3rd-circle +- ritual +--- + +**3rd-Circle Divine Ritual (Enchantment)** + +**Casting Time:** 10 minute + +**Range:** 60 feet + +**Components:** V, M (A speech written in magical Ink worth 200 gp, which the spell consumes) + +**Duration:** 8 hour + +_You give a motivational Speech, inspiring your Friends to fight harder than ever before._ + +Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. + +Once you cast this spell, you can’t do so again until you complete a long rest. + +**At Higher Circles.** As you unlock higher circles, this ritual grows in potency. Once you have access to 4th-circle spell slots or higher, the temporary hit points increase by 5 for each slot you have access to above 3rd. diff --git a/content/Spells/Spells/3rd Circle Ritual Spells/Tiny Servant.md b/content/Spells/Spells/3rd Circle Ritual Spells/Tiny Servant.md new file mode 100644 index 0000000..f48fda1 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Ritual Spells/Tiny Servant.md @@ -0,0 +1,43 @@ +--- +tags: +- transmutation +- arcane +- 3rd-circle +- ritual +--- + +**3rd-Circle Arcane Ritual (Transmutation)** + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S + +**Duration:** 8 hours + +A tiny construct is created to assist you with small tasks + +You touch one Tiny, non-magical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. + +As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. + +When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, you can animate two additional objects for each slot circle above 3rd. + +| Tiny Servant | | | | | | +| ------------------------------------------------------------------------------------------------------------ | --- | --- | --- | --- | --- | +| Tiny Construct | | | | | | +| **Armor Class:** 15 | | | | | | +| **Hit Points:** 10 | | | | | | +| **Speed:** 30 ft., Climb 30 ft. | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| \-3 | +3 | +0 | \-4 | +0 | \-5 | +| **Damage Immunities:** poison, psychic | | | | | | +| **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned | | | | | | +| **Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 10 | | | | | | +| Languages: — | | | | | | +| Challenge: — | | | | | | +| Actions | | | | | | +| **Slam.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. | | | | | | \ No newline at end of file diff --git a/content/Spells/Spells/3rd Circle Spells/Abjuring Smite.md b/content/Spells/Spells/3rd Circle Spells/Abjuring Smite.md new file mode 100644 index 0000000..1e9eea8 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Abjuring Smite.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Abjuration)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, M (a melee weapon) + +**Duration:** Concentration, up to 1 minute + +_You empower your weapon with damaging magic that is particularly effective against extraplanar creatures._ + +You cast this spell on a weapon you’re wielding. The first time you hit a creature with that weapon before this spell ends, the attack deals an extra 3d8 force damage to the target. If the target is native to a plane of existence other than the one you’re on, it takes an additional 1d8 force damage and has disadvantage on **INT**, **WIS**, and CHA saves for the duration. + +**At Higher Levels.** When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d8 for each slot above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Acid Downfall.md b/content/Spells/Spells/3rd Circle Spells/Acid Downfall.md new file mode 100644 index 0000000..1fecbe6 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Acid Downfall.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet (20-foot-radius, 60-foot-tall cylinder) + +**Components:** V, S, M (a drop of acid) + +**Duration:** Concentration, up to 1 minute + +_With a gentle patter, corrosive raindrops build to an acidic deluge._ + +In a 20-foot-radius, 60-foot-tall cylinder, centered on a point within range, an acidic rainfall appears. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 3d6 acid damage on failure or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there. + +**At Higher Levels.** When you cast this spell using a spell slot of 4th circle or higher, the acid damage increases by 1d6 for each slot level above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Animal Aspect.md b/content/Spells/Spells/3rd Circle Spells/Animal Aspect.md new file mode 100644 index 0000000..4742cf9 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Animal Aspect.md @@ -0,0 +1,29 @@ +--- +tags: +- transmutation +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_You imbue a creature with beastlike abilities._ + +You touch a creature and alter its body, giving it a beast-like ability for the duration. Select one of these options when you cast the spell to give a target: + +- **Keen Senses.** You gain keensense 60 feet. +- **Prehensile Tail.** You grow a tail which you can use to pick up and carry items up to 50 pounds. You can use the tail to interact with objects, leaving your hands free to wield weapons or carry heavier objects. You can’t wield a weapon or shield with the tail. +- **Rapid Movement.** You gain +10 feet to one movement speed. +- **Thickened Hide.** You gain a +1 bonus to AC. +- **Venom.** You secrete venom, causing your melee weapon attacks to deal an extra 1d6 poison damage on a hit. +- **Wings.** You gain a flying speed of 30 feet. + diff --git a/content/Spells/Spells/3rd Circle Spells/Aqueous Form.md b/content/Spells/Spells/3rd Circle Spells/Aqueous Form.md new file mode 100644 index 0000000..4e51511 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Aqueous Form.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a drop of prepared water) + +**Duration:** Concentration, up to 1 hour + +_You transform a creature into an amorphous, slow moving pool of water._ + +You transform a willing creature you touch, along with everything it’s wearing and carrying, into a shallow pool of water for the duration. The spell ends if the creature drops to 0 HP. + +While in this form, the target’s movement speed is 15 feet, and it gains a swimming speed of 30 feet. It can breathe in both air and water. The target can enter and occupy the space of another creature of any size. It has resistance to damage from nonmagical attacks and advantage on **STR**, **DEX**, and **CON** saves. The target can pass through small holes, narrow openings, and even mere cracks. It can swim through other liquids but is harmed by damaging substances such as lava and acid. + +While in the watery form, the target can’t talk or manipulate objects. Any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells. diff --git a/content/Spells/Spells/3rd Circle Spells/Aspect of the Cobra.md b/content/Spells/Spells/3rd Circle Spells/Aspect of the Cobra.md new file mode 100644 index 0000000..f593039 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Aspect of the Cobra.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a fang from a venomous snake) + +**Duration:** Concentration, up to 1 minute + +_You gain a poisonous bite attack and can spit venom._ + +You gain snake-like fangs, giving you a melee bite attack that deals 1d4 + your **DEX** or **STR** modifier (your choice) piercing damage plus 4d6 poison damage on a hit. The target of your bite attack can make a **CON** save, taking half as much poison damage on a success. + +As a bonus action, you can spit venom at a target within 20 feet as a ranged weapon attack. On a hit, the target must succeed on a **CON** save or be poisoned and blinded for 1 minute. At the end of each of its turns, a poisoned target can repeat the **CON** save, ending the effect on itself on a success. diff --git a/content/Spells/Spells/3rd Circle Spells/Aura of Bane.md b/content/Spells/Spells/3rd Circle Spells/Aura of Bane.md new file mode 100644 index 0000000..089e6c3 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Aura of Bane.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Self (10-foot radius) + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You emit a cursed aura that hinders nearby foes._ + +An aura of divine energy washes out from you in a 10-foot radius. The aura moves with you and is centered on you. For the duration, when a creature of your choice in the aura makes an attack roll or save, it must roll a d4 and subtract the number rolled from the attack roll or save. diff --git a/content/Spells/Spells/3rd Circle Spells/Aura of Vitality.md b/content/Spells/Spells/3rd Circle Spells/Aura of Vitality.md new file mode 100644 index 0000000..012cfa3 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Aura of Vitality.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- divine +- 3rd-circle + +--- + +**3rd-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot radius) + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_Healing energy radiates from you in an aura, healing your allies._ + +Until the spell ends, a 30-foot aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. diff --git a/content/Spells/Spells/3rd Circle Spells/Bardo.md b/content/Spells/Spells/3rd Circle Spells/Bardo.md new file mode 100644 index 0000000..0ec351b --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Bardo.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 reaction, which you take when you see a creature within 30 feet of you die + +**Range:** 30 feet + +**Components:** V S M (a pinch of dirt from a graveyard) + +**Duration:** Instantaneous + +_You capture some of the fading life essence of a dying creature. Drawing on the energy of the tenuous moment between life and death._ + +You can then use the essence of the triggering creature to immediately harm or help a different creature you can see within range. If you choose to harm, the target must make a Wisdom saving throw. The target takes psychic damage equal to 4d8 + your spellcasting ability modifier on a failed save, or half as much damage on a successful one. If you choose to help, the target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell can’t be triggered by the death of a construct or an undead creature, and it can’t restore hit points to constructs or undead. diff --git a/content/Spells/Spells/3rd Circle Spells/Blazing Stride.md b/content/Spells/Spells/3rd Circle Spells/Blazing Stride.md new file mode 100644 index 0000000..d862c28 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Blazing Stride.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V,S + +**Duration:** Concentration, up to 1 minute + +_The billowing flames of a dragon blast from your feet, granting you explosive speed._ + +For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, increase your speed by 5 feet for each spell slot circle above 3rd. The spell deals an additional 1d6 fire damage for each slot circle above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Blinding Smite.md b/content/Spells/Spells/3rd Circle Spells/Blinding Smite.md new file mode 100644 index 0000000..b78b729 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Blinding Smite.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- divine +- 3rd-circle + +--- + +**3rd-Circle Divine (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +You empower a weapon with damaging Radiant Energy that blinds your foe. + +The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. + +A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. diff --git a/content/Spells/Spells/3rd Circle Spells/Blood Offering.md b/content/Spells/Spells/3rd Circle Spells/Blood Offering.md new file mode 100644 index 0000000..5a18662 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Blood Offering.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 Action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +_You heal yourself using the waning life force of a dead creature._ + +You touch the corpse of a creature that isn’t Undead or a Construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature’s challenge rating (minimum of 1 hit point). Once you have consumed its life force, you can’t use this on that creature again, and the creature can be restored to life only by means of a true resurrection or a wish spell. diff --git a/content/Spells/Spells/3rd Circle Spells/Butterfly Storm.md b/content/Spells/Spells/3rd Circle Spells/Butterfly Storm.md new file mode 100644 index 0000000..73e467a --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Butterfly Storm.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 Action + +**Range:** 120 feet + +**Components:** V, S, M (insect legs) + +**Duration:** Concentration, up to 1 minute + +_You create a chaotic cloud of butterflies that Obscures and Traps your enemies._ + +You create a chaotic cloud of butterflies in a 20-foot-radius sphere centered on a point you choose within range. The area is heavily obscured, and resting smoke or fog in the area is dispersed. For the duration, creatures of your choice ignore the following effects. + +- The affected area is difficult terrain. +- When a creature attempts to leave the spell’s area, it must make a Strength saving throw. On a failed save, it is pulled back to an unoccupied space closest to the center of the sphere. + diff --git a/content/Spells/Spells/3rd Circle Spells/Cloak of Vermin.md b/content/Spells/Spells/3rd Circle Spells/Cloak of Vermin.md new file mode 100644 index 0000000..52821c7 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Cloak of Vermin.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a handful of dead flies) + +**Duration:** Concentration, up to 10 minutes + +_You conjure a writhing garment of living insects that protect you and harm your foes._ + +While the spell is active, you gain a +1 bonus to AC. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker. + +As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe (the GM has the swarm’s statistics) until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion. diff --git a/content/Spells/Spells/3rd Circle Spells/Conjure Barrage.md b/content/Spells/Spells/3rd Circle Spells/Conjure Barrage.md new file mode 100644 index 0000000..715a024 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Conjure Barrage.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self (60-foot cone) + +**Components:** V, S, M (one piece of ammunition or a thrown weapon) + +**Duration:** Instantaneous + + _A cone of weapons or arrows shoot forward at your foes_ + +You throw a non-magical weapon or fire a piece of non-magical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component. diff --git a/content/Spells/Spells/3rd Circle Spells/Crusader's Mantle.md b/content/Spells/Spells/3rd Circle Spells/Crusader's Mantle.md new file mode 100644 index 0000000..46fbb16 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Crusader's Mantle.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- divine +- 3rd-circle + +--- + +**3rd-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. + +Until the spell ends, a 30-foot aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack. diff --git a/content/Spells/Spells/3rd Circle Spells/Cynophobia.md b/content/Spells/Spells/3rd Circle Spells/Cynophobia.md new file mode 100644 index 0000000..82c1c48 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Cynophobia.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a dog’s tooth) + +**Duration:** 8 hours + +_You instill a devastating fear of canines in your target._ + +Choose a creature that you can see within range. The target must succeed on a **WIS** save or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a **WIS** save or be frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the save. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it. + +**At Higher Circles.** When you cast this spell using certain higher-circle spell slots, the duration changes: 24 hours with a 5th-circle slot, 1 month with a 7th-circle slot, and until dispelled with a spell slot of 8th circle or higher. diff --git a/content/Spells/Spells/3rd Circle Spells/Electrify Metal.md b/content/Spells/Spells/3rd Circle Spells/Electrify Metal.md new file mode 100644 index 0000000..fb051b7 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Electrify Metal.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (ball of lint) + +**Duration:** Concentration, up to 1 minute + +_You charge up a metal object, zapping creatures who touch it._ + +Choose a manufactured metal object such as a metal weapon or a suit of armor that lacks the Natural Materials property that you can see within range. You cause the object to discharge electricity. Any creature touching the object takes 3d8 lightning damage when you cast the spell. An unattended object arcs electricity out to one creature of your choice within 5 feet of it, and that creature must succeed on a **CON** save or take 1d8 lightning damage. Until the spell ends, you can use a bonus action on subsequent turns to deal this damage. + +If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a **CON** save or drop the object. If it doesn’t drop the object, the creature is stunned until the start of its next turn and can take only an action or bonus action during its next turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the damage for the direct contact increases by 1d8 for each slot above 3rd. The arc’s range increases by 5 feet, and its damage increases by 1d8 for every two slots above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Elemental Fusion.md b/content/Spells/Spells/3rd Circle Spells/Elemental Fusion.md new file mode 100644 index 0000000..682f492 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Elemental Fusion.md @@ -0,0 +1,28 @@ +--- +tags: +- transmutation +- arcane +- 3rd-circle + +--- + +**3rd-Circle Arcane (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You fuse elemental fire, earth, water, or wind with your body to affect the world around you._ + +You channel elements directly from the Elemental Planes, fusing them to your body to manifest in the Material Plane. Choose one of the following elemental fusions. Each fusion effect is available while your body is fused to that element, as an action. As a bonus action, you can end one fusion effect and begin another. The effects last for the duration. + +- **Earth Fusion.** Your arms become living stone. You can make a melee spell attack against a creature within 5 feet. On a hit, the target takes 4d6 bludgeoning damage and must succeed on a **STR** save or be knocked prone. +- **Fire Fusion.** Your arms burst into flames that don’t harm you. You can make a ranged spell attack against a creature within 30 feet. On a hit, the target takes 4d6 fire damage and must succeed on a **CON** save or ignite, taking 1d6 fire damage at the start of each turn. A creature can use its action to extinguish the flames. +- **Water Fusion.** Water floats around your arms. You can make a ranged spell attack against a creature within 30 feet. On a hit, the target takes 4d6 cold damage and must succeed on a **CON** save or have its speed halved until the start of your next turn. +- **Wind Fusion.** Wind swirls around your body. You can make a ranged spell attack against a creature within 60 feet. On a hit, the target takes 4d6 slashing damage and must succeed on a **DEX** save or be pushed 15 feet away from you. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the damage of each elemental fusion increases by 1d6 for each slot above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Enemies Abound.md b/content/Spells/Spells/3rd Circle Spells/Enemies Abound.md new file mode 100644 index 0000000..a30b2d1 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Enemies Abound.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_Alter the mind of your enemy, causing them to not be able to tell friend from foe_ + +You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. diff --git a/content/Spells/Spells/3rd Circle Spells/Erratic Distraction.md b/content/Spells/Spells/3rd Circle Spells/Erratic Distraction.md new file mode 100644 index 0000000..1869900 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Erratic Distraction.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- arcane +- 3rd-circle + +--- + +**3rd-Circle Arcane (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** S + +**Duration:** Concentration, up to 1 minute + +_A shimmering ball moves erratically to distract creatures._ + +You create a shimmering ball the size of your fist at a point you can see within range. Each creature within 10 feet of the ball must succeed on a **WIS** save or be charmed by it. While charmed, a creature must use its movement to move on the most direct path toward the ball. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. When it reaches the ball, the creature must use its action to attempt to catch it, which it can do with a successful **DEX** check against your spell save **DC**. If the creature catches the ball, it takes 4d6 psychic damage, drops the ball, and the charm effect ends for it. + +For the duration, at the start of each of your turns, the ball moves 40 feet in a random direction. If the ball hits a solid object like a wall or the floor, it bounces in a random direction until it moves the full 40 feet. Each creature within 10 feet of the ball when it stops must succeed on a **WIS** save or be charmed by the ball. diff --git a/content/Spells/Spells/3rd Circle Spells/Erupting Earth.md b/content/Spells/Spells/3rd Circle Spells/Erupting Earth.md new file mode 100644 index 0000000..3cf701a --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Erupting Earth.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a piece of obsidian) + +**Duration:** Instantaneous + +_A fountain of churned earth and stone erupts in an area._ + +Choose a point you can see on the ground within range. Each creature in a 20-foot cube must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d12 for each slot circle above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Glimpse The End.md b/content/Spells/Spells/3rd Circle Spells/Glimpse The End.md new file mode 100644 index 0000000..9ad6441 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Glimpse The End.md @@ -0,0 +1,21 @@ +--- +tags: +- divination +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Divination)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, M (a pinch of grave dust or a piece from a tombstone) + +**Duration:** Instantaneous + +_You examine the life force in a creature you touch and sense when it will expire._ + +You and a creature you are touching share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell’s target, but in the objective world, the knowledge is received instantaneously. diff --git a/content/Spells/Spells/3rd Circle Spells/Hunger of The Void.md b/content/Spells/Spells/3rd Circle Spells/Hunger of The Void.md new file mode 100644 index 0000000..07b3f73 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Hunger of The Void.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a pickled octopus tentacle) + +**Duration:** Concentration, up to 1 minute + +_You open a gateway to the dark between the stars, a region infested with unknown horrors._ + +A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. + +The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. diff --git a/content/Spells/Spells/3rd Circle Spells/Legion of Rabid Squirrels.md b/content/Spells/Spells/3rd Circle Spells/Legion of Rabid Squirrels.md new file mode 100644 index 0000000..a909d3d --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Legion of Rabid Squirrels.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (an acorn or nut) + +**Duration:** Concentration, up to 1 minute + +_You summon a swarm of squirrels._ + +While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a swarm of poisonous snakes, except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends, and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the canid. When the spell ends, the squirrels disperse back into the forest. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the legion’s poison damage increases by 1d8 for each slot above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Life Transference.md b/content/Spells/Spells/3rd Circle Spells/Life Transference.md new file mode 100644 index 0000000..4ebecf5 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Life Transference.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- divine +- 3rd-circle + +--- + +**3rd-Circle Divine (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You sacrifice some of your health to mend another creature’s injuries._ + +You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. + +**At Higher Circles:** When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d8 for each slot circle above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Mantle of Death.md b/content/Spells/Spells/3rd Circle Spells/Mantle of Death.md new file mode 100644 index 0000000..420d533 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Mantle of Death.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You gain resistance to necrotic damage and deal extra necrotic damage with your attacks._ + +A cloak of shadows settles over your shoulders. For the duration you have resistance to necrotic damage, and your spell and weapon attacks deal an extra 2d10 necrotic damage. + +**At Higher Circles:** When you cast this spell using a spell slot of 4th circle or higher, the extra damage increases by 1d10 for each slot above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Minute Meteors.md b/content/Spells/Spells/3rd Circle Spells/Minute Meteors.md new file mode 100644 index 0000000..1a467d9 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Minute Meteors.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (niter, sulfur, and pine tar formed into a bead) + +**Duration:** Concentration, up to 10 minutes + +_You conjure tiny Meteors that you can send flying at your foes with incredible force._ + +You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the number of meteors created increases by two for each slot circle above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Monstrous Empathy.md b/content/Spells/Spells/3rd Circle Spells/Monstrous Empathy.md new file mode 100644 index 0000000..273749e --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Monstrous Empathy.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a morsel of food) + +**Duration:** 24 hours + +_You charm a monstrous creature._ + +This spell lets you forge a connection with a Monstrosity. Choose a Monstrosity that you can see within range. It must be able to see and hear you. If the Monstrosity’s **INT** is 5 (−3) or higher, the spell fails. Otherwise, the Monstrosity must succeed on a **WIS** save or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, you can target one additional Monstrosity for each slot above 3rd. The creatures must be within 30 feet of each other when you target them. diff --git a/content/Spells/Spells/3rd Circle Spells/Necrotic Pustules.md b/content/Spells/Spells/3rd Circle Spells/Necrotic Pustules.md new file mode 100644 index 0000000..db5c100 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Necrotic Pustules.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a piece of rotting wood) + +**Duration:** Instantaneous + +_You inflict a vile disease on an enemy that spreads to other nearby creatures._ + +You target one creature you can see within range and attempt to infect it with a debilitating disease. Constructs and Undead are immune to this spell. The target must succeed on a **CON** save or weeping sores burst open on its body, it takes 2d8 poison damage and 2d8 necrotic damage, and it’s poisoned for 1 minute. Afterward, at the start of each of its turns, the creature must repeat the save, taking damage on a failure or ending the spell on itself on a success. On a successful save, a creature is immune to this spell for 24 hours. + +In addition, a creature that starts its turn within 5 feet of a creature poisoned by this spell, must make the same **CON** save, suffering the effects of the spell as listed above on a failure. diff --git a/content/Spells/Spells/3rd Circle Spells/Ooze Embodiment.md b/content/Spells/Spells/3rd Circle Spells/Ooze Embodiment.md new file mode 100644 index 0000000..ed73540 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Ooze Embodiment.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a vial of preserved ooze) + +**Duration:** Concentration, up to 1 hour + +_You transform a creature into an ooze form._ + +You transform a willing creature you touch, along with everything it’s wearing and carrying, into a pool of ooze for the duration. The spell ends if the creature drops to 0 HP. Oozes aren’t affected. + +While in this form, the target has a base walking speed of 15 feet, and a climbing speed of 15 feet. The target has resistance to the restrained condition, is immune to acid damage, and immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions. The target can move through a space as narrow as 1 inch wide without squeezing. If the target is hit by a melee attack, the attacker takes 1d8 acid damage. The creature can use a bonus action to return to its normal form, which ends the spell. + +While in ooze form, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells. diff --git a/content/Spells/Spells/3rd Circle Spells/Plague Walk.md b/content/Spells/Spells/3rd Circle Spells/Plague Walk.md new file mode 100644 index 0000000..9b6b376 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Plague Walk.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a vial of pus) + +**Duration:** Concentration, up to 1 minutes + +_You conjure a trail of sickly, yellowish-green miasma that follows in your footsteps and lingers on your trail._ + +miasma is visible as a mist hovering in each space you leave. The mist remains in each of those spaces, forming a trail behind you, for 10 minutes before fading. The mist forms only along the ground and doesn’t form in spaces you left by flying, swimming, or similarly not in contact with the ground. + +A creature that enters the miasma for the first time on a turn or starts its turn there must succeed a Constitution saving throw or take 2d8 poison damage and be poisoned for 1 minute. At the end of each of its turns, a poisoned creature can make another Constitution saving throw, ending the poisoned condition on itself on a success. Non-magical plants that aren’t creatures, such as trees and shrubs, wither and die in the miasma in your wake + +**At Higher Circles.** If you cast this spell using a spell slot of 4th Circle or higher, the miasma lasts for an additional 10 minutes for each slot level above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Pocket Portal.md b/content/Spells/Spells/3rd Circle Spells/Pocket Portal.md new file mode 100644 index 0000000..dc9188d --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Pocket Portal.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You create an invisible doorway between points within eyesight._ + +As a bonus action, choose two unoccupied spaces you can see within 60 feet of you. An invisible and intangible pocket portal appears at each point. A Large or smaller creature who steps onto the space with the portal can choose to remain in the same space or use their movement to move to any space adjacent to the other portal. Stepping through a portal doesn’t provoke attacks of opportunity. + +Any creature who ends its turn in the same space as the portal is pushed to a random unoccupied space within 5 feet of it. + +The portal remains open for 1 minute or until you choose to end the effect (no action required). diff --git a/content/Spells/Spells/3rd Circle Spells/Protective Ice.md b/content/Spells/Spells/3rd Circle Spells/Protective Ice.md new file mode 100644 index 0000000..263c416 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Protective Ice.md @@ -0,0 +1,27 @@ +--- +tags: +- abjuration +- divine +- 3rd-circle + +--- + +**3rd-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a seed encased in ice or glass) + +**Duration:** Concentration, up to 1 hour + +_You conjure protective ice that forms into armor._ + +When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes. + +A creature striking a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage. + +If the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired + +**At Higher Circles.** When you cast this spell using a 4th-circle spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-circle spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th, but the AC remains 18\. Additionally, if you cast this spell using a spell slot of 4th circle or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Pulse Wave.md b/content/Spells/Spells/3rd Circle Spells/Pulse Wave.md new file mode 100644 index 0000000..a194434 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Pulse Wave.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- arcane +- 3rd-circle + +--- + +**3rd-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot cone) + +**Components:** V, S + +**Duration:** Instantaneous + +_A pressure Pulse unleashed in a cone to push or pull your foes._ + +You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. + +In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot circle above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Putrescent Faerie Circle.md b/content/Spells/Spells/3rd Circle Spells/Putrescent Faerie Circle.md new file mode 100644 index 0000000..c91f79a --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Putrescent Faerie Circle.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a piece of poisonous fungus) + +**Duration:** Concentration, up to 1 minute + +_You create a ring of poisonous fungi that paralyzes those who cross it._ + +You create a 20-foot-diameter circle of loosely-packed toadstools that spew sickly white spores and ooze a tarry substance. At the start of each of your turns, each creature within the circle must make a **CON** save. A creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. + +If a creature attempts to pass through the ring of toadstools, such as to leave or enter the ring, the toadstools release a cloud of spores, and the creature must make a **CON** save. On a failure, the creature takes 2d8 poison damage and is poisoned for 1 minute and paralyzed until the end of its next turn. On a success, the creature takes half as much damage and isn’t poisoned or paralyzed. A poisoned creature can repeat the **CON** save at the end of each of its turns, ending the poisoned condition on itself on a success. + +A creature can fly in or out of the ring without triggering the effect of passing through the ring, provided it flies at least 10 feet above the toadstools. diff --git a/content/Spells/Spells/3rd Circle Spells/Spirit Shroud.md b/content/Spells/Spells/3rd Circle Spells/Spirit Shroud.md new file mode 100644 index 0000000..4b65b31 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Spirit Shroud.md @@ -0,0 +1,25 @@ +--- +tags: +- necromancy +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable._ + +Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn. + +In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d8 for every two slot circles above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Stinger Spray.md b/content/Spells/Spells/3rd Circle Spells/Stinger Spray.md new file mode 100644 index 0000000..3739252 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Stinger Spray.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot cone) + +**Components:** V, S, M (hornet stinger) + +**Duration:** Instantaneous + +_Hundreds of stingers form a punishing cone of poison needles._ + +A barrage of stingers erupts from your hands. Each creature in a 30-foot cone must make a **CON** save. On a failure, a creature takes 3d10 piercing damage and 3d6 poison damage and is poisoned for 1 minute. On a success, it takes half as much damage and is not poisoned. A poisoned creature can repeat the save at the end of each of its turns, ending the condition on itself on a success. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, you can increase the piercing damage by 1d10 or the poison damage by 1d6 (you choose which) for each slot above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Structured Mind.md b/content/Spells/Spells/3rd Circle Spells/Structured Mind.md new file mode 100644 index 0000000..a13de32 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Structured Mind.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- primordial +- 3rd-circle + +--- + +**3rd-Circle primordial (Abjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 8 hours + +_You shield a target’s mind from psychic harm and enhance its ability to resist mind-altering effects._ + +You rebalance a creature’s humors and energies to fortify its mental faculties. Choose a willing creature within range that isn’t a Construct or Undead. For the duration, the target has resistance to psychic damage and advantage on saves against becoming charmed, frightened, or stunned. In addition, targets affected by this spell have advantage on Insight checks made to see through illusions or perceive the true form of a target disguised by magical means. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, you can target one additional creature for each slot above 3rd. The creatures must be within 30 feet of each other when you target them. diff --git a/content/Spells/Spells/3rd Circle Spells/Sudden Swap.md b/content/Spells/Spells/3rd Circle Spells/Sudden Swap.md new file mode 100644 index 0000000..55f7ca5 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Sudden Swap.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- arcane +- 3rd-circle + +--- + +**3rd-Circle Arcane (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You swap places with another creature within range._ + +You target a creature within range that you can see and force it to make a **CON** save. On a failed save, you swap places. The creature is transported to your location, and you are transported to its location. diff --git a/content/Spells/Spells/3rd Circle Spells/Summon Fey.md b/content/Spells/Spells/3rd Circle Spells/Summon Fey.md new file mode 100644 index 0000000..cc74870 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Summon Fey.md @@ -0,0 +1,47 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a gilded flower worth at least 300 gp) + +**Duration:** Concentration, up to 1 hour + +A Fey spirit is summoned in the form of your choosing. + +You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + +The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, use the higher circle wherever the spell’s circle appears in the stat block. + +| Fey Spirit | | | | | | +| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --- | --- | --- | --- | --- | +| Small fey | | | | | | +| **Armor Class:** 12 + the circle of the spell (natural armor) | | | | | | +| **Hit Points:** 30 + 10 for each spell circle above 3rd | | | | | | +| **Speed:** 40 ft. | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| +1 | +3 | +2 | +2 | +0 | +3 | +| **Condition Immunities:** charmed | | | | | | +| **Senses:** Darkvision 60 ft., passive Perception 10 | | | | | | +| **Languages:** Sylvan, understands the languages you speak | | | | | | +| Challenge: — | | | | | | +| **Proficiency Bonus (**PB**):** equals your bonus | | | | | | +| Actions | | | | | | +| **Multiattack.** The Fey makes a number of attacks equal to half this spell’s circle (rounded down). | | | | | | +| **Shortsword.** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s circle piercing damage + 1d6 force damage. | | | | | | +| Bonus Actions | | | | | | +| **Fey Step.** The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood. | | | | | | +| **Fuming.** The fey has advantage on the next attack roll it makes before the end of this turn. | | | | | | +| **Mirthful.** The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save **DC**. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage. | | | | | | +| **Tricksy.** The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn. | | | | | | \ No newline at end of file diff --git a/content/Spells/Spells/3rd Circle Spells/Summon Undead.md b/content/Spells/Spells/3rd Circle Spells/Summon Undead.md new file mode 100644 index 0000000..666fda5 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Summon Undead.md @@ -0,0 +1,47 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a gilded skull worth at least 300 gp) + +**Duration:** Concentration, up to 1 hour + +An undead spirit is summoned in the form of your choosing. + +You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + +The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, use the higher circle wherever the spell’s circle appears in the stat block. + +| Undead Spirit | | | | | | +| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | --- | --- | --- | +| Medium undead | | | | | | +| **Armor Class:** 11 + the circle of the spell (natural armor) | | | | | | +| **Hit Points:** 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each circle of the spell above 3rd | | | | | | +| **Speed:** 30 ft., fly 40 ft. (hover) (Ghostly only) | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| +1 | +3 | +2 | \-3 | +0 | \-1 | +| **Damage Immunities:** necrotic, poison | | | | | | +| **Condition Immunities:** exhaustion, frightened, paralyzed, poisoned | | | | | | +| **Senses:** Darkvision 60 ft., passive Perception 10 | | | | | | +| **Languages:** understands the languages you speak | | | | | | +| Challenge: — | | | | | | +| **Proficiency Bonus (**PB**):** equals your bonus | | | | | | +| **Festering Aura (Putrid Only).** Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save **DC** or be poisoned until the start of its next turn | | | | | | +| **Incorporeal Passage (Ghostly Only).** The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. | | | | | | +| Actions | | | | | | +| **Multiattack.** The spirit makes a number of attacks equal to half this spell’s circle (rounded down). | | | | | | +| **Deathly Touch (Ghostly Only).** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s circle necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save **DC** or be frightened of the undead until the end of the target’s next turn. | | | | | | +| **Grave Bolt (Skeletal Only).** Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s circle necrotic damage. | | | | | | +| **Rotting Claw (Putrid Only).** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s circle slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save **DC** or be paralyzed until the end of its next turn. | | | | | | \ No newline at end of file diff --git a/content/Spells/Spells/3rd Circle Spells/Thunder Step.md b/content/Spells/Spells/3rd Circle Spells/Thunder Step.md new file mode 100644 index 0000000..25b19fc --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Thunder Step.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 ft + +**Components:** V + +**Duration:** Instantaneous + +_Teleport with an ally and leave a thunderous boom_ + +You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. + +You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d10 for each slot circle above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Tracer.md b/content/Spells/Spells/3rd Circle Spells/Tracer.md new file mode 100644 index 0000000..769be7d --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Tracer.md @@ -0,0 +1,23 @@ +--- +tags: +- divination +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Divination)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S, M (a drop of bright paint) + +**Duration:** 8 hours + +_You tag a target with a magical beacon to track its location._ + +When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends. + +A creature must succeed on an **INT** (Arcana) check against your spell save **DC** to notice the magical beacon. diff --git a/content/Spells/Spells/3rd Circle Spells/Veil of Waves.md b/content/Spells/Spells/3rd Circle Spells/Veil of Waves.md new file mode 100644 index 0000000..1a408a9 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Veil of Waves.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_You are wrapped in a protective covering of flowing water._ + +You summon currents of water that flow around you in a protective shell. While protected by the veil, you are resistant to cold and fire damage and immune to contact poisons. You also gain a swimming speed of 50 feet and can breathe water. You can use an action to touch a nonmagical f ire up to 5 feet square and extinguish it. diff --git a/content/Spells/Spells/3rd Circle Spells/Venomous Smite.md b/content/Spells/Spells/3rd Circle Spells/Venomous Smite.md new file mode 100644 index 0000000..e1dd864 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Venomous Smite.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, M (a melee weapon) + +**Duration:** Concentration, up to 1 minute + +_You empower a weapon with venom that harms and poisons foes._ + +You cast this spell on a weapon you’re wielding. The first time you hit a creature with that weapon before this spell ends, the attack deals an extra 3d6 poison damage, and the target is poisoned until the spell ends. The affected creature can make a **CON** save at the start of each of its turns, ending the poisoned effect on a success. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the extra damage dealt by the attack increases by 1d6 for each slot above 2nd. diff --git a/content/Spells/Spells/3rd Circle Spells/Void Strike.md b/content/Spells/Spells/3rd Circle Spells/Void Strike.md new file mode 100644 index 0000000..5dcc53e --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Void Strike.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 3rd-circle + +--- + +**3rd-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (60 feet) + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You launch bolts of shadow toward your target._ + +Make a ranged spell attack against a creature within range. On a hit, the target takes 5d6 necrotic damage and is frightened of you until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as an action. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d6 for each slot above 3rd. diff --git a/content/Spells/Spells/3rd Circle Spells/Wall of Sand.md b/content/Spells/Spells/3rd Circle Spells/Wall of Sand.md new file mode 100644 index 0000000..6411ee2 --- /dev/null +++ b/content/Spells/Spells/3rd Circle Spells/Wall of Sand.md @@ -0,0 +1,19 @@ +--- +tags: +- evocation +- arcane +- 3rd-circle + +--- + +**3rd-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a handful of sand) + +**Duration:** Concentration, up to 10 minutes + +You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. diff --git a/content/Spells/Spells/4th Circle Ritual Spells/Blessed Harvest.md b/content/Spells/Spells/4th Circle Ritual Spells/Blessed Harvest.md new file mode 100644 index 0000000..9367647 --- /dev/null +++ b/content/Spells/Spells/4th Circle Ritual Spells/Blessed Harvest.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- 4th-circle +- ritual +--- + +**4th-Circle primordial Ritual (Conjuration)** + +**Casting Time:** 1 hour + +**Range:** Touch + +**Components:** V, S, M (a jeweled cornucopia sculpture worth at least 500 gp, which the spell consumes) + +**Duration:** 7 days + +_You cause an area to sprout an abundance of food each dawn._ + +Touch a point of soil, earth, or another natural surface capable of sustaining plant life. An area up to 50 feet around that point becomes infused with the power of growth, sprouting into a field of edible crops the dawn after the spell is cast. The field creates 225 pounds of food, enough to sustain up to 75 Humanoids or 25 steeds for 24 hours. Food created by the field is comprised of various edible crops native to the region. + +If the field is completely harvested before the next dawn, the field fully regrows— allowing a maximum of seven harvests before the spell ends. The crops in the field take a single creature 8 hours to harvest. Each additional creature helping the effort reduces this time by half. diff --git a/content/Spells/Spells/4th Circle Ritual Spells/Hunting Stand.md b/content/Spells/Spells/4th Circle Ritual Spells/Hunting Stand.md new file mode 100644 index 0000000..d76e9f2 --- /dev/null +++ b/content/Spells/Spells/4th Circle Ritual Spells/Hunting Stand.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- primordial +- 4th-circle +- ritual +--- + +**4th-Circle primordial Ritual (Conjuration)** + +**Casting Time:** 1 minute + +**Range:** 120 feet + +**Components:** V, S, M (a crude model of the stand) + +**Duration:** 8 hours + +_You create a magical camouflaged shelter._ + +You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on **WIS** (Perception) and **INT** (Investigation) checks to detect or locate a creature within the shelter. diff --git a/content/Spells/Spells/4th Circle Ritual Spells/Looping Trail.md b/content/Spells/Spells/4th Circle Ritual Spells/Looping Trail.md new file mode 100644 index 0000000..2faf3c7 --- /dev/null +++ b/content/Spells/Spells/4th Circle Ritual Spells/Looping Trail.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 4th-circle +- ritual +--- + +**4th-Circle primordial Ritual (Transmutation)** + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a piece of rope twisted into a loop) + +**Duration:** 8 hours + +_You magically alter a path to loop back on itself._ + +You touch a trail, path, or road no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a **WIS** (Survival) check to notice that the trail is leading it in a closed loop. diff --git a/content/Spells/Spells/4th Circle Ritual Spells/Sacrificial Healing.md b/content/Spells/Spells/4th Circle Ritual Spells/Sacrificial Healing.md new file mode 100644 index 0000000..3ec5b13 --- /dev/null +++ b/content/Spells/Spells/4th Circle Ritual Spells/Sacrificial Healing.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- divine +- 4th-circle +- ritual +--- + +**4th-Circle Divine Ritual (Necromancy)** + +**Casting Time:** 1 minute + +**Range:** Touch + +**Components:** V, S, M (a silver knife) + +**Duration:** Instantaneous + +_Transfer your ally’s Wounds onto yourself or others_ + +You heal another creature’s wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8\. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell). diff --git a/content/Spells/Spells/4th Circle Spells/Acid Rain.md b/content/Spells/Spells/4th Circle Spells/Acid Rain.md new file mode 100644 index 0000000..8c0df54 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Acid Rain.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You conjure a storm cloud that rains acid on those below it. + +A hazy, green storm cloud appears in the shape of a cylinder that is 10 feet tall with a 20-foot radius, centered on a point you can see within range. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). + +When you cast the spell, burning acid begins to rain down. Each creature directly below the cloud must make a **DEX** save, taking 5d8 acid damage on a failure or half as much damage on a success. A creature that enters the area for the first time on its turn or starts its turn there must repeat the save. + +As a bonus action, you can move the cloud up to 30 feet. diff --git a/content/Spells/Spells/4th Circle Spells/Aura of Life.md b/content/Spells/Spells/4th Circle Spells/Aura of Life.md new file mode 100644 index 0000000..38f9ea7 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Aura of Life.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot radius) + +**Components:** V + +**Duration:** Concentration, up to 10 minutes + +Life-preserving energy radiates from you in an aura. + +Until the spell ends, a 30-foot aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points. diff --git a/content/Spells/Spells/4th Circle Spells/Aura of Mercy.md b/content/Spells/Spells/4th Circle Spells/Aura of Mercy.md new file mode 100644 index 0000000..c28f728 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Aura of Mercy.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Self (10-foot radius) + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +You emit an aura that heals your allies a small amount. + +Soothing energy radiates from you in a 10-foot radius. The aura moves with you and is centered on you. For the duration, each creature of your choice that starts its turn in the aura regains hit points equal to 1d4 + your spellcasting ability modifier. diff --git a/content/Spells/Spells/4th Circle Spells/Aura of Purity.md b/content/Spells/Spells/4th Circle Spells/Aura of Purity.md new file mode 100644 index 0000000..94b1571 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Aura of Purity.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot radius) + +**Components:** V + +**Duration:** Concentration, up to 10 minutes + +Purifying energy radiates from you in an aura. + +Until the spell ends, a 30-foot aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. diff --git a/content/Spells/Spells/4th Circle Spells/Become Shadow.md b/content/Spells/Spells/4th Circle Spells/Become Shadow.md new file mode 100644 index 0000000..bb83457 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Become Shadow.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +You turn a willing creature into a two-dimensional shadow. + +A willing creature you touch, along with all the equipment it carries, becomes a two-dimensional shadow on a flat surface within 30 feet of you. The shadow is visible in bright light but is hidden in dim light and darkness. Like normal hiding, a shadow can give away its position in the dark by speaking or casting a spell with verbal components. If seen, it appears to be a regular shadow, though without a clear source. + +In shadow form, a creature can’t see, but it can hear, and it gains keensense to a range of 30 feet. The shadow form is immune to all damage except for force and radiant damage. The creature can speak and cast spells that don’t require material components. It can move along its original surface at its base movement speed, and move onto connected surfaces, but it is stopped if there are no suitable surfaces nearby. The target can’t manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t make weapon attacks. The creature can use a bonus action to return to its normal form in an unoccupied adjacent space, which ends the spell. + +If the surface the shadow form is on receives enough structural damage to damage its integrity (such as a wall being destroyed), or if a significant change to its shape that would disrupt the shadow, the creature returns to its normal form, takes 4d6 force damage, and falls prone in an unoccupied space closest to where its shadow form was. diff --git a/content/Spells/Spells/4th Circle Spells/Bladed Wings.md b/content/Spells/Spells/4th Circle Spells/Bladed Wings.md new file mode 100644 index 0000000..5fcb187 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Bladed Wings.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- arcane +- 4th-circle + +--- + +**4th-Circle Arcane (Transmutation)** + +**Casting Time:** 1 action + +**Range:** self + +**Components:** V, S, M (a silver needle) + +**Duration:** Concentration, up to 10 minutes + +You grow a pair of metallic wings. + +You instantly sprout metallic wings that grant you a flying speed of 60 feet. If you are still aloft when the spell ends, you fall to the ground. + +As a bonus action, you can make two melee weapon attacks with your wings, with a reach of 10 feet. For the duration, you can use your spellcasting ability instead of **STR** for the attack and damage rolls using this weapon. A wing attack deals 2d8 + your spellcasting modifier slashing damage. The wings are magical weapons. + +As an action, you can launch the metallic feathers in a 60 foot cone of razor-sharp blades. Each creature in the area must make a **DEX** save. On a failure, a creature takes 6d8 piercing damage, or half as much damage on a success. This action ends the spell. diff --git a/content/Spells/Spells/4th Circle Spells/Burning Pitch.md b/content/Spells/Spells/4th Circle Spells/Burning Pitch.md new file mode 100644 index 0000000..8bf0ce0 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Burning Pitch.md @@ -0,0 +1,27 @@ +--- +tags: +- evocation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (chunk of tar) + +**Duration:** 1 minute + +You create a flaming ball of sludge that sticks to its target and creates a noxious cloud. + +Your fling a chunk of tar that ignites as it travels. Make a ranged spell attack against a target. On a hit, the target takes 6d6 fire damage and the sticky tar sets the target on fire. A target on fire takes 2d6 fire damage at the start of each of its turns for the duration. A creature, including the target, can use its action to douse the target with at least 1 gallon of water to extinguish the fire. The target can also immerse itself in water to extinguish the fire. + +On a miss, the tar splatters on the target for half as much damage, and the target isn’t set on fire. Determine a landing point for the tar by rolling a d8 and assigning a direction to each die face. The tar chunk lands 1d6 × 5 feet in that direction. + +On landing, the tar creates a poisonous cloud. On a hit, the cloud extends 5 feet from the target. On a miss, the cloud billows in a 10-foot radius centered on the tar’s landing point on a miss. A creature that enters or starts its turn in the area must succeed on a **CON** save or become poisoned until the start of its next turn. If you hit when you cast this spell, the target has disadvantage on its save. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, the damages increase by 1d6 for each slot above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Caustic Waste.md b/content/Spells/Spells/4th Circle Spells/Caustic Waste.md new file mode 100644 index 0000000..49a9088 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Caustic Waste.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a vial of poison, acid, or other caustic substance) + +**Duration:** Concentration, up to 1 minute + +A pool of acid that forms on the ground. + +You create either a rectangular pool of acid 50 feet long, 10 feet wide, and 5 feet deep, or a circular pool of acid 20 feet in diameter and 3 feet deep, in an open space you can see within range. Each creature in the spell’s area when the spell is cast takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn in the area takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, the damage increases by 1d10 for each slot level above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Elemental Bane.md b/content/Spells/Spells/4th Circle Spells/Elemental Bane.md new file mode 100644 index 0000000..9add5ab --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Elemental Bane.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, you can target one additional creature for each slot circle above 4th. The creatures must be within 30 feet of each other when you target them. diff --git a/content/Spells/Spells/4th Circle Spells/Elemental Perfusion.md b/content/Spells/Spells/4th Circle Spells/Elemental Perfusion.md new file mode 100644 index 0000000..0076183 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Elemental Perfusion.md @@ -0,0 +1,27 @@ +--- +tags: +- transmutation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 10 minutes + +A creature takes on an elemental physique. + +You touch a willing creature and suffuse it with elemental power. Choose one of the following options: + +- **Air.** The creature gains a flying speed of 60 feet. When it hits a creature with a melee weapon attack, it can push that creature 5 feet away. +- **Earth.** The creature is immune to the prone condition and ignores difficult terrain. It gains resistance to nonmagical bludgeoning, piercing, and slashing damage. +- **Fire.** The creature has resistance to fire damage and deals an extra 2d6 fire damage when it hits with a melee attack. +- **Water.** The creature can breathe underwater and gains a swimming speed of 60 feet. In addition, it gains resistance to cold damage. + diff --git a/content/Spells/Spells/4th Circle Spells/Fey Song.md b/content/Spells/Spells/4th Circle Spells/Fey Song.md new file mode 100644 index 0000000..b194f19 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Fey Song.md @@ -0,0 +1,29 @@ +--- +tags: +- enchantment +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a stringed or wind instrument) + +**Duration:** Concentration, up to 1 minute + +You cause an instrument to play a haunting tune that controls Beasts. + +An instrument that you hold floats into the air and plays a strange, haunting melody. The instrument stays in your space and follows you as you move. All Beasts within range must succeed on a **WIS** save or be charmed. While charmed in this way, a target only stands still and listens to the music. If attacked by a hostile creature, the target does defend itself, however. If a target creature takes damage, the charmed effect ends. Any Beast that enters or starts its turn in the area of effect must save against the spell’s effects. + +As a bonus action, you can change the melody, altering its effect as follows. + +- **Fear.** A creature charmed by this spell flees the source of the music at its fastest movement rate, and it can’t move closer until the effect ends. +- **Rage.** A creature charmed by this spell must attack the nearest creature on its turn. +- **Slumber.** A creatures charmed by this spell falls asleep until the spell ends, another creature wakes it, it takes damage, or you change the melody. +- **Transfixed.** You return to the original melody that plays when the spell is first cast. + diff --git a/content/Spells/Spells/4th Circle Spells/Freeze Metal.md b/content/Spells/Spells/4th Circle Spells/Freeze Metal.md new file mode 100644 index 0000000..c65d121 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Freeze Metal.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (ice chip) + +**Duration:** Concentration, up to 1 minute + +You flash-freeze a metal object, chilling creatures who touch it. + +Choose a manufactured metal item (not a creature) such as a metal weapon or a suit of armor that lacks the Natural Materials property that you can see within range. You cause the item to freeze to a painfully cold temperature. Any creature in physical contact with the item takes 4d8 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. + +If a creature is holding or wearing the item and takes damage from it, the creature must succeed on a **CON** save or drop the item if it can. If it doesn’t drop the item, the item becomes brittle. If the item is a weapon, each time it hits a target until the start of your next turn, the weapon takes a permanent and cumulative −1 penalty to damage rolls; if its penalty drops to −5, the weapon is destroyed. If the object is a shield or armor, it takes a permanent and cumulative −1 penalty to the AC it offers each time the wearer is hit. Armor reduced to AC 10 or a shield that drops to a +0 AC bonus is destroyed. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher the damage for the direct contact increases by 1d8 for each slot above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Grasping Vine.md b/content/Spells/Spells/4th Circle Spells/Grasping Vine.md new file mode 100644 index 0000000..9f60baa --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Grasping Vine.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +A vine sprouts out of the ground to grab your foes. + +You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. + +Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. diff --git a/content/Spells/Spells/4th Circle Spells/Gravity Sinkhole.md b/content/Spells/Spells/4th Circle Spells/Gravity Sinkhole.md new file mode 100644 index 0000000..7f26616 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Gravity Sinkhole.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a black marble) + +**Duration:** Instantaneous + +A sphere of crushing force that Pulls your foes in. + +A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, the damage increases by 1d10 for each slot circle above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Guardian of Nature.md b/content/Spells/Spells/4th Circle Spells/Guardian of Nature.md new file mode 100644 index 0000000..3b9ca20 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Guardian of Nature.md @@ -0,0 +1,36 @@ +--- +tags: +- transmutation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +A nature spirit answers your call and transforms you into a powerful guardian. + +You Transform into a Powerful Guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. + +**Primal Beast.** Bestial fur covers your body, your facial features become feral, and you gain the following benefits: + +- Your walking speed increases by 10 feet. +- You gain darkvision with a range of 120 feet. +- You make Strength-based attack rolls with advantage. +- Your melee weapon attacks deal an extra 1d6 force damage on a hit. + +**Great Tree.** Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: + +- You gain 10 temporary hit points. +- You make Constitution saving throws with advantage. +- You make Dexterity and Wisdom-based attack rolls with advantage. +- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. + diff --git a/content/Spells/Spells/4th Circle Spells/Halo of Blood and Tears.md b/content/Spells/Spells/4th Circle Spells/Halo of Blood and Tears.md new file mode 100644 index 0000000..7b0269c --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Halo of Blood and Tears.md @@ -0,0 +1,25 @@ +--- +tags: +- necromancy +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +A halo of glowing, bloody tears appears over your head, around your waist, or around one of your arms. Droplets constantly fall from the halo, striking the ground, where they vanish in a misty explosion. + +Until this spell ends, you can transfer damage you take into healing or spell energy. Whenever you take damage, you can use your reaction to store half that damage as magical energy. This effect doesn’t reduce the damage you take, and you can’t use this reaction if you already have energy stored from a previous instance of damage you took. The energy remains stored until expended or until this spell ends. You can expend the energy as a bonus action to cause one of the following effects: + +- **Healing Burst.** The next spell you cast that restores hit points to a creature restores an additional amount equal to the stored energy. +- **Spell Rejuvenation.** You regain one expended spell slot of a circle determined by the amount of stored energy. You regain an expended 1st-circle spell slot if the stored energy is at least 10 damage, a 2nd-circle spell slot if the stored energy is at least 20 damage, and so on. You can’t regain multiple spell slots at once with this effect. + diff --git a/content/Spells/Spells/4th Circle Spells/Harry.md b/content/Spells/Spells/4th Circle Spells/Harry.md new file mode 100644 index 0000000..5d57a84 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Harry.md @@ -0,0 +1,25 @@ +--- +tags: +- enchantment +- arcane +- 4th-circle + +--- + +**4th-Circle Arcane (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a bit of fur from a game animal) + +**Duration:** Concentration, up to 1 hour + +You inflict lasting terror on a target. + +You instill an irresistible sense of insecurity and terror in the target. The target must make a **WIS** save. On a failure, the target has disadvantage on **DEX** (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on **WIS** (Survival) checks to track the target, and the target can’t take a long rest, terrified that you are just around the corner. The target can repeat the save once every 10 minutes, ending the spell on a success. + +On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, the duration is concentration up to 8 hours, and the target can repeat the save once each hour. When you cast this spell using a spell slot of 8th circle or higher, the duration is concentration up to 24 hours, and the target can repeat the save every 8 hours. diff --git a/content/Spells/Spells/4th Circle Spells/Heart-Seeking Arrow.md b/content/Spells/Spells/4th Circle Spells/Heart-Seeking Arrow.md new file mode 100644 index 0000000..4e2b1d2 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Heart-Seeking Arrow.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +You empower your next ranged attack with deadly power. + +The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition—or the weapon itself, if it’s a thrown weapon—seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss, as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death save, and if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on Undead or Constructs. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, the extra damage on a hit increases by 1d6 for each slot above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Hungry Earth.md b/content/Spells/Spells/4th Circle Spells/Hungry Earth.md new file mode 100644 index 0000000..0ebc54c --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Hungry Earth.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 120 Feet + +**Components:** V, S, M (a pinch of loose earth) + +**Duration:** Concentration, up to 1 minute + +The very earth swallows up your enemies. + +Choose a point you can see on the ground within range. A 20-foot square of earth centered on that point churns and pulls down those within the area. A creature standing in the area must make a **STR** save. On a failure, a creature takes 2d12 bludgeoning damage and is restrained. On a success, a creature takes half as much damage and isn’t restrained. A restrained creature can repeat the save at the end of each of its turns, ending the condition on a success. + +After the spell ends, the affected area remains difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. diff --git a/content/Spells/Spells/4th Circle Spells/Otherworldly Orchestra.md b/content/Spells/Spells/4th Circle Spells/Otherworldly Orchestra.md new file mode 100644 index 0000000..fcbf114 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Otherworldly Orchestra.md @@ -0,0 +1,26 @@ +--- +tags: +- illusion +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Illusion)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You conjure an assortment of glowing disembodied instruments. + +You create stirring orchestral music that emanates from an unoccupied space within range. As a bonus action, you can direct the orchestra to play one of the following songs, causing the specified effect for one target of your choice. The effect lasts for the duration of the spell, or until you use another bonus action to change the song. + +- **Discordant Clamor.** The orchestra creates an arrhythmic, dissonant series of loud noises. One enemy creature within 30 feet of the orchestra that can hear it must succeed on a **WIS** save or be frightened until the end of its next turn. +- **Inspiring Song.** The orchestra plays an upbeat, thrilling piece. One allied creature within 30 feet of the orchestra that can hear it has advantage on ability checks, attack rolls, and saves until the end of its next turn. +- **Mournful Dirge.** The orchestra plays a gloomy, somber song. One enemy creature within 30 feet of the orchestra that can hear it must succeed on a **WIS** save or be poisoned until the end of its next turn. + diff --git a/content/Spells/Spells/4th Circle Spells/Psychic Lance.md b/content/Spells/Spells/4th Circle Spells/Psychic Lance.md new file mode 100644 index 0000000..0531a73 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Psychic Lance.md @@ -0,0 +1,25 @@ +--- +tags: +- enchantment +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V + +**Duration:** Instantaneous + +You unleash a shimmering lance of psychic power from your forehead at your foe. + +You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. + +The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, the damage increases by 1d6 for each slot circle above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Reposition.md b/content/Spells/Spells/4th Circle Spells/Reposition.md new file mode 100644 index 0000000..45438ce --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Reposition.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** 30 feet + +**Components:** V + +**Duration:** Instantaneous + +You and your allies disappear into a shimmering mist and reappear nearby. + +You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, the spell targets one additional friendly creature for each slot level above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Rising Tide.md b/content/Spells/Spells/4th Circle Spells/Rising Tide.md new file mode 100644 index 0000000..5f52637 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Rising Tide.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a water-polished pebble) + +**Duration:** Concentration, up to 1 minute + + You cause a whirlpool of water to appear and rise upward. + +A swirling vortex of water appears in a 20-foot radius centered on a point you can see within range and surges upward, creating a cylinder of water up to 60 feet tall. The point must be on the ground or in a body of water. A creature within the cylinder must succeed on a **STR** save or rise with the surface of the water. A creature can choose to intentionally fail this save. A creature that succeeds on the save remains in its space but is submerged in the water. A creature that can’t breathe water follows the normal drowning rules. diff --git a/content/Spells/Spells/4th Circle Spells/Round SizeDamage1Small1d6 bludgeoning2Medium2d6 bludgeoning3Large4d6 bludgeoning4Huge6d6 bludgeoning.md b/content/Spells/Spells/4th Circle Spells/Round SizeDamage1Small1d6 bludgeoning2Medium2d6 bludgeoning3Large4d6 bludgeoning4Huge6d6 bludgeoning.md new file mode 100644 index 0000000..fb835fd --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Round SizeDamage1Small1d6 bludgeoning2Medium2d6 bludgeoning3Large4d6 bludgeoning4Huge6d6 bludgeoning.md @@ -0,0 +1,17 @@ +--- +tags: +- +- +- 4th-circle + +--- + +**4th-Circle ()** + +**Casting Time:** + +**Range:** + +**Components:** + +**Duration:** diff --git a/content/Spells/Spells/4th Circle Spells/Scouring Wind.md b/content/Spells/Spells/4th Circle Spells/Scouring Wind.md new file mode 100644 index 0000000..c9f907e --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Scouring Wind.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (60-foot line) + +**Components:** V, S, M (a pinch of sand) + +**Duration:** Instantaneous + +_You create a blast of wind filled with dust and sand._ + +A line of scouring, hot wind shoots from your hands in a 60-foot-long, 10-foot-wide line. A creature in the line must make a **DEX** save. On a failure, it takes 4d8 slashing damage plus 2d6 fire damage and is pushed 10 feet away from you in a direction following the line. On a success, it takes half as much damage and isn’t pushed. + +The wind disperses gas or vapor, and extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them. diff --git a/content/Spells/Spells/4th Circle Spells/Shadow Of Moil.md b/content/Spells/Spells/4th Circle Spells/Shadow Of Moil.md new file mode 100644 index 0000000..217b38a --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Shadow Of Moil.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (an undead eyeball encased in a gem worth at least 150 gp) + +**Duration:** Concentration, up to 1 minute + +Flame-like shadows wreathe your body and harm those who attack you. + +Until the spell ends you become heavily obscured to others. The shadows wreathing your body turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. + +Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. diff --git a/content/Spells/Spells/4th Circle Spells/Snow Boulder.md b/content/Spells/Spells/4th Circle Spells/Snow Boulder.md new file mode 100644 index 0000000..4420379 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Snow Boulder.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 5 feet + +**Components:** V, S + +**Duration:** Concentration, up to 4 rounds + +_A ball of snow that rolls into your foes_ + +A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving. diff --git a/content/Spells/Spells/4th Circle Spells/Spirit Rend.md b/content/Spells/Spells/4th Circle Spells/Spirit Rend.md new file mode 100644 index 0000000..3e6a7a4 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Spirit Rend.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You summon grasping claws of spirit energy to damage and hinder an enemy. + +Grasping claws of spirit energy rip and tear at the psyche of one creature you can see within range. The target must make a **WIS** save. On a failure, it takes 3d8 necrotic damage and 3d8 psychic damage, and its speed is reduced to 0 until the end of your next turn. On a success, the target takes half as much damage and its speed isn’t reduced. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, you can target one additional creature for each slot above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Staggering Smite.md b/content/Spells/Spells/4th Circle Spells/Staggering Smite.md new file mode 100644 index 0000000..a876ed5 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Staggering Smite.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- divine +- 4th-circle + +--- + +**4th-Circle Divine (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +You empower a weapon with damaging Psychic Energy that staggers your foe. + +The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. diff --git a/content/Spells/Spells/4th Circle Spells/Storm Sphere.md b/content/Spells/Spells/4th Circle Spells/Storm Sphere.md new file mode 100644 index 0000000..233c969 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Storm Sphere.md @@ -0,0 +1,27 @@ +--- +tags: +- evocation +- arcane +- 4th-circle + +--- + +**4th-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_A Sphere of Storming Energy that Strikes your Foes with lightning._ + +A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. + +Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. + +Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, the damage increases for each of its effects by 1d6 for each slot circle above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Storm of Wings.md b/content/Spells/Spells/4th Circle Spells/Storm of Wings.md new file mode 100644 index 0000000..12f3bdc --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Storm of Wings.md @@ -0,0 +1,28 @@ +--- +tags: +- conjuration +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a drop of honey) + +**Duration:** Concentration, up to 1 minute + +_You summon a storm of flying creatures to harry your enemies._ + +You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each creature that starts its turn in the storm suffers the storm’s effects, as detailed below. + +As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects. + +- **Bats.** The creature takes 4d6 necrotic damage, and its speed is halved while within the storm, as the bats cling to it and drain its blood. +- **Birds.** The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm, as the birds fly in the way of the creature’s attacks. +- **Insects.** The creature takes 4d6 poison damage, and it must make a **CON** save each time it casts a spell while within the storm. On a failure, the creature fails to cast the spell, losing the action but not the spell slot. + diff --git a/content/Spells/Spells/4th Circle Spells/Summon Aberration.md b/content/Spells/Spells/4th Circle Spells/Summon Aberration.md new file mode 100644 index 0000000..ff47b20 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Summon Aberration.md @@ -0,0 +1,46 @@ +--- +tags: +- conjuration +- wyrd +- 4th-circle + +--- + +**4th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) + +**Duration:** Concentration, up to 1 hour + +An Aberrant spirit is summoned in the form of your choosing. + +You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + +The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, use the higher circle wherever the spell’s circle appears on the stat block. + +| Aberrant Spirit | | | | | | +| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | --- | --- | --- | +| Medium aberration | | | | | | +| **Armor Class:** 11 + the circle of the spell (natural armor) | | | | | | +| **Hit Points:** 40 + 10 for each spell circle above 4th | | | | | | +| **Speed:** 30 ft., fly 30 ft. (hover) (Beholderkin only) | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| +3 | +0 | +2 | +3 | +0 | \-2 | +| **Damage Immunities:** Psychic | | | | | | +| **Senses:** Darkvision 60 ft., passive Perception 10 | | | | | | +| **Languages:** Deep Speech, understands the languages you speak | | | | | | +| Challenge: — | | | | | | +| **Proficiency Bonus (**PB**):** equals your bonus | | | | | | +| **Regeneration (Slaad Only).** The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point. | | | | | | +| **Whispering Aura (Star Spawn Only).** At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save **DC** or take 2d6 psychic damage, provided that the aberration isn’t incapacitated. | | | | | | +| Actions | | | | | | +| **Multiattack.** The aberration makes a number of attacks equal to half this spell’s circle (rounded down). | | | | | | +| **Claws (Slaad Only).** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s circle slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn. | | | | | | +| **Eye Ray (Beholderkin Only).** Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s circle psychic damage. | | | | | | +| **Psychic Slam (Star Spawn Only).** Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s circle psychic damage | | | | | | \ No newline at end of file diff --git a/content/Spells/Spells/4th Circle Spells/Summon Construct.md b/content/Spells/Spells/4th Circle Spells/Summon Construct.md new file mode 100644 index 0000000..bfdd8a3 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Summon Construct.md @@ -0,0 +1,46 @@ +--- +tags: +- conjuration +- arcane +- 4th-circle + +--- + +**4th-Circle Arcane (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (an ornate stone and metal lockbox worth at least 400 gp) + +**Duration:** Concentration, up to 1 hour + +An Aberrant spirit is summoned in the form of your choosing. + +You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + +The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. + +**At Higher Circles.** When you cast this spell using a spell slot of 4th circle or higher, use the higher circle wherever the spell’s circle appears in the stat block. + +| Construct Spirit | | | | | | +| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | --- | --- | --- | +| Medium Construct | | | | | | +| **Armor Class:** 13 + the circle of the spell (natural armor) | | | | | | +| **Hit Points:** 40 + 15 for each spell circle above 4th | | | | | | +| **Speed:** 30 ft. | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| +4 | +0 | +4 | +2 | +0 | \-3 | +| **Damage Resistances:** poison | | | | | | +| **Senses:** Darkvision 60 ft., passive Perception 10 | | | | | | +| **Languages:** understands the languages you speak | | | | | | +| Challenge: — | | | | | | +| **Proficiency Bonus (**PB**):** equals your bonus | | | | | | +| **Heated Body (Metal Only).** A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage. | | | | | | +| **Stony Lethargy (Stone Only).** When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save **DC**. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn. | | | | | | +| Actions | | | | | | +| **Multiattack.** The construct makes a number of attacks equal to half this spell’s circle (rounded down). | | | | | | +| **Slam.** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s circle bludgeoning damage. | | | | | | +| Reactions | | | | | | +| **Berserk Lashing (Clay Only).** When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks. | | | | | | \ No newline at end of file diff --git a/content/Spells/Spells/4th Circle Spells/Summon Elemental.md b/content/Spells/Spells/4th Circle Spells/Summon Elemental.md new file mode 100644 index 0000000..76386a0 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Summon Elemental.md @@ -0,0 +1,45 @@ +--- +tags: +- conjuration +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp) + +**Duration:** Concentration, up to 1 hour + +An Elemental spirit is summoned in the form of your choosing. + +You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + +The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, use the higher circle wherever the spell’s circle appears in the stat block. + +| Elemental Spirit | | | | | | +| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | --- | --- | --- | +| Medium Elemental | | | | | | +| **Armor Class:** 11 + the circle of the spell (natural armor) | | | | | | +| **Hit Points:** 50 + 10 for each spell circle above 4th | | | | | | +| **Speed:** 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only) | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| +4 | +2 | +3 | \-4 | +0 | +3 | +| **Damage Resistances:** acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only) | | | | | | +| **Damage Immunities:** poison; fire (Fire only) | | | | | | +| **Condition Immunities:** exhaustion, frightened, paralyzed, petrified, poisoned, unconscious | | | | | | +| **Senses:** Darkvision 60 ft., passive Perception 10 | | | | | | +| **Languages:** Primordial,understands the languages you speak | | | | | | +| Challenge: — | | | | | | +| **Proficiency Bonus (**PB**):** equals your bonus | | | | | | +| **Amorphous Form (Air, Fire, and Water Only).** The elemental can move through a space as narrow as 1 inch wide without squeezing. | | | | | | +| Actions | | | | | | +| **Multiattack.** The elemental makes a number of attacks equal to half this spell’s circle (rounded down). | | | | | | +| **Slam.** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s circle bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only). | | | | | | \ No newline at end of file diff --git a/content/Spells/Spells/4th Circle Spells/Tree Thump.md b/content/Spells/Spells/4th Circle Spells/Tree Thump.md new file mode 100644 index 0000000..fe26973 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Tree Thump.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (bendable twig) + +**Duration:** Instantaneous + +_You momentarily animate a tree to bash a foe._ + +A Large tree within range bows and sweeps into a target of your choice within 10 feet of it. The target must make a **DEX** save. On a failure, the target takes 4d6 bludgeoning damage, is knocked 1d6 × 10 feet away, and falls prone. On a success, the target takes half as much damage and is neither knocked away nor prone. If the target hits an obstacle as a result of being knocked away, it takes 1d6 bludgeoning damage for every 10 feet it traveled. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, you can increase the size of the tree for every 2 slots above 4th. A Huge tree can hit a target within 15 feet of it, its damage increases to 7d6, and the target is knocked 1d8 x 10 feet away on a failed save. A Gargantuan tree can hit a target within 20 feet of it, its damage increases to 10d6, and the target is knocked 1d10 x 10 feet away on a failed save. diff --git a/content/Spells/Spells/4th Circle Spells/Vitriolic Sphere.md b/content/Spells/Spells/4th Circle Spells/Vitriolic Sphere.md new file mode 100644 index 0000000..1c64d1f --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Vitriolic Sphere.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- 4th-circle + +--- + +**4th-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a drop of giant slug bile) + +**Duration:** Instantaneous + +_a glowing 1-foot ball of emerald acid streaks and explodes_ + +You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. + +**At Higher Circles.** When you cast this spell using a spell slot of 5th circle or higher, the initial damage increases by 2d4 for each slot circle above 4th. diff --git a/content/Spells/Spells/4th Circle Spells/Watery Sphere.md b/content/Spells/Spells/4th Circle Spells/Watery Sphere.md new file mode 100644 index 0000000..49199c5 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Watery Sphere.md @@ -0,0 +1,29 @@ +--- +tags: +- conjuration +- arcane +- 4th-circle + +--- + +**4th-Circle Arcane (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a droplet of water) + +**Duration:** Concentration, up to 1 minute + +_Trap your foe in a watery prison._ + +You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. + +Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. + +The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. + +As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. + +When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. diff --git a/content/Spells/Spells/4th Circle Spells/Windblown.md b/content/Spells/Spells/4th Circle Spells/Windblown.md new file mode 100644 index 0000000..50fde93 --- /dev/null +++ b/content/Spells/Spells/4th Circle Spells/Windblown.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 4th-circle + +--- + +**4th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a pinch of quail down) + +**Duration:** Concentration, up to 1 minute + +_Toss your foe into the air with a wind spout._ + +A blast of air forms beneath a creature you can see within range, launching the creature into the air. If the target isn’t somehow anchored to the ground, it is thrown up to 60 feet into the air. It can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the launch. + +If some solid object (such as a ceiling) is encountered on the way up, the target strikes the object and takes falling damage just as if it had fallen the same distance. If the target reaches the full height of 60 feet without striking anything, it remains buoyant, bobbing in the air, for the duration and can be blown along with the prevailing wind. + +When the spell ends, the target falls to the ground, taking falling damage as normal. This spell has no effect against a creature with a flying speed. diff --git a/content/Spells/Spells/5th Circle Ritual Spells/Enshroud.md b/content/Spells/Spells/5th Circle Ritual Spells/Enshroud.md new file mode 100644 index 0000000..d9bca09 --- /dev/null +++ b/content/Spells/Spells/5th Circle Ritual Spells/Enshroud.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- arcane +- 5th-circle +- ritual +--- + +**5th-Circle Arcane Ritual (Conjuration)** + +**Casting Time:** 1 minutes + +**Range:** Self (500-foot radius) + +**Components:** V, S, M (a gilded lantern worth at least 100 gp and 10 gp in Fine Lantern Oil that is consumed in the casting) + +**Duration:** Concentration, up to 1 hour + +_A Heavy Fog that covers a large area around you_ + +You create a massive blanket of heavy fog that covers the area within 500 feet of you for the duration. The fog spreads around corners, and its area is lightly obscured. After you create it, the fog drifts along like a normal bank of fog and doesn’t remain centered on you. + +When you cast the spell, you can designate any number of creatures to be unaffected by it. A creature in the fog or a creature looking into the fog from the outside can’t see more than 60 feet in the fog. A strong wind (at least 20 miles per hour) disperses the fog after 1 minute. diff --git a/content/Spells/Spells/5th Circle Ritual Spells/Ice Fortress.md b/content/Spells/Spells/5th Circle Ritual Spells/Ice Fortress.md new file mode 100644 index 0000000..20495f6 --- /dev/null +++ b/content/Spells/Spells/5th Circle Ritual Spells/Ice Fortress.md @@ -0,0 +1,27 @@ +--- +tags: +- conjuration +- divine +- 5th-circle +- ritual +--- + +**5th-Circle Divine Ritual (Conjuration)** + +**Casting Time:** 1 minute + +**Range:** 60 feet + +**Components:** V, S, M (a miniature keep carved from ice or glass that is consumed in the casting) + +**Duration:** Until dispelled or destroyed + +_A gleaming fortress of ice springs from a square area of ground_ + +A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis. + +Each wall has two arrow slits. One wall also includes an ice door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful **DC** 25 Strength (Athletics) check (**DC** 15 if the arcane lock is dispelled). + +The fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight. + +**At Higher Circles.** As you unlock higher circles, this ritual grows in potency. Once you have access to 6th-circle spell slots or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot circle above 5th. diff --git a/content/Spells/Spells/5th Circle Ritual Spells/Killing Fields.md b/content/Spells/Spells/5th Circle Ritual Spells/Killing Fields.md new file mode 100644 index 0000000..6dae29e --- /dev/null +++ b/content/Spells/Spells/5th Circle Ritual Spells/Killing Fields.md @@ -0,0 +1,33 @@ +--- +tags: +- transmutation +- primordial +- 5th-circle +- ritual +--- + +**5th-Circle primordial Ritual (Transmutation)** + +**Casting Time:** 10 minutes + +**Range:** 300 feet + +**Components:** V, S, M (a game animal, which must be sacrificed as part of casting the spell) + +**Duration:** 24 hours + +_You designate an area for predators and prey of your choice._ + +You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can’t include Huge or larger manufactured structures, and if such a structure exists in the area, the spell ends. + +While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each Beast and Monstrosity with an **INT** of 3 (−4) or lower in the area. When such a Beast or Monstrosity tries to leave the area, it must make a **WIS** save. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area. + +When you cast this spell, you can specify individuals that are helped by the area’s effects. All other creatures in the area are hindered by the area’s effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area’s effects. + +Killing fields creates the following effects within the area. + +- **Pack Hunters.** A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn’t incapacitated. +- **Slaying.** Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the type dealt by the weapon to a hindered creature. +- **Tracking.** A helped creature has advantage on **WIS** (Survival) and **DEX** (Stealth) checks against a hindered creature. + +You can create a permanent killing field by casting this spell in the same location every day for one year. You can have any number of permanent killing fields, but you can’t have more than one killing field at a time, unless the others are permanent killing fields. Structures built in the area after a killing field is permanent don’t end the spell. diff --git a/content/Spells/Spells/5th Circle Spells/Angelic Aspect.md b/content/Spells/Spells/5th Circle Spells/Angelic Aspect.md new file mode 100644 index 0000000..bbd702e --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Angelic Aspect.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- divine +- 5th-circle + +--- + +**5th-Circle Divine (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You endow a willing creature with an angelic appearance._ + +You touch a willing creature and give them the form of a deva, though not a specific, individual deva. The creature retains its personality and all of its game statistics, but its size changes to Medium and its type becomes Celestial (Angel). In addition, the creature gains resistance to radiant damage and sprouts shimmering wings that give it a flying speed of 60 feet. The creature’s melee attacks deal an extra 1d6 radiant damage. In addition, the creature has advantage on CHA checks when interacting with creatures in service to gods of good and order. diff --git a/content/Spells/Spells/5th Circle Spells/Aura of Order.md b/content/Spells/Spells/5th Circle Spells/Aura of Order.md new file mode 100644 index 0000000..6c2395a --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Aura of Order.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- divine +- 5th-circle + +--- + +**5th-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot radius) + +**Components:** V + +**Duration:** Concentration, up to 10 minutes + +_You emit an aura that bolsters allies against hostile magic._ + +Sacred energy radiates out from you in a 30-foot radius, suppressing the power of harmful magic. Until the spell ends, the aura moves with you, centered on you. For the duration, you and allies within the aura has advantage on saves against spells and other magical effects. In addition, when you or an allied creature within the aura succeed on a save against a spell or magical effect that would cause damage, you take no damage. diff --git a/content/Spells/Spells/5th Circle Spells/Cloudfall.md b/content/Spells/Spells/5th Circle Spells/Cloudfall.md new file mode 100644 index 0000000..0fb8844 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Cloudfall.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V,S + +**Duration:** Concentration, up to 10 minutes + +_You increase the density of clouds, so they crash to the ground._ + +You affect existing clouds or create a 10-foot tall, 60-foot radius bank of clouds, centered on a point you can see up to 100 feet directly above you. The spell fails if the space can’t accommodate the cloud. + +When you cast the spell, choose a point you can see within range. A 10-foot-radius section of cloud becomes stonelike and falls to the ground below. Each creature in the area below the cloud must make a **DEX** save. On a failure, a creature takes 10d6 bludgeoning damage and falls prone. On a success, it takes half as much damage and doesn’t fall prone. The fallen section of the cloud dissipates immediately after hitting the ground. On each of your turns until the spell ends, you can use your action to cause another chunk of cloud to fall, targeting any area beneath it. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, the radius of the falling cloud increases by 5 feet for each slot above 5th. diff --git a/content/Spells/Spells/5th Circle Spells/Conjure Fey Hound.md b/content/Spells/Spells/5th Circle Spells/Conjure Fey Hound.md new file mode 100644 index 0000000..c405a6c --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Conjure Fey Hound.md @@ -0,0 +1,31 @@ +--- +tags: +- conjuration +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a wooden or metal whistle) + +**Duration:** Concentration, up to 1 hour + +_You summon a fey hound to fight by your side._ + +You summon fey hounds to fight by your side. The hounds appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: + +- One hound of the night (see Tome of Beasts 1) +- Two winter wolves +- Four dire wolves + +Each creature is considered Fey, and it disappears when it drops to 0 HP or when the spell ends. + +The summoned creatures are friendly to you and your companions. The summoned creatures act on your initiative, taking their turns immediately after yours. They obey any verbal commands you issue to them (no action required by you). If you don’t give any commands, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creatures’ statistics. + +**At Higher Circles.** When you cast this spell using certain higher-circle spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-circle slot and three times as many with a 9th-circle slot. diff --git a/content/Spells/Spells/5th Circle Spells/Conjure Volley.md b/content/Spells/Spells/5th Circle Spells/Conjure Volley.md new file mode 100644 index 0000000..4334261 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Conjure Volley.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (one piece of ammunition or one thrown weapon) + +**Duration:** Instantaneous + +_Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear._ + +You fire a piece of non-magical ammunition from a ranged weapon or throw a non-magical weapon into the air and choose a point within range. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. diff --git a/content/Spells/Spells/5th Circle Spells/Create Construct.md b/content/Spells/Spells/5th Circle Spells/Create Construct.md new file mode 100644 index 0000000..0cfbc36 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Create Construct.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- arcane +- 5th-circle + +--- + +**5th-Circle Arcane (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a Medium-sized pile of raw wood, metal, or similar material and a gemstone worth at least 500 gp) + +**Duration:** Concentration, up to 1 hour + +_Using raw materials, you create a powerful Construct ally._ + +You create a Construct servant that appears in an unoccupied space you can see within range. Choose a Construct of CR 5 or lower that appears. (The GM has the creature’s statistics.) This spell can’t create creatures with legendary actions. The creature disappears when it drops to 0 HP or when the spell ends. + +The Construct is an ally to you and your companions for the duration. In combat, the Construct acts on your initiative and takes its turn immediately after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Construct, it defends itself from hostile creatures but otherwise takes no actions. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, you can choose to create a Construct of a CR equal to or lower than the circle of the expended slot. For example, expending an 8th-circle slot allows you to create a Construct creature of CR 8 or lower. diff --git a/content/Spells/Spells/5th Circle Spells/Dawn.md b/content/Spells/Spells/5th Circle Spells/Dawn.md new file mode 100644 index 0000000..a194527 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Dawn.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- divine +- 5th-circle + +--- + +**5th-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a sunburst pendant worth at least 100 gp) + +**Duration:** Concentration, up to 1 minute + +_The light of dawn shines down on a location you specify within range._ + +Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. diff --git a/content/Spells/Spells/5th Circle Spells/Deadly Salvo.md b/content/Spells/Spells/5th Circle Spells/Deadly Salvo.md new file mode 100644 index 0000000..36e5351 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Deadly Salvo.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- arcane +- 5th-circle + +--- + +**5th-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (five firearm paper cartridges) + +**Duration:** Instantaneous + +_Magically Launch Bullets at your Foes._ + +When you cast this spell, the ammunition flies from your hand with a loud bang, targeting up to five creatures or objects you can see within range. You can launch the bullets at one target or several. Make a ranged spell attack for each bullet. On a hit, the target takes 3d6 piercing damage. This damage can experience a burst, as described in the gunpowder weapon property (see the Adventuring Gear chapter), but this spell counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected. diff --git a/content/Spells/Spells/5th Circle Spells/Destructive Wave.md b/content/Spells/Spells/5th Circle Spells/Destructive Wave.md new file mode 100644 index 0000000..01f79d8 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Destructive Wave.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- divine +- 5th-circle + +--- + +**5th-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (30-foot radius) + +**Components:** V + +**Duration:** Instantaneous + +a burst of divine energy that ripples outward from you. + +You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. diff --git a/content/Spells/Spells/5th Circle Spells/Devilish Aspect.md b/content/Spells/Spells/5th Circle Spells/Devilish Aspect.md new file mode 100644 index 0000000..f80a9ed --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Devilish Aspect.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You endow a willing creature with a devilish appearance. + +You touch a willing creature and give it the form of a devil of CR 8 or lower, though not a specific, individual devil. The creature retains its personality and all of its game statistics, but its size changes to Medium and its type becomes Fiend (Devil). The creature gains resistance to cold, fire, and poison damage and is immune to the poisoned condition. The creature’s melee attacks deal an extra 1d6 fire damage. In addition, the creature has advantage on CHA checks when interacting with creatures in service to gods or fiendish lords of evil and order. diff --git a/content/Spells/Spells/5th Circle Spells/Earthen Mantle.md b/content/Spells/Spells/5th Circle Spells/Earthen Mantle.md new file mode 100644 index 0000000..9858ddd --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Earthen Mantle.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_You create a rocky layer of protection._ + +You surround your body with a layer of earth and stone. You have an unarmored AC of 15 + your **DEX** modifier and you are immune to acid damage. You ignore difficult terrain caused by earth and stone. Finally, you gain a burrowing speed equal to your walking speed, allowing you to travel through nonmagical, unworked earth and stone. While moving in this manner, you don’t disturb the material through which you move and leave no tunnel. diff --git a/content/Spells/Spells/5th Circle Spells/Enervation.md b/content/Spells/Spells/5th Circle Spells/Enervation.md new file mode 100644 index 0000000..869d170 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Enervation.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_A tendril of inky darkness reaches out from you, touching a creature to drain life from it._ + +Choose a creature in range, they must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, the damage increases by 1d8 for each slot circle above 5th. diff --git a/content/Spells/Spells/5th Circle Spells/Far Step.md b/content/Spells/Spells/5th Circle Spells/Far Step.md new file mode 100644 index 0000000..c972ed3 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Far Step.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_Teleport every turn until the spell ends._ + +You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. diff --git a/content/Spells/Spells/5th Circle Spells/Feathered Flock.md b/content/Spells/Spells/5th Circle Spells/Feathered Flock.md new file mode 100644 index 0000000..2354f4a --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Feathered Flock.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- divine +- 5th-circle + +--- + +**5th-Circle Divine (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a small feather) + +**Duration:** Concentration, up to 10 minutes + +_You cause a group of creatures to grow wings._ + +Up to five creatures you choose within range grow wings, giving each target a flying speed of 30 feet for the duration. When the spell ends, each target immediately falls if it is still aloft. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, you can target one additional creature for each slot above 5th. diff --git a/content/Spells/Spells/5th Circle Spells/Greater Warding Bond.md b/content/Spells/Spells/5th Circle Spells/Greater Warding Bond.md new file mode 100644 index 0000000..003db53 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Greater Warding Bond.md @@ -0,0 +1,31 @@ +--- +tags: +- abjuration +- divine +- 5th-circle + +--- + +**5th-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, + + S, M (platinum rings worth at least 50 gp each, in an amount equal to + +the number of targets, which all targets must wear for the duration) + +**Duration:** V, + + S, M (platinum rings worth at least 50 gp each, in an amount equal to + +the number of targets, which all targets must wear for the duration) + +_You cause a group of creatures to grow wings._ + +This spell wards up to six willing creatures you touch (which can include you), creating a mystic connection between them for the duration. While a target is within 90 feet of a connected target, it gains a +2 bonus to AC and saves, and it has resistance to all damage. If a target takes damage, it chooses one other connected target to take the same amount of damage. + +The spell ends if all targets drop to 0 HP. The spell ends for a single target if it is more than 90 feet from the nearest other connected target, or if the spell is cast on it again. Any targeted creature can end the spell on itself as an action. diff --git a/content/Spells/Spells/5th Circle Spells/Harrying Hounds.md b/content/Spells/Spells/5th Circle Spells/Harrying Hounds.md new file mode 100644 index 0000000..66f3651 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Harrying Hounds.md @@ -0,0 +1,27 @@ +--- +tags: +- enchantment +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 180 feet + +**Components:** V, S, M (a tuft of fur from a hunting dog) + +**Duration:** 8 hours + +_You convince creatures to flee from illusory pursuit._ + +When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a **WIS** save when you cast this spell or be affected by it. + +When an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified that the pack will overcome it if it stops moving. An affected creature can make a **WIS** save at the end of each 4-hour period, ending the effect on itself on a success. + +An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can’t safely move in the opposite direction from your chosen direction, it cowers in place, defending itself from hostile creatures, but otherwise takes no actions. In such circumstances, the affected creature can repeat the save every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, enabling it to move as necessary to face hostile creatures. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, the duration increases by 4 hours for each slot above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march diff --git a/content/Spells/Spells/5th Circle Spells/Immolation.md b/content/Spells/Spells/5th Circle Spells/Immolation.md new file mode 100644 index 0000000..48b3d49 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Immolation.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- 5th-circle + +--- + +**5th-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_Flames wreathe a creature burning them over time._ + +A creature in range must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means. + +If damage from this spell reduces a target to 0 hit points, the target is turned to ash. diff --git a/content/Spells/Spells/5th Circle Spells/Lifeblind.md b/content/Spells/Spells/5th Circle Spells/Lifeblind.md new file mode 100644 index 0000000..c60d318 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Lifeblind.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (eyelashes from a living creature) + +**Duration:** Concentration, up to 10 minutes + +_Your target can’t see living creatures._ + +A target creature within range must succeed on a CHA save or have creatures other than Constructs and Undead become invisible to it for the duration. Anything those creatures wear, or carry is also invisible. If a creature that isn’t a Construct or Undead attacks the target, it becomes visible to the target. diff --git a/content/Spells/Spells/5th Circle Spells/Loan.md b/content/Spells/Spells/5th Circle Spells/Loan.md new file mode 100644 index 0000000..51635b5 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Loan.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a loaned item and a piece of chalk) + +**Duration:** Up to 1 week + +_You mark an item to return to you at a later time._ + +You tag an item that weighs up to 1,000 pounds and set a return time up to 1 week in the future. When the specified time arrives, the item teleports to your location, appearing in an unoccupied space within 5 feet of you. If the item is on a different plane or is protected by a thin sheet of lead, the spell fails. diff --git a/content/Spells/Spells/5th Circle Spells/Maelstrom.md b/content/Spells/Spells/5th Circle Spells/Maelstrom.md new file mode 100644 index 0000000..68623c4 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Maelstrom.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (paper or leaf in the shape of a funnel) + +**Duration:** Concentration, up to 1 minute + +Create an area to pull your foes in and bludgeon them with water. + +A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. diff --git a/content/Spells/Spells/5th Circle Spells/Maim.md b/content/Spells/Spells/5th Circle Spells/Maim.md new file mode 100644 index 0000000..5484e59 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Maim.md @@ -0,0 +1,27 @@ +--- +tags: +- necromancy +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Instantaneous + + You empower your strikes with devastating necrotic energy. + + Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers: + +- **Body.** Choose one damage type: bludgeoning, piercing, or slashing. The target is no longer resistant to that damage type. If the target isn’t resistant to the chosen damage type, it is vulnerable to that damage type instead. +- **Lower Limb.** The target’s speed is reduced by 10 feet, and it has disadvantage on **DEX** ability checks. +- **Upper Limb.** The target has disadvantage on **STR** ability checks, and, if it has the Multiattack action, it has disadvantage on the first attack roll it makes each round. + +The effect is permanent until removed by remove curse, greater restoration, or similar magic. diff --git a/content/Spells/Spells/5th Circle Spells/Primal Infusion.md b/content/Spells/Spells/5th Circle Spells/Primal Infusion.md new file mode 100644 index 0000000..fc85079 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Primal Infusion.md @@ -0,0 +1,28 @@ +--- +tags: +- transmutation +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (fur from a carnivorous animal) + +**Duration:** Concentration, up to 1 minute + +You increase your strength and toughness with the power of nature. + + You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits: + +- You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost. +- You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated. +- Your weapon attacks deal an extra 1d10 damage of the type dealt by the weapon on a hit. +- You gain a +2 bonus to AC. +- You have proficiency in **CON** saves. + diff --git a/content/Spells/Spells/5th Circle Spells/Psychic Barrage.md b/content/Spells/Spells/5th Circle Spells/Psychic Barrage.md new file mode 100644 index 0000000..6cf21e5 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Psychic Barrage.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +You attack a creature’s mind, damaging it and giving it disadvantage on saves. + +You create four lances of psychic energy and fire them at up to four creatures within range. Make a ranged spell attack for each lance. On a hit, the target takes 4d8 psychic damage and must make a **CON** save. On a failure, the creature has disadvantage on all saves for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th-circle or higher, you create one additional lance for each slot above 5th. diff --git a/content/Spells/Spells/5th Circle Spells/Souleater.md b/content/Spells/Spells/5th Circle Spells/Souleater.md new file mode 100644 index 0000000..8382a48 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Souleater.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_You instill a hunger for the life force of others into a weapon._ + +You Instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn’t already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls. + +As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and you heal half that many hit points. On a successful save, the creature takes half as much damage and you do not heal. diff --git a/content/Spells/Spells/5th Circle Spells/Spirit Double.md b/content/Spells/Spells/5th Circle Spells/Spirit Double.md new file mode 100644 index 0000000..465df82 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Spirit Double.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (an ornate vial of ashes worth at least 100 gp) + +**Duration:** Concentration, up to 1 minute + +_You create a double of yourself that harries foes._ + +You conjure a semi-transparent spirit double of yourself, which appears in an unoccupied spot you can see within range. The spirit is intangible and doesn’t occupy its space. For the duration, you can cast spells through your spirit double as though you were in its space, but you must use your senses from the space you occupy for conditions of a spell. As a bonus action, you can move your spirit double, up to 30 feet, to an unoccupied space you can see within range. + +As an action, you can direct your spirit double to let out a bloodcurdling wail. Each creature within 10 feet of the spirit double that can see or hear it must succeed on a **WIS** save or become frightened of the spirit double until the end of your next turn. + +In addition, if a creature within 10 feet of your spirit double makes an attack roll or save, you can use your reaction to cause your spirit double to shriek, forcing the creature to have disadvantage on the roll. diff --git a/content/Spells/Spells/5th Circle Spells/Starbright.md b/content/Spells/Spells/5th Circle Spells/Starbright.md new file mode 100644 index 0000000..7fd20ef --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Starbright.md @@ -0,0 +1,27 @@ +--- +tags: +- evocation +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** 1 hour + +_A halo of tiny stars shoots at your enemies._ + +You create seven motes of radiance that shine like tiny stars. The stars hover around your head for the duration of the spell, shedding bright light in a 30-foot radius and dim light out to an additional 30 feet. + +As a bonus action, you can make a ranged spell attack to shoot one mote at a target you can see within 120 feet of you, after which that mote disappears. On a successful hit, the target takes 4d8 radiant damage. + +The spell ends early if the last mote is expended. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, you create two additional motes for each circle above 5th. diff --git a/content/Spells/Spells/5th Circle Spells/Starfall.md b/content/Spells/Spells/5th Circle Spells/Starfall.md new file mode 100644 index 0000000..63e9209 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Starfall.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_Starlight Falls from the heavens and strikes your foes._ + +You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly. + +**At Higher Circles**. When you cast this spell using a spell slot of 6th circle or higher, you can create one additional bolt for each slot circle above 5th. diff --git a/content/Spells/Spells/5th Circle Spells/Steel Wind Strike.md b/content/Spells/Spells/5th Circle Spells/Steel Wind Strike.md new file mode 100644 index 0000000..341df26 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Steel Wind Strike.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** S, M (a melee weapon worth at least 1 sp) + +**Duration:** Instantaneous + +_Strike your foes like the Wind._ + +You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. + +You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. diff --git a/content/Spells/Spells/5th Circle Spells/Sucking Mud Pit.md b/content/Spells/Spells/5th Circle Spells/Sucking Mud Pit.md new file mode 100644 index 0000000..ccd5dee --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Sucking Mud Pit.md @@ -0,0 +1,33 @@ +--- +tags: +- transmutation +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (grains of sand from a quicksand pit) + +**Duration:** Concentration, up to 1 minute + +You turn the ground into a grasping pit of mud. + +A 20-foot-radius section of ground that you can see within range turns into a mud pit that drags its victims beneath its surface. For the duration, the ground becomes difficult terrain. + +W hen a creature enters or starts its turn in the area, it must succeed on a **STR** save or sink to the next lower depth. T here are three levels of depth with cumulative effects: + +- **Depth 1\.** The creature is covered up to its waist and is restrained. +- **Depth 2\.** The creature is covered up to its neck, and it can’t attack. +- **Depth 3\.** The creature is submerged and begins to suffocate. + +A creature, including the creature restrained by the mud, can try to rescue someone at any depth by using its action to make a **STR** or **DEX** check (its choice) against your spell save **DC**. + +On a success, the restrained creature rises one level of depth. On a failure, the restrained creature stays at its current depth. In addition, if the rescuing creature is in the area or within 5 feet of it, it is pulled in and sinks one level of depth into the mud. A creature that rises from Depth 1 is prone. + +If you concentrate on this spell for the full duration, the ground hardens when the spell ends and creatures remain stuck at their current depth until dug out. Otherwise, the ground remains muddy once the duration ends but stops dragging victims down. diff --git a/content/Spells/Spells/5th Circle Spells/Summon Celestial.md b/content/Spells/Spells/5th Circle Spells/Summon Celestial.md new file mode 100644 index 0000000..fae6fa6 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Summon Celestial.md @@ -0,0 +1,45 @@ +--- +tags: +- conjuration +- divine +- 5th-circle + +--- + +**5th-Circle Divine (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (a golden reliquary worth at least 500 gp) + +**Duration:** Concentration, up to 1 hour + +A Celestial spirit is summoned in the form of your choosing. + +You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + +The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, use the higher circle whenever the spell’s circle appears in the stat block. + +| Celestial Spirit | | | | | | +| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | --- | --- | --- | +| Large celestial | | | | | | +| **Armor Class:** 11 + the circle of the spell (natural armor) + 2 (Defender only) | | | | | | +| **Hit Points:** 40 + 10 for each spell circle above 5th | | | | | | +| **Speed:** 30 ft., fly 40 ft. | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| +3 | +2 | +3 | +0 | +2 | +3 | +| **Damage Resistances:** radiant | | | | | | +| **Condition Immunities:** charmed, frightened | | | | | | +| **Senses:** Darkvision 60 ft., passive Perception 12 | | | | | | +| **Languages:** Celestial, understands the languages you speak | | | | | | +| Challenge: — | | | | | | +| **Proficiency Bonus (**PB**):** equals your bonus | | | | | | +| Actions | | | | | | +| **Multiattack.** The celestial makes a number of attacks equal to half this spell’s circle (rounded down). | | | | | | +| **Radiant Bow (Avenger Only).** Ranged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s circle radiant damage. | | | | | | +| **Radiant Mace (Defender Only).** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s circle radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points. | | | | | | +| **Healing Touch (1/Day).** The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s circle. | | | | | | \ No newline at end of file diff --git a/content/Spells/Spells/5th Circle Spells/Temporal Shunt.md b/content/Spells/Spells/5th Circle Spells/Temporal Shunt.md new file mode 100644 index 0000000..459adf1 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Temporal Shunt.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- arcane +- 5th-circle + +--- + +**5th-Circle Arcane (transmutation)** + +**Casting Time:** 1 reaction, taken when a creature you see makes an attack roll or starts to cast a spell + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** 1 round + +_Shift your foe into the future and prevent their attack._ + +You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, you can target one additional creature for each slot circle above 5th. All targets must be within 30 feet of each other. diff --git a/content/Spells/Spells/5th Circle Spells/Wall of Light.md b/content/Spells/Spells/5th Circle Spells/Wall of Light.md new file mode 100644 index 0000000..8eebda6 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Wall of Light.md @@ -0,0 +1,29 @@ +--- +tags: +- conjuration +- wyrd +- 5th-circle + +--- + +**5th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a hand mirror) + +**Duration:** Concentration, up to 10 minutes + +_A shimmering wall of bright light appears._ + +The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. + +When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. + +A creature that ends its turn in the wall’s area takes 4d8 radiant damage. + +Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, the damage increases by 1d8 for each slot circle above 5th. diff --git a/content/Spells/Spells/5th Circle Spells/Wall of Spirits.md b/content/Spells/Spells/5th Circle Spells/Wall of Spirits.md new file mode 100644 index 0000000..2334b03 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Wall of Spirits.md @@ -0,0 +1,27 @@ +--- +tags: +- necromancy +- divine +- 5th-circle + +--- + +**5th-Circle Divine (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a pinch of debris from an ancient site) + +**Duration:** Concentration, up to 10 minutes + +_You call on the spirits of a location to coalesce into a ghostly wall._ + +A wall of ghostly apparitions flickers into being at a point that you choose within range. The wall appears in any orientation you choose as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits dim light out to 30 feet. + +When the wall appears, each creature in its area must make a **CON** save. On a failure, a creature takes 4d8 necrotic damage and is frightened for 1 minute. On a success, it takes half as much damage and isn’t frightened. A frightened creature can make a **CON** save at the end of each of its turns, ending the effect on itself on a success. + +A creature that ends its turn in the wall’s area takes 4d8 necrotic damage. + +Until the spell ends, you can use an action to cause ghostly figures to stream out of the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 necrotic damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. diff --git a/content/Spells/Spells/5th Circle Spells/Yarila and Porevit’s Mantle.md b/content/Spells/Spells/5th Circle Spells/Yarila and Porevit’s Mantle.md new file mode 100644 index 0000000..a69a338 --- /dev/null +++ b/content/Spells/Spells/5th Circle Spells/Yarila and Porevit’s Mantle.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 5th-circle + +--- + +**5th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** self + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_Channeling the power of the Green Gods, you become more plant like._ + +You take on the physical characteristics of the plant life around you: grass and tiny mushrooms grow in your hair, moss sprouts from your chin, and your flesh takes on the mottled hue of leaf green and bark brown. With your plant-like features, the sun’s life-giving energy now heals and sustains your body. + +For the duration, while you are in bright light that is sunlight, you ignore the effects of having one level of exhaustion (having two or more affects you normally), and you heal 1 hit point at the start of each of your turns. Spending 30 minutes or more in direct sunlight provides you enough nourishment to sustain you for one day. While you are in dim light, you regain only 1 hit point at the end of each minute and don’t ignore the effects of exhaustion. In addition, you have advantage on **DEX** (Stealth) checks while in terrain with vegetation, such as a forest, grassland, or even fungal cavern. diff --git a/content/Spells/Spells/6th Circle Ritual Spells/Conjure Forest Defender.md b/content/Spells/Spells/6th Circle Ritual Spells/Conjure Forest Defender.md new file mode 100644 index 0000000..123fbca --- /dev/null +++ b/content/Spells/Spells/6th Circle Ritual Spells/Conjure Forest Defender.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 6th-circle +- ritual +--- + +**6th-Circle Wyrd Ritual (Conjuration)** + +**Casting Time:** 30 feet + +**Range:** Touch + +**Components:** V, S, M (one Humanoid body, which the spell consumes) + +**Duration:** Until destroyed + +_You animate a corpse to do your bidding through the will of the forest._ + +When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender, which uses the statistics of a vine golem (see the Appendix). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust. + +**At Higher Circles.** When you cast this spell using a spell slot of 9th circle, you can summon two forest defenders instead of one, and you can control up to two forest defenders at a time. diff --git a/content/Spells/Spells/6th Circle Ritual Spells/Druid Grove.md b/content/Spells/Spells/6th Circle Ritual Spells/Druid Grove.md new file mode 100644 index 0000000..99d5d86 --- /dev/null +++ b/content/Spells/Spells/6th Circle Ritual Spells/Druid Grove.md @@ -0,0 +1,33 @@ +--- +tags: +- abjuration +- primordial +- 6th-circle +- ritual +--- + +**6th-Circle primordial Ritual (Abjuration)** + +**Casting Time:** 10 minutes + +**Range:** Touch + +**Components:** V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon) + +**Duration:** 24 hours + +You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. + +**Solid Fog.** You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. + +**Grasping Undergrowth. Y**ou can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. + +**Grove Guardians.** You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree (your GM has the stats) except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. + +**Additional Spell Effect.** You can place your choice of one of the following magical effects within the warded area: + +- A constant gust of wind in two locations of your choice +- Spike growth in one location of your choice +- Wind wall in two locations of your choice + +To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless. diff --git a/content/Spells/Spells/6th Circle Spells/Bones of the Earth.md b/content/Spells/Spells/6th Circle Spells/Bones of the Earth.md new file mode 100644 index 0000000..a1787f1 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Bones of the Earth.md @@ -0,0 +1,27 @@ +--- +tags: +- transmutation +- primordial +- 6th-circle + +--- + +**6th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_Six Pillars of Stone Burst from the ground._ + +You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. + +If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. + +If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw **DC**. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. + +**At Higher Circles.** When you cast this spell using a spell slot of 7th circle or higher, you can create two additional pillars for each slot circle above 6th. diff --git a/content/Spells/Spells/6th Circle Spells/Cleave Chasm.md b/content/Spells/Spells/6th Circle Spells/Cleave Chasm.md new file mode 100644 index 0000000..1c82605 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Cleave Chasm.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- primordial +- 6th-circle + +--- + +**6th-Circle primordial (Evocation)** + +**Casting Time:** 1 round + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Permanent + +_You open a rift that can swallow creatures and damage structures._ + +You strike the ground, and a chasm splits open in a direction of your choice, in a line up to 120 feet away from you. The chasm is 10 feet wide and 1d6 × 10 feet deep. A creature in a space where the chasm opens must succeed on a **DEX** save or fall in. On a success, the creature moves with the chasm’s edge, ending up on one side of the chasm or the other (creature’s choice). + +Small structures in the path of the opening chasm that are 30 feet wide or less collapse. Larger structures suffer partial collapse, in a 30-foot line centered on the chasm. A creature within the collapse zone of a structure must make a **DEX** save. On a failure, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a creature to succeed on a **DC** 17 **STR** (Athletics) check to move the rubble so that a trapped creature can escape. (The GM can adjust the **DC** depending on the nature of the rubble.) On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. + +The GM may rule that additional effects occur, depending on the terrain in which the spell is cast. For example, a chasm in a body of water might lower the water level, or drain it entirely, depending on its size. diff --git a/content/Spells/Spells/6th Circle Spells/Conjure Giant.md b/content/Spells/Spells/6th Circle Spells/Conjure Giant.md new file mode 100644 index 0000000..d22d487 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Conjure Giant.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- primordial +- 6th-circle + +--- + +**6th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_You compel a fey spirit to appear as a giant._ + +You summon a Fey spirit that takes the form of a Giant and appears in an unoccupied space you can see within range. Choose a Giant of CR 6 or lower to appear. The GM has the creature’s statistics. This spell can’t summon creatures with legendary actions. The creature disappears when it drops to 0 HP or when the spell ends. + +The Giant is friendly to you and your companions for the duration. In combat, the Giant acts on your initiative and takes its turn immediately after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Giant, it defends itself from hostile creatures but otherwise takes no actions. + +**At Higher Circles.** When you cast this spell using a spell slot of 7th circle or higher, you can choose to summon a Giant of a CR equal to or below the circle of the expended slot. For example, expending a 9th-circle slot allows you to summon a Giant of CR 9 or lower (such as a cloud giant or fire giant). diff --git a/content/Spells/Spells/6th Circle Spells/Cyclone Cloak.md b/content/Spells/Spells/6th Circle Spells/Cyclone Cloak.md new file mode 100644 index 0000000..574e959 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Cyclone Cloak.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 6th-circle + +--- + +**6th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +_Fierce winds surround and protect you._ + +Strong currents of air spiral and twist about you. You are immune to any gas-based attacks or effects, and inhaled poisons. Such threats are blown away from you by the winds. Ranged attacks made against you have disadvantage. If you fall or jump from a height, your rate of descent slows to 60 feet per round, you take no falling damage, and you can land on your feet for the duration. In addition, you can use the winds to adjust your movement, moving 5 feet in any direction for every 5 feet that you fall. diff --git a/content/Spells/Spells/6th Circle Spells/Delay Spell.md b/content/Spells/Spells/6th Circle Spells/Delay Spell.md new file mode 100644 index 0000000..b4ed63e --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Delay Spell.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 reaction, when you or another creature you can see within 90 feet of you casts a spell + +**Range:** 90 feet + +**Components:** S, M (a time-keeping device) + +**Duration:** Instantaneous + +_You slow time around spell energy, delaying its effects for a few seconds._ + +You interrupt a creature (including yourself) in the process of casting a spell to delay that spell’s effects. If the creature is casting a spell of 6th circle or lower, the spell’s effects take place a number of rounds later that you choose, up to 6 rounds later. If it is casting a spell of 7th circle or higher, make an ability check using your spellcasting ability. The **DC** equals 10 + the spell’s circle. On a success, the spell’s effects take place a number of rounds later that you choose, up to 6 rounds later. The spell’s caster can’t change any of the spell’s parameters in the intervening time. + +**At Higher Circles.** When you cast this spell using a spell slot of 7th circle or higher, you automatically delay the target spell’s effects if its circle is equal to or lower than the circle of the spell slot you used. diff --git a/content/Spells/Spells/6th Circle Spells/Demonic Wings.md b/content/Spells/Spells/6th Circle Spells/Demonic Wings.md new file mode 100644 index 0000000..4ffeb96 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Demonic Wings.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- divine +- 6th-circle + +--- + +**6th-Circle Divine (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a wing from a bat or other similar creature) + +**Duration:** Concentration, up to 10 minutes + +_Great abyssal, black, and barbed wings sprout from the target’s back._ + +A willing creature you touch sprouts leathery, barbed wings. It gains a flying speed of 60 feet and the ability to hover for the duration. When the target takes the Attack action, it can attack with its wings against a target within 10 feet of it. On a hit, the attack deals 4d8 necrotic damage and the target it must succeed on a **CON** save or become poisoned until the end of its next turn. When this spell ends, the wings vanish in a puff of smoke. If the spell target is in the air, it falls to the ground. diff --git a/content/Spells/Spells/6th Circle Spells/Energizing Aegis.md b/content/Spells/Spells/6th Circle Spells/Energizing Aegis.md new file mode 100644 index 0000000..97b3989 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Energizing Aegis.md @@ -0,0 +1,33 @@ +--- +tags: +- abjuration +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Abjuration)** + +**Casting Time:** 1 + + reaction, when you or a creature in range are targeted with a spell or + +effect that deals acid, cold, fire, lightning, or thunder damage + +**Range:** 1 + + reaction, when you or a creature in range are targeted with a spell or + +effect that deals acid, cold, fire, lightning, or thunder damage + +**Components:** V, S, M (iron golem shaving) + +**Duration:** 1 round + +_You reverse the flow of energy for a creature and make the energy restorative rather than harmful._ + +As a reaction, choose acid, cold, fire, lightning, or thunder and target one willing creature you touch. The target is immune to that damage type until the start of your next turn, including the damaging effect that triggered the reaction. + +The first time the target would take damage of that type, the target makes a save against the spell or effect. If the spell or effect doesn’t allow a save, the target makes a **CON** save against your spell save **DC** instead. On a success, the target regains hit points equal to the amount of damage dealt. On a failure, the target regains hit points equal to 10% of the damage dealt. + +**At Higher Circles.** When you cast this spell using a spell slot of 6th circle or higher, you can target an additional creature. diff --git a/content/Spells/Spells/6th Circle Spells/Ghostly Form.md b/content/Spells/Spells/6th Circle Spells/Ghostly Form.md new file mode 100644 index 0000000..205dda7 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Ghostly Form.md @@ -0,0 +1,25 @@ +--- +tags: +- transmutation +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a piece of gauze, which the spell consumes) + +**Duration:** Concentration, up to 1 minute + +You become incorporeal. + +Your body fades, as you and everything you are wearing and carrying when you cast the spell become incorporeal. Your walking speed becomes a flying speed, with the ability to hover. You can move through other creatures and items as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You gain resistance to acid, fire, lightning, and thunder damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks. You are also immune to cold damage and the grappled, paralyzed, prone, and restrained conditions. + +While in this form, you are visible but can’t affect or be affected by items or creatures, except for items that you were wearing or carrying when the spell was cast. If you drop an item, it becomes corporeal again at the end of your turn. + +If the spell ends while you are inside an object, you take 4d10 force damage and are immediately ejected to the nearest unoccupied space. diff --git a/content/Spells/Spells/6th Circle Spells/Gravity Fissure.md b/content/Spells/Spells/6th Circle Spells/Gravity Fissure.md new file mode 100644 index 0000000..64e9d36 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Gravity Fissure.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- arcane +- 6th-circle + +--- + +**6th-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (100-foot line) + +**Components:** V, S, M (a fistful of iron filings) + +**Duration:** Instantaneous + +Create a line of gravitational energy that pulls foes in. + +You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. + +Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. + +**At Higher Circles.** When you cast this spell using a spell slot of 7th circle or higher, the damage increases by 1d8 for each slot circle above 6th. diff --git a/content/Spells/Spells/6th Circle Spells/Platinum Shield.md b/content/Spells/Spells/6th Circle Spells/Platinum Shield.md new file mode 100644 index 0000000..f13df71 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Platinum Shield.md @@ -0,0 +1,27 @@ +--- +tags: +- abjuration +- arcane +- 6th-circle + +--- + +**6th-Circle Arcane (Abjuration)** + +**Casting Time:** 1 bonus action + +**Range:** 60 feet + +**Components:** V, S, M (a platinum-plated dragon scale, worth at least 500 gp) + +**Duration:** Concentration, up to 1 minute + +_You create a field of silvery light that surrounds a creature of your choice_ + +Choose a Creature within range (you can choose yourself). A Silvery field of light sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits: + +- **Cover.** The creature has half cover. +- **Damage Resistance.** The creature has resistance to acid, cold, fire, lightning, and poison damage. +- **Evasion.** If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + +As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field. diff --git a/content/Spells/Spells/6th Circle Spells/Pluck Soul.md b/content/Spells/Spells/6th Circle Spells/Pluck Soul.md new file mode 100644 index 0000000..731d514 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Pluck Soul.md @@ -0,0 +1,25 @@ +--- +tags: +- necromancy +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a gem worth at least 250 gp) + +**Duration:** Until dispelled + +You pluck a humanoid’s soul from its body and store it in a magical container. + +You attempt to pull the soul from a Humanoid you can see within range, storing it in the container you used for the spell’s material component. If the creature has 40 HP or fewer, its soul is pulled from its body and enters the container, while its body falls into a catatonic state. The soul remains within the container until you dismiss the spell (no action needed by you) or until you use an action to crush the gem. + +If you crush the gem, you consume the soul and you immediately regain hit points up to your hit point maximum. In addition, any diseases afflicting you are cured, and it ends any of the following conditions affecting you: blinded, deafened, and poisoned. + +If you dismiss the spell, the soul flees from the container and attempts to return to its body. As long as the soul’s body is on the same plane of existence, the soul returns to its body instantly, and the creature awakens with 1 HP. If the soul’s body has been destroyed or if it is on another plane of existence, the soul dissipates and the body dies. diff --git a/content/Spells/Spells/6th Circle Spells/Primordial Ward.md b/content/Spells/Spells/6th Circle Spells/Primordial Ward.md new file mode 100644 index 0000000..ec5541b --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Primordial Ward.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- primordial +- 6th-circle + +--- + +**6th-Circle primordial (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_Protect yourself from Elemental Damage_ + +You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. + +When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistance ends, and you have the immunity until the end of your next turn, at which time the spell ends. diff --git a/content/Spells/Spells/6th Circle Spells/Prismatic Longbow.md b/content/Spells/Spells/6th Circle Spells/Prismatic Longbow.md new file mode 100644 index 0000000..d8d5b43 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Prismatic Longbow.md @@ -0,0 +1,35 @@ +--- +tags: +- evocation +- divine +- 6th-circle + +--- + +**6th-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You create a magical longbow that fires arrows with different harmful effects._ + +A magical bow formed of swirling rainbow hues appears in your hands. You must have both hands free when you summon the bow and must use both hands to fire it. + +When the bow first appears, choose one of the seven arrow colors and make a ranged spell attack against a creature you can see within 150 feet of you. On a hit, the target takes 4d8 force damage and suffers an additional effect determined by the chosen color of the arrow. + +Until the spell ends, you can use an action on each of your turns to choose a different arrow and make a ranged attack against a creature of your choice within 150 feet. + +- **Red.** The target takes an additional 4d8 fire damage. +- **Orange.** The target takes an additional 4d8 acid damage. +- **Yellow.** The target takes an additional 4d8 lightning damage. +- **Green.** The target takes an additional 4d8 poison damage. +- **Blue.** The target takes an additional 4d8 cold damage. +- **Indigo.** The target must succeed on a **CON** save or begin to turn to stone and be restrained. The restrained creature must repeat the save at the end of its next turn, becoming petrified on a failure or ending the effect on itself on a success. The petrification lasts for 1 minute, or until the creature is freed by the greater restoration spell (see Player’s Guide) or similar magic. +- **Violet.** The target must succeed on a CHA save or be banished to a harmless demiplane. While there, it is incapacitated. The target remains there for 1 minute, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied. + +Once you fire an arrow, that arrow’s color disappears from the bow, and you can’t select it again for the duration of the spell. The bow vanishes early if you use all seven colors, otherwise it remains for the duration of the spell. diff --git a/content/Spells/Spells/6th Circle Spells/Pronouncement of Doom.md b/content/Spells/Spells/6th Circle Spells/Pronouncement of Doom.md new file mode 100644 index 0000000..6ee7b87 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Pronouncement of Doom.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a bell or gong) + +**Duration:** Concentration, up to 1 minute + +_You declare targets’ lives forfeit, hindering their offense and defense._ + +You pronounce impending doom upon your enemies. Choose up to eight creatures that you can see within range. Each one must make a CHA save. On a failure, that target has disadvantage on attacks it makes while the spell is in effect, and attacks against the target are made with advantage. + +A remove curse spell (see Player’s Guide) cast on a target immediately ends the effects of this spell. diff --git a/content/Spells/Spells/6th Circle Spells/Raining Fire.md b/content/Spells/Spells/6th Circle Spells/Raining Fire.md new file mode 100644 index 0000000..dde87be --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Raining Fire.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 6th-circle + +--- + +**6th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (a pinch of sulfur) + +**Duration:** Instantaneous + +_You cause fire to rain down from the sky._ + +Fire rains down in a 40-foot-radius, 20-foot-tall cylinder, centered on a point you can see within range. A creature in the area must make a **DEX** save, taking 10d6 fire damage on a failure or half as much damage on a success. + +The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. diff --git a/content/Spells/Spells/6th Circle Spells/Righteous Fervor.md b/content/Spells/Spells/6th Circle Spells/Righteous Fervor.md new file mode 100644 index 0000000..9d48a1a --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Righteous Fervor.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- divine +- 6th-circle + +--- + +**6th-Circle Divine (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (your holy symbol) + +**Duration:** Concentration, up to 1 minute + +_You fill allies with religious zeal to overcome their enemies._ + +Choose any number of creatures within range. For the duration, each creature has advantage on saves against effects that cause the charmed or frightened conditions. If a targeted creature currently has the charmed or frightened condition (or both), it can immediately make a new save against each effect, ending it on a success. When a target makes an attack roll before the spell ends, it can roll a d4 and add the number rolled to the attack result. On a successful attack, a target adds your **WIS** modifier to its damage. + +If a target is reduced to 0 HP before the spell ends, it is reduced to 1 hit point instead. A target can only receive this benefit of the spell once per casting. diff --git a/content/Spells/Spells/6th Circle Spells/Scatter.md b/content/Spells/Spells/6th Circle Spells/Scatter.md new file mode 100644 index 0000000..0fa11cb --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Scatter.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V + +**Duration:** Instantaneous + +_Teleport your allies and foes, scattering them around the battlefield_ + +The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor. diff --git a/content/Spells/Spells/6th Circle Spells/Siege Comet.md b/content/Spells/Spells/6th Circle Spells/Siege Comet.md new file mode 100644 index 0000000..48a950d --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Siege Comet.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a piece of meteoric stone) + +**Duration:** Instantaneous + +_You conjure a glowing meteor that damages terrain, creatures, and objects within the area of impact._ + +A 5-foot-radius stone appears up to 100 feet above a point you can see within range, and it accelerates as it falls to the ground directly below. All creatures within 30 feet of the point of impact must make a **DEX** save. On a failure, a creature takes 5d6 fire damage and 5d6 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. Additionally, the area around the point of impact becomes difficult terrain for 1 minute. + +Non-magical structures also take this damage if they are in the area of impact and collapse if the damage reduces them to 0 HP. + +**At Higher Circles.** When you cast this spell using a spell slot of 7th circle or higher, the impact radius increases by 10 feet for each slot above 6th. diff --git a/content/Spells/Spells/6th Circle Spells/Summon Fiend.md b/content/Spells/Spells/6th Circle Spells/Summon Fiend.md new file mode 100644 index 0000000..b39179e --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Summon Fiend.md @@ -0,0 +1,49 @@ +--- +tags: +- conjuration +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** V, S, M (humanoid blood inside a ruby vial worth at least 600 gp) + +**Duration:** Concentration, up to 1 hour + +An Fiendish spirit is summoned in the form of your choosing. + +You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + +The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. + +**At Higher Circles.** When you cast this spell using a spell slot of 7th circle or higher, use the higher circle wherever the spell’s circle appears in the stat block. + +| Fiendish Spirit | | | | | | +| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | --- | --- | --- | --- | +| Large fiend | | | | | | +| **Armor Class:** 12 + the circle of the spell (natural armor) | | | | | | +| **Hit Points:** 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell circle above 6th | | | | | | +| **Speed:** 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only) | | | | | | +| **STR** | **DEX** | **CON** | **INT** | **WIS** | CHA | +| +1 | +3 | +2 | +0 | +0 | +3 | +| **Damage Resistances:** fire | | | | | | +| **Condition Immunities:** Poison | | | | | | +| **Condition Immunities:** poisoned | | | | | | +| **Senses:** Darkvision 60 ft., passive Perception 10 | | | | | | +| **Languages:** Abyssal, Infernal, telepathy 60 ft. | | | | | | +| Challenge: — | | | | | | +| **Proficiency Bonus (**PB**):** equals your bonus | | | | | | +| **Death Throes (Demon Only).** When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save **DC**. A creature takes 2d10 + the spell’s circle fire damage on a failed save, or half as much damage on a successful one. | | | | | | +| **Devil’s Sight (Devil Only).** Magical darkness doesn’t impede the fiend’s darkvision. | | | | | | +| **Magic Resistance.** The fiend has advantage on saving throws against spells and other magical effects. | | | | | | +| Actions | | | | | | +| **Multiattack.** The fiend makes a number of attacks equal to half this spell’s circle (rounded down). | | | | | | +| **Bite (Demon Only).** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s circle necrotic damage. | | | | | | +| **Claws (Yugoloth Only).** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s circle slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see. | | | | | | +| **Hurl Flame (Devil Only).** Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s circle fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. | | | | | | \ No newline at end of file diff --git a/content/Spells/Spells/6th Circle Spells/Void Bubble.md b/content/Spells/Spells/6th Circle Spells/Void Bubble.md new file mode 100644 index 0000000..c8cf4c0 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Void Bubble.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- 6th-circle + +--- + +**6th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S + +**Duration:** 1 minute + +You create a sphere of magical darkness that harms creatures within it. + +You summon a 30-foot-radius sphere of freezing, inky magical darkness centered on a point you can see within range. The darkness spreads around corners. A creature with darkvision can’t see through it, and nonmagical light can’t illuminate the area. + +A creature that enters or starts its turn in the area must make a **WIS** save. On a failure, it takes 4d8 necrotic damage and 4d8 cold damage and its speed is halved until the beginning of its next turn. On a success, it takes half as much damage and its speed is unaffected. diff --git a/content/Spells/Spells/6th Circle Spells/Water Sentinel.md b/content/Spells/Spells/6th Circle Spells/Water Sentinel.md new file mode 100644 index 0000000..89d9536 --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Water Sentinel.md @@ -0,0 +1,31 @@ +--- +tags: +- conjuration +- arcane +- 6th-circle + +--- + +**6th-Circle Arcane (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You summon a floating globe of magical water that resembles a swirling waterfall. + +You summon a sentient, Elemental globe of water known as a water sentinel that appears in an unoccupied space you can see within range. It is 5 feet in diameter and has statistics of a water elemental. The GM has the creature’s statistics. + +The water sentinel is friendly to you and your companions for the duration. In combat, it acts on your initiative and takes its turn immediately after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Elemental, it defends itself from hostile creatures but otherwise takes no actions. + +In addition to a water elemental’s normal abilities and traits, a water sentinel has an additional set of actions it can take. When you cast this spell, the water sentinel completes one of its actions. On subsequent turns, it can take one of the following actions: + +- **Overwhelm.** If the sentinel ends its turn in a creature’s space using its Water Form trait, it can use its Whelm trait without grappling first and without regard for its recharge aspect. The overwhelmed creature suffers all the normal effects of Whelm but can breathe and speak with a successful **CON** save against your spell save **DC**. +- **Water Impact.** The water sentinel launches a concussive blast of water at a creature within 30 feet. The target must make a **DEX** save. On a failure, the target takes 6d10 bludgeoning damage and is pushed 10 feet in a straight line in the direction of the caster’s choice. On a success, the target takes half as much damage and isn’t pushed. +- **Water Jet.** The water sentinel launches a pressurized water jet at a creature within 30 feet. The target must make a **DEX** save. On a failure, it takes 6d10 cold damage and is pushed 20 feet directly away from the sentinel. On a success, the target takes half as much damage and isn’t pushed. + +Any nonmagical flames are extinguished in a space where the water sentinel ends its turn. diff --git a/content/Spells/Spells/6th Circle Spells/Wreath of Flames.md b/content/Spells/Spells/6th Circle Spells/Wreath of Flames.md new file mode 100644 index 0000000..9fd0c4f --- /dev/null +++ b/content/Spells/Spells/6th Circle Spells/Wreath of Flames.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- primordial +- 6th-circle + +--- + +**6th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 hour + +You are surrounded by a protective covering of fire. + +When you cast this spell, crackling flames surround you. You are immune to fire damage and have resistance to cold damage. A creature within 5 feet of you that touches you or makes a melee attack against you takes 6d8 fire damage and must make a **DEX** save or it catches fire. Until a creature takes an action to douse the fire, the target takes 1d8 fire damage at the start of each of its turns. A creature that starts its turn grappling, or being grappled by you, takes 4d8 fire damage. You can ignite flammable objects by spending an action to touch them. diff --git a/content/Spells/Spells/7th Circle Spells/Blinding Revelation.md b/content/Spells/Spells/7th Circle Spells/Blinding Revelation.md new file mode 100644 index 0000000..8609905 --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Blinding Revelation.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 7th-circle + +--- + +**7th-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 40 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_A blinding light reveals invisible creatures, strips away illusions, and shows true forms._ + +You release a blazing, blue-white light in a 40-foot radius around you. All hostile creatures in the area must make a **DEX** save. On a failure, a creature is blinded until the end of its next turn and is outlined in a colored light of your choice. It sheds dim light in a 10-foot radius for the duration, and attack rolls against an outlined creature that an attacker can see have advantage. + +All illusion spells of 7th circle or lower in the radius are automatically dispelled. If a target is in a form other than its true form (such as a doppelganger, or a creature under the effects of the polymorph spell), make an ability check using your spellcasting ability. The **DC** equals 10 + the spell’s circle or the creature’s CR, if it is an innate ability. On a successful check, the target reverts to its normal form and can’t change shape again until the spell ends. diff --git a/content/Spells/Spells/7th Circle Spells/Corrosive Cloudburst.md b/content/Spells/Spells/7th Circle Spells/Corrosive Cloudburst.md new file mode 100644 index 0000000..598c4d6 --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Corrosive Cloudburst.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- arcane +- 7th-circle + +--- + +**7th-Circle Arcane (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 100 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You can launch seven star-like motes of light at your foes._ + +A black rain cloud of caustic vapor and acidic energy manifests within a 40-foot-wide, 40-foot-high cylinder. Each creature in the cylinder must make a **CON** save. On a failure, it takes 10d8 acid damage, or half as much damage on a success. A creature must also make this save when it enters or starts its turn in the cloud. + +Creatures that suffer acid damage from this spell have disadvantage on maintaining concentration as the spell’s fumes cause them to cough. Creatures using metal weapons and creatures made of metal have disadvantage on attacks while within the cylinder, as the acid eats away at their metal. diff --git a/content/Spells/Spells/7th Circle Spells/Crown of Stars.md b/content/Spells/Spells/7th Circle Spells/Crown of Stars.md new file mode 100644 index 0000000..6cd8473 --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Crown of Stars.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- 7th-circle + +--- + +**7th-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (one piece of ammunition or one thrown weapon) + +**Duration:** 1 hour + +_You can launch seven star-like motes of light at your foes._ + +Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. + +**At Higher Circles.** When you cast this spell using a spell slot of 8th circle or higher, the number of motes created increases by two for each slot circle above 7th. diff --git a/content/Spells/Spells/7th Circle Spells/Draconic Transformation.md b/content/Spells/Spells/7th Circle Spells/Draconic Transformation.md new file mode 100644 index 0000000..c706e2a --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Draconic Transformation.md @@ -0,0 +1,26 @@ +--- +tags: +- transmutation +- primordial +- 7th-circle + +--- + +**7th-Circle primordial (Transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S, M (a statuette of a dragon, worth at least 500 gp) + +**Duration:** Concentration, up to 1 minute + +_With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features._ + +You gain the following benefits until the spell ends: + +- **Blindsight.** You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you. +- **Breath Weapon.** When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. +- **Wings.** Incorporeal wings sprout from your back, giving you a flying speed of 60 feet. + diff --git a/content/Spells/Spells/7th Circle Spells/Earth Vortex.md b/content/Spells/Spells/7th Circle Spells/Earth Vortex.md new file mode 100644 index 0000000..d244cee --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Earth Vortex.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- arcane +- 7th-circle + +--- + +**7th-Circle Arcane (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 100 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You point to a spot, and the ground erupts in a churning earth vortex._ + +You summon a churning vortex of shifting earth that erupts in a cylinder 40 feet high and 40 feet in diameter, centered on a point you can see within range. The swirling dust and earth from this spell cause the area it occupies to be heavily obscured. When you cast the spell, each creature in the area must make a **STR** save. On a failure, a creature takes 8d10 bludgeoning damage. On a success it takes half as much damage. A creature that enters or starts its turn in the vortex must also make a **STR** save and suffer the spell’s effects. + +The spell’s area is difficult terrain, and a creature that starts its turn within the area have disadvantage on **STR** and **DEX** saves until the end of its turn as it struggles against the violently shifting ground. diff --git a/content/Spells/Spells/7th Circle Spells/Mutual Doom.md b/content/Spells/Spells/7th Circle Spells/Mutual Doom.md new file mode 100644 index 0000000..cc361d4 --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Mutual Doom.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- 7th-circle + +--- + +**7th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (two iron rings) + +**Duration:** Permanent + +_You establish a connection between yourself and another creature, hopefully ensuring your joint survival._ + +You target a creature within range. It must succeed on a CHA save or it becomes permanently linked to you. W hile linked, if you take damage, the damage is instead transferred to the target, and vice versa. In addition, any condition inflicted on you or the target transfers to the linked creature. This doesn’t apply to any self-inflicted damage or conditions. If you or the target dies, the linked creature must succeed on a **CON** save made with disadvantage or immediately drop to 0 HP. + +Once you successfully cast this spell, it can’t be ended short of a wish spell (see Player’s Guide) or similar magic. However, if you and the target are both dead at the same time, the spell ends and doesn’t resume if either creature is restored to life. diff --git a/content/Spells/Spells/7th Circle Spells/Nacreous Shell.md b/content/Spells/Spells/7th Circle Spells/Nacreous Shell.md new file mode 100644 index 0000000..cb0085a --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Nacreous Shell.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- primordial +- 7th-circle + +--- + +**7th-Circle primordial (Conjuration)** + +**Casting Time:** 1 reaction, when target would drops to 0 HP + +**Range:** 60 feet + +**Components:** V, M (an abalone shell) + +**Duration:** Variable + +_A helpless target is surrounded by a protective shell only allies can breach._ + +When you or an ally would drop to 0 HP, you can cast this spell as a reaction. A pearly, magical shell instantly springs up around the target. The shell has AC 19 and 50 HP, and is immune to acid, lightning, fire, psychic, and bludgeoning, slashing, and piercing damage. The target creature takes no damage until the shell is destroyed. + +While inside the shell, the creature is immune to falling damage and exhaustion and is protected from suffocation, environmental extremes, and harmful gasses with a supply of pure, breathable air. At the beginning of each of its turns while inside the shell, the target gains 1d8 + your spellcasting modifier hit points, until it is at half its maximum hit points. Then the spell ends. + +Allies can pass through the shell, allowing them to cast spells on the target, offer potions, or otherwise provide aid. The target can take no actions while in the shell but can choose to end the spell effect on its turn. You can also end the spell on another creature as a bonus action. diff --git a/content/Spells/Spells/7th Circle Spells/Reality Break.md b/content/Spells/Spells/7th Circle Spells/Reality Break.md new file mode 100644 index 0000000..9a86b44 --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Reality Break.md @@ -0,0 +1,19 @@ +--- +tags: +- evocation +- arcane +- 7th-circle + +--- + +**7th-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a crystal prism) + +**Duration:** Concentration, up to 1 minute + +You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can’t take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success diff --git a/content/Spells/Spells/7th Circle Spells/Tether Essence.md b/content/Spells/Spells/7th Circle Spells/Tether Essence.md new file mode 100644 index 0000000..73ae582 --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Tether Essence.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- arcane +- 7th-circle + +--- + +**7th-Circle Arcane (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) + +**Duration:** Concentration, up to 1 hour + +_Magically link two creatures together, sharing HP and healing_ + +Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both. diff --git a/content/Spells/Spells/7th Circle Spells/Time Skip.md b/content/Spells/Spells/7th Circle Spells/Time Skip.md new file mode 100644 index 0000000..a723ceb --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Time Skip.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- arcane +- 7th-circle + +--- + +**7th-Circle Arcane (Transmutation)** + +**Casting Time:** 1 reaction, which you can take when you are reduced to 0 HP, suffer a condition, or are moved against your will + +**Range:** Self + +**Components:** V + +**Duration:** Instantaneous + +You skip yourself 6 seconds back in time. + +You reverse time for yourself, undoing some effects of the previous round. Any damage you took in that round is undone. Any conditions or harmful effects that began during that round end, but any ongoing effects from earlier rounds remain, as well as any beneficial effects that you choose to retain. You teleport to the space you occupied at the start of your previous turn or the nearest unoccupied space if it is currently occupied. Any damage you dealt or actions you took in the previous round are not reversed, and any items or features you consumed, expended, or dropped are not returned to you. diff --git a/content/Spells/Spells/7th Circle Spells/Void Embrace.md b/content/Spells/Spells/7th Circle Spells/Void Embrace.md new file mode 100644 index 0000000..f524419 --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Void Embrace.md @@ -0,0 +1,31 @@ +--- +tags: +- evocation +- wyrd +- 7th-circle + +--- + +**7th-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 40 feet + +**Components:** V, S + +**Duration:** Instantaneous + +Your eyes roll back, and you see glimpses of starless voids and an eerie darkness emitting from around you. + +A wave of chilling wind exposes the minds of all creatures within range to the infinite, maddening void. Each creature in range must make a **DEX** save. On a failure, a creature takes 9d8 psychic damage. On a success, it takes half as much damage. + +In addition, each creature within the area of effect must make a **WIS** save. On a failure, roll 1d6 to determine which effect it suffers on the Void Embrace Effects table. + +**At Higher Circles.** When you cast this spell using a spell slot of 8th circle or higher, the damage increases by 1d6 for each slot above 7th. + +| d6 | Effect | +| --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1-2 | **Fragmented Memories.** The creature’s memories become fragmented and unreliable for 1 minute. It has disadvantage on all **INT** checks and **WIS** (Insight) checks. | +| 3-4 | **Cosmic Paranoia.** The creature becomes overwhelmed by cosmic paranoia, believing unseen entities are watching it. For 1 minute, it has disadvantage on all CHA checks and **WIS** (Perception) checks. | +| 5-6 | **Existential Dread.** The creature experiences a profound sense of existential dread, questioning the nature of reality. It is frightened of you for 1 minute. | \ No newline at end of file diff --git a/content/Spells/Spells/7th Circle Spells/Whirlwind.md b/content/Spells/Spells/7th Circle Spells/Whirlwind.md new file mode 100644 index 0000000..ce54959 --- /dev/null +++ b/content/Spells/Spells/7th Circle Spells/Whirlwind.md @@ -0,0 +1,27 @@ +--- +tags: +- evocation +- primordial +- 7th-circle + +--- + +**7th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 300 feet + +**Components:** V, M (a piece of straw) + +**Duration:** Concentration, up to 1 minute + +A whirlwind howls down to a point on the ground you specify. + +Choose a point within range, A whirlwind appears that is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. + +A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. + +When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. + +A restrained creature can use an action to make a Strength or Dexterity check against your spell save **DC**. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction. diff --git a/content/Spells/Spells/8th Circle Spells/Aura of Quietus.md b/content/Spells/Spells/8th Circle Spells/Aura of Quietus.md new file mode 100644 index 0000000..2e801b9 --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Aura of Quietus.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- divine +- 8th-circle + +--- + +**8th-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Self (5-foot radius) + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You emit an aura that makes your enemies vulnerable to damage._ + +An aura of death blossoms from you in a 5-foot radius. The aura moves with you and is centered on you. For the duration, when a creature in the area takes damage from a weapon attack or spell, it takes maximum damage from the weapon or spell, including any class features or other effects that increase damage. In addition, creatures in the area other than you have disadvantage on death saves. diff --git a/content/Spells/Spells/8th Circle Spells/Blossom of Death.md b/content/Spells/Spells/8th Circle Spells/Blossom of Death.md new file mode 100644 index 0000000..e023f82 --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Blossom of Death.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- 8th-circle + +--- + +**8th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (grave dust) + +**Duration:** Instantaneous + +_You flood a large space with necromantic energy and create specters f rom those you kill._ + +A 60-foot cube centered on a point you can see within range floods with raw necrotic energy. Each creature in the area must make a **CON** save. On a failure, a creature takes 8d10 + 20 necrotic damage, or half as much damage on a successful one. Constructs and Undead are unaffected by this spell. + +A Humanoid killed by this spell rises at the start of your next turn as a specter under your control. The specter dissipates after 1 hour or when it is reduced to 0 HP. diff --git a/content/Spells/Spells/8th Circle Spells/Cacophonous Howl.md b/content/Spells/Spells/8th Circle Spells/Cacophonous Howl.md new file mode 100644 index 0000000..dd9e439 --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Cacophonous Howl.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- wyrd +- 8th-circle + +--- + +**8th-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You emit a horrible, deafening sound._ + +You emit a horrible, deafening sound. You open your mouth and emit a terrible shriek that is audible up to 1 mile away. Verbal communication is impossible in a 50-foot radius of you. Creatures are deafened while within the spell’s radius, and until the end of their next turn if they leave the area. Spells with verbal components can’t be cast within the area of effect. Creatures concentrating on spells are at disadvantage on concentration checks within the spell’s radius. Each creature that starts its turn in the area must succeed on a **CON** save or be permanently deafened. + +A creature with a body composed of crystal, glass, or stone must make a **CON** save if it enters or starts its turn in the radius. On a failure, it takes 5d10 thunder damage or half as much damage on a success. Structures and unattended objects of similar composition take 5d10 thunder damage at the start of your turn for the duration. + +While you are concentrating on this spell, you can’t cast any other spell with a verbal component or activate any magic item that requires speaking a command word. diff --git a/content/Spells/Spells/8th Circle Spells/Crawling Darkness.md b/content/Spells/Spells/8th Circle Spells/Crawling Darkness.md new file mode 100644 index 0000000..c1009ce --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Crawling Darkness.md @@ -0,0 +1,29 @@ +--- +tags: +- conjuration +- wyrd +- 8th-circle + +--- + +**8th-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You create a writhing mass of darkness that deals damage and drags creatures with it._ + +You conjure a shadowy mass that moves in a direction you choose. The shadows occupy up to three 10-foot cubes within range. They have a speed of 20 feet and move each round at the end of your turn, ignoring difficult terrain. The shadowy mass can move up, down, and across vertical surfaces and upside down along ceilings. + +If the shadows move into a space occupied by a creature, the creature must make a **CON** save. On a failure, the creature takes 6d6 necrotic damage and is restrained. On a success, the creature takes half as much damage and isn’t restrained. Any creature that starts its turn in a shadowy mass must make a **CON** save, taking 6d6 necrotic damage on a failure or half as much damage on a success. + +A restrained creature moves with the shadows on its turn and remains restrained as long as the darkness occupies even part of its space. During its turn, a creature can make a **STR** check against your spell save **DC** to free a restrained creature. + +The area the spell effect occupies is difficult terrain. Within the area, sunlight and bright light are reduced to dim light, and dim light is reduced to darkness. + +Radiant damage can destroy a portion of the spell area. An attack or effect that targets this spell and deals radiant damage automatically hits. One 5-foot cube is destroyed for each 12 radiant damage the shadows take. If the mass takes less than 12 damage from one hit, it is unaffected. diff --git a/content/Spells/Spells/8th Circle Spells/Earth Clash.md b/content/Spells/Spells/8th Circle Spells/Earth Clash.md new file mode 100644 index 0000000..1090d73 --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Earth Clash.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- 8th-circle + +--- + +**8th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S, M (two pebbles) + +**Duration:** Instantaneous + +_You use a pair of gigantic rocks to smite all in the path between them._ + +When you cast this spell, two Huge boulders (each 15 feet × 15 feet) appear in unoccupied spaces within range and up to 40 feet apart from each other. The boulders immediately crash together at the center point between them. Each creature in the boulders’ paths must make a **DEX** save. On a failure, the creature takes 10d12 bludgeoning damage and a Huge or smaller creature is stunned for 1 minute. On a success, the creature takes half as much damage and a Huge or smaller creature is stunned for 1 round. A stunned creature can make a **CON** save at the end of each of its turns, ending the effect on itself on a success. Objects and structures in the path take double damage from a boulder. If a boulder doesn’t destroy a structure with this damage, the boulder ends its movement. + +**At Higher Circles.** When you cast this spell using a 9th circle spell slot, the distance between the boulders increases to 60 feet and the boulders increase to Gargantuan size (each 20 feet × 20 feet). They deal 15d12 bludgeoning damage and can stun Gargantuan creatures. diff --git a/content/Spells/Spells/8th Circle Spells/Geyser Surge.md b/content/Spells/Spells/8th Circle Spells/Geyser Surge.md new file mode 100644 index 0000000..5d6b4df --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Geyser Surge.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- primordial +- 8th-circle + +--- + +**8th-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (A pebble taken from a flowing river) + +**Duration:** Instantaneous + +_A sudden, scalding surge of water from the earth sends a torrent of steam and boiling water skyward._ + +You create a 30-foot-radius, 60-foot-high cylinder of pressurized water at a point on a surface you can see within range. (It can be placed on a vertical surface.) Any creature in the cylinder must make a **DEX** save. On a failure, it takes 6d12 bludgeoning damage and 6d12 fire damage and is launched 60 feet into the air. On a success, it takes half as much damage and isn’t launched. Items not carried or worn within the cylinder are launched 60 feet into the air. Structures and other items that weigh more than 1 ton are not launched but do take damage. diff --git a/content/Spells/Spells/8th Circle Spells/Horrid Wilting.md b/content/Spells/Spells/8th Circle Spells/Horrid Wilting.md new file mode 100644 index 0000000..904ac8b --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Horrid Wilting.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- arcane +- 8th-circle + +--- + +**8th-Circle Arcane (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, S, M (a bit of sponge) + +**Duration:** Instantaneous + +_Wither the plants and your foes by drawing out their moisture._ + +You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. diff --git a/content/Spells/Spells/8th Circle Spells/Incite Strife.md b/content/Spells/Spells/8th Circle Spells/Incite Strife.md new file mode 100644 index 0000000..aad2d57 --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Incite Strife.md @@ -0,0 +1,27 @@ +--- +tags: +- enchantment +- arcane +- 8th-circle + +--- + +**8th-Circle Arcane (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a shard of broken glass or a twisted, rusted nail) + +**Duration:** 1 hour + +_You compel a creature to blame others for misfortune or past issues._ + +When you cast this spell, you choose a target creature within range that knows a language. The target must make a **WIS** save. On a success, the creature is unaffected and immune to this spell’s effects for 24 hours. On a failure, the creature chooses another creature not under this spell’s influence and believes it to be the source of any recent misfortune that has happened to the target. The target verbally attacks its mark with insults, accusations, or false rumors. + +The marked creature must then also make a **WIS** save. On a failure, this spell’s effect spreads to the marked creature. It must also find a new creature that isn’t under the influence of this spell to blame, berate, and undermine. + +The chain of effects continues until one creature succeeds on the **WIS** save or ten creatures have been affected by this spell. You know how many creatures are under the influence of the spell but not details about who or where they are. + +Once the chain of effects ends, all creatures under the influence of this spell see each other as hostile. An affected creature must use its turn to move toward at least one other creature under the influence of this spell and attack if possible. Attacks made in this way have advantage. Any affected creature still alive after this spell ends don’t know why they were angry or what their motive was for attacking. diff --git a/content/Spells/Spells/8th Circle Spells/Maddening Darkness.md b/content/Spells/Spells/8th Circle Spells/Maddening Darkness.md new file mode 100644 index 0000000..17836ed --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Maddening Darkness.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- wyrd +- 8th-circle + +--- + +**8th-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 150 feet + +**Components:** V, M (a drop of pitch mixed with a drop of mercury) + +**Duration:** Concentration, up to 10 minutes + +_You creature an area of darkness that attacks your foes minds_ + +Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of 8th circle or lower, can’t illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. diff --git a/content/Spells/Spells/8th Circle Spells/Overgrowth.md b/content/Spells/Spells/8th Circle Spells/Overgrowth.md new file mode 100644 index 0000000..a4bcaae --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Overgrowth.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- 8th-circle + +--- + +**8th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 300 feet + +**Components:** V, M (a leaf) + +**Duration:** Concentration, up to 1 minute + +_A mass of vegetation damages and restrains your enemies and overtakes buildings and structures._ + +Grasping vines sprout from the ground in a 60-foot radius centered on a point within range. For the duration, these vines turn the ground in the area into difficult terrain. Each creature in the area when you cast the spell must make a **STR** save. On a failure, a creature takes 8d6 bludgeoning damage and is restrained until the spell ends. On a success, a creature takes half as much damage and isn’t restrained. A restrained creature can repeat the save at the end of each of its turns, ending the restrained effect on itself on a success. A creature that enters or starts its turn in the area must also make the save, suffering the effects listed above. + +This growth overtakes structures and objects, dealing 8d6 bludgeoning damage to such targets on your turn each round for the duration. diff --git a/content/Spells/Spells/8th Circle Spells/Pierce the Veil.md b/content/Spells/Spells/8th Circle Spells/Pierce the Veil.md new file mode 100644 index 0000000..5be1616 --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Pierce the Veil.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- 8th-circle + +--- + +**8th-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a sheet of thin cloth or gauze, which the spell consumes) + +**Duration:** 1 minute + +_Your enemies get a brief glimpse of the vast unknown, overwhelming their mortal minds._ + +You grant selected targets the momentary ability to see beyond the mortal realms into the vast chaos beyond, overwhelming their comprehension. All creatures you choose within 60 feet of you (except for Aberrations, Celestials, Elementals, Fiends, and creatures with the Outsider tag, which are unaffected by this spell) must make a **WIS** save. On a failure, a creature takes 8d10 psychic damage and is incapacitated for 1 minute. In addition, a creature is overwhelmed: it can’t understand what other creatures say, can’t read, speaks only in gibberish, and moves erratically. On a success, a creature takes half as much damage, isn’t incapacitated, and is not overwhelmed. An overwhelmed creature can make a **WIS** save at the end of its turn. On a success, it ends the effects on itself. diff --git a/content/Spells/Spells/8th Circle Spells/Power Word Petrify.md b/content/Spells/Spells/8th Circle Spells/Power Word Petrify.md new file mode 100644 index 0000000..d56cead --- /dev/null +++ b/content/Spells/Spells/8th Circle Spells/Power Word Petrify.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- 8th-circle + +--- + +**8th-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Instantaneous + +_You utter a word that turns a creature to stone._ + +You speak a word of power that can petrify one creature you can see within range instantly. If the target has 80 HP or fewer, it is petrified. Otherwise, the spell has no effect. diff --git a/content/Spells/Spells/9th Circle Ritual Spells/Forest Sanctuary.md b/content/Spells/Spells/9th Circle Ritual Spells/Forest Sanctuary.md new file mode 100644 index 0000000..d5cae2b --- /dev/null +++ b/content/Spells/Spells/9th Circle Ritual Spells/Forest Sanctuary.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- primordial +- 9th-circle +- ritual +--- + +**9th-Circle primordial Ritual (Abjuration)** + +**Casting Time:** 1 minutes + +**Range:** 300 feet + +**Components:** V, S, M (a bowl of fresh rainwater and a tree branch) + +**Duration:** 24 hours + +_You unleash the power of your mind to blast the intellect of your foes._ + +While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, or meteor swarm. Such spells can’t be cast while the spellcaster is in the cube. + +You can create a permanently protected area by casting this spell at the same location every day for one year. You can have any number of areas permanently protected, but you can’t have more than one area protected at a time, unless the others are permanently protected. diff --git a/content/Spells/Spells/9th Circle Spells/Absorb Spell.md b/content/Spells/Spells/9th Circle Spells/Absorb Spell.md new file mode 100644 index 0000000..7abe7d4 --- /dev/null +++ b/content/Spells/Spells/9th Circle Spells/Absorb Spell.md @@ -0,0 +1,25 @@ +--- +tags: +- abjuration +- arcane +- 9th-circle + +--- + +**9th-Circle Arcane (Abjuration)** + +**Casting Time:** 1 reaction, when you can see or hear that you’re a spell target + +**Range:** Self + +**Components:** V, M (a specially prepared amulet worth at least 1,000 gp) + +**Duration:** instantaneous + +_You absorb a spell cast on you, harmlessly channeling the energy into your own casting._ + +When you can see or hear that you are being targeted with a spell, you can cast this spell as a reaction, channeling the energy of that spell into your amulet and then into your being, restoring your expended spell slots. The spell you absorb has no other effect on you. + +The circle of the spell you absorb is the maximum circle of spell slot you can restore, though you can split the energy to regain lower spell slots. For example, if you absorb a 6th-circle spell, you could restore one expended 6th-circle spell slot, two 3rd-circle spell slots, or any combination so long as it adds up to 6 or less. + +If you cast this spell and have no expended spell slots to fill, the energy remains contained in the amulet. On your turn, you can cast a spell you know using the energy in the amulet rather than expending a spell slot, so long as the spell you want to cast is of an equal or lower circle than the spell you absorbed. If you cast a spell of a lower circle than the spell your absorbed, remaining energy from the absorbed spell dissipates harmlessly at the end of your turn. diff --git a/content/Spells/Spells/9th Circle Spells/Infernal Dominion.md b/content/Spells/Spells/9th Circle Spells/Infernal Dominion.md new file mode 100644 index 0000000..b037984 --- /dev/null +++ b/content/Spells/Spells/9th Circle Spells/Infernal Dominion.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- divine +- 9th-circle + +--- + +**9th-Circle Divine (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** instantaneous + +_A sphere of infernal fire erupts into reality._ + +You conjure a 30-foot radius sphere of hellish flames centered on a point you can see within range. When the sphere appears, each creature within its area must make a **CON** save. On a failure, a creature takes 8d12 fire damage and 8d12 necrotic damage, and it suffers one level of exhaustion. On a success, a creature only takes half damage. A creature that enters the area for the first time on a turn or ends its turn there must repeat the save, suffering the same effects on a failure or success. diff --git a/content/Spells/Spells/9th Circle Spells/Psychic Scream.md b/content/Spells/Spells/9th Circle Spells/Psychic Scream.md new file mode 100644 index 0000000..df0556b --- /dev/null +++ b/content/Spells/Spells/9th Circle Spells/Psychic Scream.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- wyrd +- 9th-circle + +--- + +**9th-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** S + +**Duration:** Instantaneous + +_You unleash the power of your mind to blast the intellect of your foes._ + +Choose up to ten creatures that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. + +A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. diff --git a/content/Spells/Spells/9th Circle Spells/Star Well.md b/content/Spells/Spells/9th Circle Spells/Star Well.md new file mode 100644 index 0000000..df49e28 --- /dev/null +++ b/content/Spells/Spells/9th Circle Spells/Star Well.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- wyrd +- 9th-circle + +--- + +**9th-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self (50 feet) + +**Components:** V, S + +**Duration:** 1 minute + +_A swirling vortex of starless void opens around you, pulling everything toward you._ + +A localized distortion in reality, centered on you, creates a crushing magical gravity well in a 50-foot radius. Each creature in the area, excluding you, feels an inexorable gravitational force. Creatures drop all objects held, fall prone, and become paralyzed by the overwhelming pull. Flying and levitating creatures fall immediately, taking double falling damage. A creature other than you that enters or starts its turn in the area must succeed on a **STR** save or suffer the same fate. + +A creature that begins its turn prone and paralyzed in the area makes a **STR** save. On a failure, it takes 10d6 bludgeoning damage from crushing against the floor or ground. On a success, it takes 5d6 bludgeoning damage, is not paralyzed, and can move at half speed. Ranged weapon attacks and projectile spells within the area are reduced to a normal range of 5 feet and a maximum range of 10 feet. diff --git a/content/Spells/Spells/9th Circle Spells/Wraithblade.md b/content/Spells/Spells/9th Circle Spells/Wraithblade.md new file mode 100644 index 0000000..ae33f0e --- /dev/null +++ b/content/Spells/Spells/9th Circle Spells/Wraithblade.md @@ -0,0 +1,29 @@ +--- +tags: +- necromancy +- wyrd +- 9th-circle + +--- + +**9th-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a sliver of obsidian) + +**Duration:** Concentration, up to 10 minutes + +_Your blade of dark energy slays foes and restores your own life._ + +You conjure a blade of dark, crackling energy in your free hand. If you let go of the blade, it disappears, but you can summon it again as a bonus action. + +As an action, you can make a melee spell attack with the wraithblade. On a hit, the target takes 4d12 + your spellcasting modifier necrotic damage and must make a **CON** save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + +As a reaction, when you hit with the wraithblade, you can gain hit points equal to the amount of damage dealt to the target. + +## Ritual Descriptions + +This section presents descriptions of the Rituals in alphabetical and circle order. diff --git a/content/Spells/Spells/Cantrips/Ale-dritch Blast.md b/content/Spells/Spells/Cantrips/Ale-dritch Blast.md new file mode 100644 index 0000000..5d3cdcb --- /dev/null +++ b/content/Spells/Spells/Cantrips/Ale-dritch Blast.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Conjuration)** + +**Casting Time:** 1 Action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_A stream of ice-cold ale blasts from your outstretched hands._ + +Make a ranged spell attack against a creature or object within range. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour. + +**At Higher Levels.** The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. diff --git a/content/Spells/Spells/Cantrips/Arcane Sparkler.md b/content/Spells/Spells/Cantrips/Arcane Sparkler.md new file mode 100644 index 0000000..d95440b --- /dev/null +++ b/content/Spells/Spells/Cantrips/Arcane Sparkler.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- cantrips-circle + +--- + +**cantrips-Circle Arcane (Evocation)** + +**Casting Time:** 1 Action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You fling a condensed ball of colorful lights and sounds at a creature you can see within range._ + +Make a ranged spell attack. On a hit, the target takes 1d6 thunder damage, and the target is distracted by the lights and sounds until the start of your next turn. While distracted, a creature must make a Constitution saving throw whenever it casts a spell that requires concentration. On a failed save, the creature can’t concentrate on that spell, losing concentration on it at the start of your next turn. + +**At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Benediction.md b/content/Spells/Spells/Cantrips/Benediction.md new file mode 100644 index 0000000..a0c7705 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Benediction.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Abjuration)** + +**Casting Time:** 1 Action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You call down a blessing in the name of an angel of protection._ + +A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends. diff --git a/content/Spells/Spells/Cantrips/Biting Arrow.md b/content/Spells/Spells/Cantrips/Biting Arrow.md new file mode 100644 index 0000000..22bfdde --- /dev/null +++ b/content/Spells/Spells/Cantrips/Biting Arrow.md @@ -0,0 +1,25 @@ +--- +tags: +- evocation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Evocation)** + +**Casting Time:** 1 Action + +**Range:** Self + +**Components:** V, M (an arrow, bolt or a thrown weapon) + +**Duration:** 1 round + +_Frost Coats your Arrow and bursts on your Foe if they move too quickly._ + +As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon’s range, and the attack is made with disadvantage if the target is in the weapon’s long range. + +If the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends. + +**At Higher Levels.** The spell’s damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level (+1d6 and 2d6), 11th level (+2d6 and 3d6), and 17th level (+3d6 and 4d6). diff --git a/content/Spells/Spells/Cantrips/Blade Ward.md b/content/Spells/Spells/Cantrips/Blade Ward.md new file mode 100644 index 0000000..0b14cf3 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Blade Ward.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Abjuration)** + +**Casting Time:** 1 Action + +**Range:** Self + +**Components:** V, S + +**Duration:** 1 round + +_You extend your hand and trace a sigil of warding in the air._ + +Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. diff --git a/content/Spells/Spells/Cantrips/Booming Blade.md b/content/Spells/Spells/Cantrips/Booming Blade.md new file mode 100644 index 0000000..09b42dd --- /dev/null +++ b/content/Spells/Spells/Cantrips/Booming Blade.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (5-foot radius) + +**Components:** S, M (a melee weapon worth at least 1 sp) + +**Duration:** 1 round + +_You brandish a weapon sheathed in booming energy_ + +Make a weapon melee attack against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. + +**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8\. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). diff --git a/content/Spells/Spells/Cantrips/Canteen Catch-All.md b/content/Spells/Spells/Cantrips/Canteen Catch-All.md new file mode 100644 index 0000000..aba1d80 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Canteen Catch-All.md @@ -0,0 +1,25 @@ +--- +tags: +- conjuration +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (an item that can be used as a container) + +**Duration:** Up to 1 hour + +_You make a concave item into a bowl._ + +You turn any concave item into a container capable of transporting a liquid, regardless of the item’s composition or watertightness. For example, you could carry holy water in a felt hat or a potion in a strainer. You can’t spill liquid from the container, no matter how open or porous it is, until you choose to decant it. The container is not airtight, so exposure to environmental conditions still affects the liquid. + +You can carry up to 1 vial (4 ounces) of water or similar nonmagical liquid in the container. You can’t carry a creature with this spell. If you cast this spell again while you currently have a container, the first instance of the spell ends. + +**At Higher Levels.** The quantity and type of liquid you can carry increases when you reach 5th level (1 bottle or 1 pint; alchemist’s fire, poisons, potions, and holy water), 11th level (1 waterskin or 4 pints; acid), and 17th level (1 pitcher or 1 gallon; lava). GMs can use these distinctions as guidelines for other liquids. diff --git a/content/Spells/Spells/Cantrips/Caustic Touch.md b/content/Spells/Spells/Cantrips/Caustic Touch.md new file mode 100644 index 0000000..c26cd0d --- /dev/null +++ b/content/Spells/Spells/Cantrips/Caustic Touch.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You create a bonfire on the ground._ + +Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration. + +**At Higher Levels.**This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). diff --git a/content/Spells/Spells/Cantrips/Claw Guard.md b/content/Spells/Spells/Cantrips/Claw Guard.md new file mode 100644 index 0000000..96bf098 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Claw Guard.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + + _A pair of raking beastly claws appears on the target as a tattoo, embroidery, painted symbol, or similar decorative embellishment for the duration._ + +You ward a creature you touch against attacks. The next time the target is hit with a melee attack by an attacker within 5 feet of it before this spell ends, the attacker takes 1d8 slashing damage as the claws rise up and slash at the attacker. The claws then disappear and the spell ends + +**At Higher Levels.** This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). diff --git a/content/Spells/Spells/Cantrips/Claws of Darkness.md b/content/Spells/Spells/Cantrips/Claws of Darkness.md new file mode 100644 index 0000000..e99ce89 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Claws of Darkness.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Abjuration)** + +**Casting Time:** 1 action + +**Range:** 10 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You shape shadows into claws that grow from your fingers and drip inky blackness._ + +You shape shadows into long claws that grow from your fingers and reach toward a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 cold damage. + +**At Higher Levels.** This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). diff --git a/content/Spells/Spells/Cantrips/Conjure Missile.md b/content/Spells/Spells/Cantrips/Conjure Missile.md new file mode 100644 index 0000000..5f75513 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Conjure Missile.md @@ -0,0 +1,21 @@ +--- +tags: +- conjuration +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Conjuration)** + +**Casting Time:** 1 bonus action + +**Range:** Self + +**Components:** V, S + +**Duration:** 1 round + +_You conjure a single piece of ammunition._ + +You conjure a single piece of nonmagical ammunition. If it isn’t used for a ranged attack, it vanishes at the start of your next turn. If used for a ranged attack, it vanishes after the attack, including damage, has been resolved. diff --git a/content/Spells/Spells/Cantrips/Conjure Thicket.md b/content/Spells/Spells/Cantrips/Conjure Thicket.md new file mode 100644 index 0000000..027352b --- /dev/null +++ b/content/Spells/Spells/Cantrips/Conjure Thicket.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You cause a robust bramble bush to sprout._ + +You cause a robust bramble bush to sprout in a space on the ground you can see within range for the duration. The bush must be no larger than a 5-foot cube, but it can otherwise look like any thorned bush you want. The thicket has hit points equal to your spellcasting ability modifier and vulnerability to fire damage, and any creature within 5 feet of the bush has three-quarters cover against attacks from the other side of the bush. A creature in the chosen space when you cast this spell must succeed on a Dexterity saving throw or take 1d6 piercing damage. The creature is then pushed to an unoccupied space of its choice within 5 feet of the bush. + +**At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Create Bonfire.md b/content/Spells/Spells/Cantrips/Create Bonfire.md new file mode 100644 index 0000000..ea92302 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Create Bonfire.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You create a bonfire on the ground._ + +Pick a Spot that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. + +**At Higher Levels.** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). diff --git a/content/Spells/Spells/Cantrips/Crimson Forge.md b/content/Spells/Spells/Cantrips/Crimson Forge.md new file mode 100644 index 0000000..4ce11a7 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Crimson Forge.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S, M (a drop of your blood) + +**Duration:** 1 hour + +_You forge a weapon from blood and flesh._ + +You transform 1 pound of vegetation, bones, or flesh into a simple weapon or three pieces of ammunition for the duration. Weapons made by this spell are obviously formed by magic but are nonmagical weapons. If you cast this spell multiple times, you can have up to three weapons or nine pieces of ammunition created by it at the same time. Additional castings beyond the third end the effect for all other weapons created by this spell. + +**At Higher Levels.** This spell’s effectiveness improves when you reach certain levels. At 5th level, you can form martial weapons with this spell. At 11th level, weapons made by this spell count as magical for the purposes of overcoming resistances and immunities. At 17th level, weapons and ammunition made by this spell have a magical +1 bonus to attack and damage rolls. diff --git a/content/Spells/Spells/Cantrips/Dander Ball.md b/content/Spells/Spells/Cantrips/Dander Ball.md new file mode 100644 index 0000000..0ece30a --- /dev/null +++ b/content/Spells/Spells/Cantrips/Dander Ball.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 90 feet + +**Components:** S, M (fur from an allergenic animal) + +**Duration:** Instantaneous + +_You unleash a cloud of dander, inducing sneezing and coughing for those caught in it._ + +You throw a ball of allergy-causing fluff up to 90 feet. It explodes in a 10-foot-radius cloud centered on a point you choose. Each creature in the area must succeed on a **CON** save or be poisoned until the end of its next turn. + +**At Higher Levels.** The explosion’s radius increases to 20 feet when you reach 5th level, 30 feet at 11th level, and 40 feet at 17th level. diff --git a/content/Spells/Spells/Cantrips/Dark Maw.md b/content/Spells/Spells/Cantrips/Dark Maw.md new file mode 100644 index 0000000..93f190a --- /dev/null +++ b/content/Spells/Spells/Cantrips/Dark Maw.md @@ -0,0 +1,25 @@ +--- +tags: +- necromancy +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 round + +_Penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs._ + +Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like alter self), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points. + +If you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn. + +**At Higher Levels.** This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). diff --git a/content/Spells/Spells/Cantrips/Decay.md b/content/Spells/Spells/Cantrips/Decay.md new file mode 100644 index 0000000..8967269 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Decay.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 round + +_Inky black fingertips decay your foes and objects you touch._ + +Make a melee spell attack against a target you touch. On a hit, the target takes 1d10 necrotic damage. If you touch a Tiny or Small non-magical object that isn’t being worn or carried, it takes the maximum damage from the spell instead. + +**At Higher Levels.** This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). diff --git a/content/Spells/Spells/Cantrips/Decompose.md b/content/Spells/Spells/Cantrips/Decompose.md new file mode 100644 index 0000000..2fa240f --- /dev/null +++ b/content/Spells/Spells/Cantrips/Decompose.md @@ -0,0 +1,21 @@ +--- +tags: +- necromancy +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Necromancy)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 minute + +_You rapidly speed up decomposition and sprout fungus on a corpse._ + +You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition. diff --git a/content/Spells/Spells/Cantrips/Demonic Pact.md b/content/Spells/Spells/Cantrips/Demonic Pact.md new file mode 100644 index 0000000..e75125d --- /dev/null +++ b/content/Spells/Spells/Cantrips/Demonic Pact.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Abjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You beseech infernal power to lessen damage._ + +You offer favor in the name of a powerful demon. A creature you can see within range shimmers with a faint red light. The first time that creature takes damage for the duration, it rolls a d4 and reduces the damage by the number rolled. Smoke issues from the target’s body as the damage is reduced. diff --git a/content/Spells/Spells/Cantrips/Electric Jolt.md b/content/Spells/Spells/Cantrips/Electric Jolt.md new file mode 100644 index 0000000..36d5754 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Electric Jolt.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 120 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_A jolt of electricity crackles toward your target._ + +You hurl a bolt of electricity at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage. Double your **PB** on the attack roll if the target is made of metal or wearing metal armor. + +**At Higher Levels.** This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). diff --git a/content/Spells/Spells/Cantrips/Encrypt | Decrypt.md b/content/Spells/Spells/Cantrips/Encrypt | Decrypt.md new file mode 100644 index 0000000..7ade79c --- /dev/null +++ b/content/Spells/Spells/Cantrips/Encrypt | Decrypt.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +_Scramble your notes or turn them back to normal._ + +By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either encrypt / decrypt or dispel magic is cast on the encoded writing, which turns it back into its normal state. diff --git a/content/Spells/Spells/Cantrips/Fist of Iron.md b/content/Spells/Spells/Cantrips/Fist of Iron.md new file mode 100644 index 0000000..0372a71 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Fist of Iron.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You transform your hand into iron._ + +Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical. diff --git a/content/Spells/Spells/Cantrips/Flame’s Kiss.md b/content/Spells/Spells/Cantrips/Flame’s Kiss.md new file mode 100644 index 0000000..33dcd27 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Flame’s Kiss.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- cantrips-circle + +--- + +**cantrips-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** touch + +**Components:** V + +**Duration:** Instantaneous + +_Flames erupt from your hand, burning a creature you try to touch and making it susceptible to further burns._ + +Make a melee spell attack against the target. On a hit, the target takes 1d4 fire damage, and the next time it takes fire damage before the start of your next turn, the target takes an additional 1d4 fire damage. + +**At Higher Levels.** The spell’s damage (both initial and later) increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4). diff --git a/content/Spells/Spells/Cantrips/Flowering.md b/content/Spells/Spells/Cantrips/Flowering.md new file mode 100644 index 0000000..113eef6 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Flowering.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 20 feet + +**Components:** V + +**Duration:** Concentration, up to 1 minute + +_You cause fragrant flowers to grow from a non-magical, inanimate object._ + +You cause fragrant flowers to grow from a non-magical, inanimate object. If the object is held by an unwilling creature, that creature can make a Dexterity saving throw to negate the effect. If sustained for the full duration, the flowers give forth a pleasing scent and may attract bees, hummingbirds, or other pollinators. If the object can’t normally sustain living flowers, the flowers wilt away after 24 hours. diff --git a/content/Spells/Spells/Cantrips/Green-Flame Blade.md b/content/Spells/Spells/Cantrips/Green-Flame Blade.md new file mode 100644 index 0000000..00fe727 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Green-Flame Blade.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (5-foot radius) + +**Components:** S, M (a melee weapon worth at least 1 sp) + +**Duration:** Instantaneous + +_You brandish a weapon sheathed in green flames._ + +You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. + +**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). diff --git a/content/Spells/Spells/Cantrips/Hamstring.md b/content/Spells/Spells/Cantrips/Hamstring.md new file mode 100644 index 0000000..fd6df1d --- /dev/null +++ b/content/Spells/Spells/Cantrips/Hamstring.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** S + +**Duration:** Instantaneous + +_You fire an eldritch arrow at an enemy._ + +You send an arrow of eldritch energy at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the start of its next turn. + +**At Higher Levels.** The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). diff --git a/content/Spells/Spells/Cantrips/Hoarfrost.md b/content/Spells/Spells/Cantrips/Hoarfrost.md new file mode 100644 index 0000000..4ae57a4 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Hoarfrost.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V + +**Duration:** Instantaneous + +_You coat a creature with biting frost, damaging and slowing its movement._ + +You coat one creature you can see within range with a biting frost. The target must succeed on a **CON** save or take 1d8 cold damage and have its speed halved until the end of its next turn. + +**At Higher Levels.** The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). diff --git a/content/Spells/Spells/Cantrips/Hobble.md b/content/Spells/Spells/Cantrips/Hobble.md new file mode 100644 index 0000000..60ffdd1 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Hobble.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- arcane +- cantrips-circle + +--- + +**cantrips-Circle Arcane (Evocation)** + +**Casting Time:** 1 bonus action + +**Range:** 30 feet + +**Components:** V, S, M (a broken rabbit’s foot) + +**Duration:** Instantaneous + +_You hinder a target with a magic trap._ + +You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a **DEX** save or its speed is halved until the end of its next turn. diff --git a/content/Spells/Spells/Cantrips/Infernal Fire.md b/content/Spells/Spells/Cantrips/Infernal Fire.md new file mode 100644 index 0000000..14a0fa4 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Infernal Fire.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +You send a ray of infernal fire toward your target. + +You release a beam of infernal fire that scorches through the air at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 fire damage and must make a **CON** save as its mind echoes with infernal laughter. On a failure, the target can’t take reactions until the start of its next turn. Celestial creatures have disadvantage on this save. + +**At Higher Circles.** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Infestation.md b/content/Spells/Spells/Cantrips/Infestation.md new file mode 100644 index 0000000..f0c9736 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Infestation.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (a living flea) + +**Duration:** Instantaneous + +Summon a small swarm of insects to attack for you. + +You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. + +**At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Influence.md b/content/Spells/Spells/Cantrips/Influence.md new file mode 100644 index 0000000..68e9f5b --- /dev/null +++ b/content/Spells/Spells/Cantrips/Influence.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** S, M (a dab of perfume) + +**Duration:** Concentration, up to 1 minute + +You compel a creature to treat and view you favorably. + +Choose one creature you can see within range that isn’t hostile toward you or your allies. You have advantage on all CHA ability checks made to interact with that creature for the duration. + +Once the spell ends, the target immediately realizes it was under the influence of your magic spell and becomes hostile toward you and your allies. diff --git a/content/Spells/Spells/Cantrips/Invigorate.md b/content/Spells/Spells/Cantrips/Invigorate.md new file mode 100644 index 0000000..ded960f --- /dev/null +++ b/content/Spells/Spells/Cantrips/Invigorate.md @@ -0,0 +1,23 @@ +--- +tags: +- abjuration +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 round + +You provide a creature with a brief burst of vigor. + +You touch a creature. If the target has at least 1 HP, it gains a number of temporary hit points equal to 1d10 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends. + +**At Higher Levels.** The temporary hit points granted by the spell increase by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). diff --git a/content/Spells/Spells/Cantrips/Lightning Lure.md b/content/Spells/Spells/Cantrips/Lightning Lure.md new file mode 100644 index 0000000..fececb5 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Lightning Lure.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- cantrips-circle + +--- + +**cantrips-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (15-foot radius) + +**Components:** V + +**Duration:** Instantaneous + +_You create a lash of lightning energy that strikes at your Foes._ + +Choose one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. + +**At Higher Levels.** This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). diff --git a/content/Spells/Spells/Cantrips/Luck Bait.md b/content/Spells/Spells/Cantrips/Luck Bait.md new file mode 100644 index 0000000..f844d4a --- /dev/null +++ b/content/Spells/Spells/Cantrips/Luck Bait.md @@ -0,0 +1,21 @@ +--- +tags: +- abjuration +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Abjuration)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 minute + +_You make an ally a little lucky._ + +You touch a willing creature. For the duration, if it misses a save or attack roll by 1, it adds a+1 bonus to the result. Then the spell ends. diff --git a/content/Spells/Spells/Cantrips/Luminous Bolt.md b/content/Spells/Spells/Cantrips/Luminous Bolt.md new file mode 100644 index 0000000..93eed28 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Luminous Bolt.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V,S + +**Duration:** Instantaneous + +_A ray of sunlight shoots out at a creature within range._ + +Make a ranged spell attack against a target in range. On a hit, it takes 1d6 radiant damage, and it must succeed on a Constitution saving throw or become blinded until the end of its next turn. + +**At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Magic Stone.md b/content/Spells/Spells/Cantrips/Magic Stone.md new file mode 100644 index 0000000..8895a6c --- /dev/null +++ b/content/Spells/Spells/Cantrips/Magic Stone.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** Touch + +**Components:** V, S + +**Duration:** 1 minute + +_Create Magic pebbles and fling them at your foes._ + +You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. + +If you cast this spell again, the spell ends early on any pebbles still affected by it. diff --git a/content/Spells/Spells/Cantrips/Measure.md b/content/Spells/Spells/Cantrips/Measure.md new file mode 100644 index 0000000..fa9e9da --- /dev/null +++ b/content/Spells/Spells/Cantrips/Measure.md @@ -0,0 +1,21 @@ +--- +tags: +- divination +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Divination)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You divine an object’s dimensions and weight._ + +You learn the exact dimensions and weight of an item you can see within range. This spell fails if the item is protected from divination. diff --git a/content/Spells/Spells/Cantrips/Mind Sliver.md b/content/Spells/Spells/Cantrips/Mind Sliver.md new file mode 100644 index 0000000..e2a97a3 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Mind Sliver.md @@ -0,0 +1,23 @@ +--- +tags: +- enchantment +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V + +**Duration:** 1 round + +_You drive a disorienting spike of psychic energy into the mind of a Target_ + +Choose one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. + +**At Higher Levels.** This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Misstep.md b/content/Spells/Spells/Cantrips/Misstep.md new file mode 100644 index 0000000..f9759f5 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Misstep.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- arcane +- cantrips-circle + +--- + +**cantrips-Circle Arcane (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_Trip up your foe and move them against their will._ + +You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction. diff --git a/content/Spells/Spells/Cantrips/Moonfang Strike.md b/content/Spells/Spells/Cantrips/Moonfang Strike.md new file mode 100644 index 0000000..64c3fbb --- /dev/null +++ b/content/Spells/Spells/Cantrips/Moonfang Strike.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** V, S, M (a broken arrowhead) + +**Duration:** 1 round + +_Your breath is seen in the air, and bits of frost appear on your hands._ + +As part of this spell’s somatic component, you make a ranged weapon attack with a bow, crossbow, or thrown weapon. On a hit, in addition to normal weapon damage, the target is marked until the start of your next turn by a glowing, spectral wolf eye that appears above its head. If the marked target uses its reaction (or Legendary action) before the start of your next turn, it takes 1d6 cold damage and is no longer marked. + +**At Higher Levels.** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Placate.md b/content/Spells/Spells/Cantrips/Placate.md new file mode 100644 index 0000000..ccf2455 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Placate.md @@ -0,0 +1,21 @@ +--- +tags: +- enchantment +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Enchantment)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (rations or other food) + +**Duration:** 10 minutes + +_You offer food to an animal to temporarily get on its good side._ + +When you cast this spell, you target a Beast or creature with the Animal tag. The target must make a **WIS** save. On a failure, the target takes the food and ignores you and your allies. On a success, the target can choose to take the food and ignore you and your allies for the duration or ignore the offering. A target with an **INT** score of 3 (−4) or lower has disadvantage on the save. If a target has accepted the offering and takes damage, the effect ends. diff --git a/content/Spells/Spells/Cantrips/Primal Savagery.md b/content/Spells/Spells/Cantrips/Primal Savagery.md new file mode 100644 index 0000000..3007aa7 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Primal Savagery.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** S + +**Duration:** Instantaneous + +_You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack._ + +Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. + +**At Higher Levels.** The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). diff --git a/content/Spells/Spells/Cantrips/Pummelstone.md b/content/Spells/Spells/Cantrips/Pummelstone.md new file mode 100644 index 0000000..ebdc26a --- /dev/null +++ b/content/Spells/Spells/Cantrips/Pummelstone.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S, M (a pebble) + +**Duration:** Instantaneous + +_You cause a fist-sized chunk of stone to appear and hurl itself against your foe_ + +Make a ranged spell attack against a target in range. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll. + +**At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Silhouette.md b/content/Spells/Spells/Cantrips/Silhouette.md new file mode 100644 index 0000000..5ac33b7 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Silhouette.md @@ -0,0 +1,21 @@ +--- +tags: +- illusion +- arcane +- cantrips-circle + +--- + +**cantrips-Circle Arcane (Illusion)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Concentration, up to 1 minute + +_You create a shadow play against a screen or wall._ + +You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf— but a number of them equal to your Intelligence modifier can be recognizable as specific individuals. diff --git a/content/Spells/Spells/Cantrips/Spray of Glass.md b/content/Spells/Spells/Cantrips/Spray of Glass.md new file mode 100644 index 0000000..7e8cd87 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Spray of Glass.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (10-foot cube) + +**Components:** V + +**Duration:** Instantaneous + +_You cause a spray of sharp glass shards to extend in front of you._ + +The glass takes any color or shape you wish. Each creature in a 10-foot cube must succeed on a Dexterity saving throw or take 1d4 piercing damage. + +**At Higher Levels.** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). diff --git a/content/Spells/Spells/Cantrips/Spy.md b/content/Spells/Spells/Cantrips/Spy.md new file mode 100644 index 0000000..49c2f9e --- /dev/null +++ b/content/Spells/Spells/Cantrips/Spy.md @@ -0,0 +1,21 @@ +--- +tags: +- divination +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Divination)** + +**Casting Time:** 1 action + +**Range:** 5 feet + +**Components:** V + +**Duration:** 1 minute + +_Create an Spyglass lens that lets to see from farther away._ + +You create an inter-dimensional opening the size of a spyglass lens in a space you can see within range. A similar opening appears in a space within 120 feet of you that you have visited in the last hour. Any creature can look into either opening and see through the opposite opening as if the creature were in the opening’s space. diff --git a/content/Spells/Spells/Cantrips/Starburst.md b/content/Spells/Spells/Cantrips/Starburst.md new file mode 100644 index 0000000..8ff3b79 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Starburst.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_A Mote of Starlight Explodes and hurts your foes_ + +You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage. + +**At Higher Levels.** This spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level. diff --git a/content/Spells/Spells/Cantrips/Swift Stash.md b/content/Spells/Spells/Cantrips/Swift Stash.md new file mode 100644 index 0000000..cf05927 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Swift Stash.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self + +**Components:** S + +**Duration:** Concentration, up to 1 minute + +_You shuffle an object from your hand into a magical pocket._ + +With a surreptitious twist of your palm, you transport an item held in your hand weighing up to 1 pound into an extradimensional pocket. You can use a bonus action to retrieve a stored item from the pocket. When the spell ends, or if you retrieve a stored item, it appears in the hand it vanished from, or at your feet if your hand isn’t empty. + +**At Higher Levels.** The maximum weight of an item you can store increases by 2 pounds when you reach 5th level (3 lb.), 11th level (5 lb.), and 17th level (7 lb.). diff --git a/content/Spells/Spells/Cantrips/Sword Burst.md b/content/Spells/Spells/Cantrips/Sword Burst.md new file mode 100644 index 0000000..82b3034 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Sword Burst.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- arcane +- cantrips-circle + +--- + +**cantrips-Circle Arcane (Evocation)** + +**Casting Time:** 1 action + +**Range:** Self (5-foot radius) + +**Components:** V + +**Duration:** Instantaneous + +_You create a momentary circle of spectral blades that sweep around you._ + + All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. + +**At Higher Levels.** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Thorn Whip.md b/content/Spells/Spells/Cantrips/Thorn Whip.md new file mode 100644 index 0000000..2a640c3 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Thorn Whip.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- primordial +- cantrips-circle + +--- + +**cantrips-Circle primordial (Transmutation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S, M (the stem of a plant with thorns) + +**Duration:** Instantaneous + +You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature. Make a melee spell attack against a target in range. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. + +**At Higher Levels.** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Thunderclap.md b/content/Spells/Spells/Cantrips/Thunderclap.md new file mode 100644 index 0000000..d43d495 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Thunderclap.md @@ -0,0 +1,23 @@ +--- +tags: +- conjuration +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Conjuration)** + +**Casting Time:** 1 action + +**Range:** Self (5-foot radius) + +**Components:** S + +**Duration:** Instantaneous + +_You create a burst of thunderous sound, which can be heard 100 feet away._ + +Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. + +**At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Toll the Dead.md b/content/Spells/Spells/Cantrips/Toll the Dead.md new file mode 100644 index 0000000..9ec701f --- /dev/null +++ b/content/Spells/Spells/Cantrips/Toll the Dead.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 60 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_You point at a creature and the sound of a dolorous bell fills the air around it for a moment._ + +Choose a target within range, they must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. + +**At Higher Levels.** The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). diff --git a/content/Spells/Spells/Cantrips/Tree Heal.md b/content/Spells/Spells/Cantrips/Tree Heal.md new file mode 100644 index 0000000..2061f5a --- /dev/null +++ b/content/Spells/Spells/Cantrips/Tree Heal.md @@ -0,0 +1,21 @@ +--- +tags: +- evocation +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +_You heal a plant or plant-type creature._ + +You touch a plant, and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or Plant creature, you can’t cast it on that target again for 24 hours. This spell can be used only on plants and Plant creatures. diff --git a/content/Spells/Spells/Cantrips/Upright.md b/content/Spells/Spells/Cantrips/Upright.md new file mode 100644 index 0000000..32354c8 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Upright.md @@ -0,0 +1,21 @@ +--- +tags: +- transmutation +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Transmutation)** + +**Casting Time:** 1 bonus action + +**Range:** 60 feet + +**Components:** V + +**Duration:** Instantaneous + +_You stand an ally to its feet._ + +You bring a conscious ally that you can see within range to its feet, ending the prone condition on it. If the target is already standing, it has advantage on its next save within 1 minute against effects that cause the paralyzed, prone, restrained, or stunned conditions. diff --git a/content/Spells/Spells/Cantrips/Weight Spike.md b/content/Spells/Spells/Cantrips/Weight Spike.md new file mode 100644 index 0000000..177e8d5 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Weight Spike.md @@ -0,0 +1,23 @@ +--- +tags: +- transmutation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Transmutation)** + +**Casting Time:** 1 action + +**Range:** Touch + +**Components:** V, S + +**Duration:** Instantaneous + +You envelope your hand in a purple light and increase the pull of gravity on a creature you touch. + +Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing heavy armor or is Large or larger. On a hit, the target takes 2d4 bludgeoning damage, and its speed is reduced by 10 feet until the start of its next turn as its own weight pulls on it. + +**At Higher Levels.** The spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). diff --git a/content/Spells/Spells/Cantrips/Wilting Breath.md b/content/Spells/Spells/Cantrips/Wilting Breath.md new file mode 100644 index 0000000..b92e660 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Wilting Breath.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Evocation)** + +**Casting Time:** 1 action + +**Range:** 30 feet + +**Components:** V, S + +**Duration:** 1 minute + +_Makes a foe’s mouth smell foul._ + +You cause the breath of one creature to become distractingly awful. The target must succeed on a Charisma saving throw or it takes 1d6 poison damage and has disadvantage on the next Charisma check it makes to influence another creature before the spell ends + +**At Higher Levels.** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Spells/Spells/Cantrips/Wind Lash.md b/content/Spells/Spells/Cantrips/Wind Lash.md new file mode 100644 index 0000000..cc7c624 --- /dev/null +++ b/content/Spells/Spells/Cantrips/Wind Lash.md @@ -0,0 +1,23 @@ +--- +tags: +- evocation +- wyrd +- cantrips-circle + +--- + +**cantrips-Circle Wyrd (Evocation)** + +**Casting Time:** 1 action + +**Range:** 20 feet + +**Components:** V, S + +**Duration:** Instantaneous + +_Your swift gesture creates a solid lash of howling wind._ + +Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you. + +**At Higher Levels.** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). diff --git a/content/Spells/Spells/Cantrips/Word of Radiance.md b/content/Spells/Spells/Cantrips/Word of Radiance.md new file mode 100644 index 0000000..399056d --- /dev/null +++ b/content/Spells/Spells/Cantrips/Word of Radiance.md @@ -0,0 +1,23 @@ +--- +tags: +- necromancy +- divine +- cantrips-circle + +--- + +**cantrips-Circle Divine (Necromancy)** + +**Casting Time:** 1 action + +**Range:** 5 feet + +**Components:** V, M (a holy symbol) + +**Duration:** Instantaneous + +_You utter a divine word, and burning radiance erupts from you._ + +You cause the breath of one creature to become distractingly awful. The target must succeed on a Charisma saving throw or it takes 1d6 poison damage and has disadvantage on the next Charisma check it makes to influence another creature before the spell ends. + +**At Higher Levels.** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). diff --git a/content/Stat Sheets/Gaunt.md b/content/Stat Sheets/Gaunt.md index 591d837..8209acb 100644 --- a/content/Stat Sheets/Gaunt.md +++ b/content/Stat Sheets/Gaunt.md @@ -1,4 +1,4 @@ -# Gaunt CR: 7 +## Gaunt CR: 7 Medium undead @@ -24,29 +24,29 @@ Medium undead --- -## STR +### STR -### +4 +#### +4 -## DEX +### DEX -### +3 +#### +3 -## CON +### CON -### +3 +#### +3 -## INT +### INT -### + +#### + -## WIS +### WIS -### + +#### + -## CHA +### CHA -### +1 +#### +1 --- @@ -54,13 +54,13 @@ Medium undead **Damage Resistances:** necrotic, bludgeoning, piercing, and slashing from nonmagical attacks -## Special Abilities +### Special Abilities **Regeneration**. The Gaunt regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the Gaunt takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Gaunt’s next turn. **Spider Climb.** The Gaunt can climb can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Climbing speed is equal to walking speed -## Actions +### Actions **Multiattack**. The Gaunt makes three attacks, only one of which can be a bite attack. @@ -70,6 +70,6 @@ Medium undead **Tribute to the Master.** The Gaunt offers blood to Lord Sebastian if he is within 5 feet. The Gaunt loses 56 hit points, and Lord Sebastian regains 1 point of bloodwell. The Gaunt can offer its blood even if Lord Sebastian is incapacitated. -## Description +### Description See vampiric weaknesses diff --git a/content/Stat Sheets/the Undead King.md b/content/Stat Sheets/the Undead King.md index e86aa33..726830d 100644 --- a/content/Stat Sheets/the Undead King.md +++ b/content/Stat Sheets/the Undead King.md @@ -1,4 +1,4 @@ -# Lord Sebastian Griffin, the Undead King CR: 14 +## Lord Sebastian Griffin, the Undead King CR: 14 Medium undead, shapechanger @@ -24,29 +24,29 @@ Medium undead, shapechanger --- -## STR +### STR -### +4 +#### +4 -## DEX +### DEX -### +4 +#### +4 -## CON +### CON -### +4 +#### +4 -## INT +### INT -### +3 +#### +3 -## WIS +### WIS -### +2 +#### +2 -## CHA +### CHA -### +4 +#### +4 --- @@ -54,9 +54,9 @@ Medium undead, shapechanger **Damage Resistances:** necrotic, bludgeoning, piercing, and slashing from nonmagical attacks -## Special Abilities +### Special Abilities -### Bloodwell +#### Bloodwell Lord Sebastian draws strength from his victims’ blood, and stores it in a pool of points called his bloodwell. He can have a maximum of 10 points in his bloodwell. When he finishes a long rest, roll a d4 and reduce his current bloodwell points by the result rolled. If he has no points in his bloodwell after the reduction, he gains 1 level of exhaustion, and he can’t reduce his current exhaustion level until he has at least 1 point in his bloodwell. @@ -72,25 +72,25 @@ Lord Sebastian can spend points from his bloodwell to use the following options: - **Night’s Embrace.** Spend 2 points of bloodwell to take the Hide action as a bonus action. If Lord Sebastian is in dim light he can Hide without cover, even while being observed. - **Unholy Resilience.** Spend 3 points of bloodwell at the start of his turn. His Harmed by Running Water and Sunlight Hypersensitivity traits don’t function until the start of his next turn. -### Legendary Resistance (3/Day). +#### Legendary Resistance (3/Day) If Lord Sebastian fails a saving throw, he can choose to succeed instead. -### Misty Escape +#### Misty Escape When Lord Sebastian drops to 0 hit points outside his resting place, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in sunlight or running water. If he can’t transform, he is destroyed. While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point. -### Regeneration +#### Regeneration Lord Sebastian regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn. -### Spider Climb +#### Spider Climb Lord Sebastian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Climbing speed is equal to walking speed. -## Actions +### Actions **Multiattack**. (Vampire Form Only). Lord Sebastian makes two attacks, only one of which can be a bite attack. @@ -106,9 +106,9 @@ Each time Lord Sebastian or his companions do anything harmful to the target, it **Blood Spear.** Unique magic item (requires undead attunement). Lord Sebastian makes a spear attack. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 +4) piercing damage, or 12 (2d10+4) piercing damage if used with two hands to make a melee attack. On a successful hit, a creature takes an additional 2d6 necrotic damage and restores the same hit points amount to Lord Sebastian. -## Bonusactions +### Bonusactions -### Change Shape +#### Change Shape If Lord Sebastian isn’t in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. @@ -116,9 +116,9 @@ While in bat form, he can’t speak, his walking speed is 5 feet, and he has a f While in mist form, Lord Sebastian can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution damage, except the damage he takes from sunlight. -## Reactions +### Reactions -### Legendary Actions +#### Legendary Actions Lord Sebastian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn @@ -130,8 +130,8 @@ Lord Sebastian can take 3 legendary actions, choosing from the options below. On **Blood Spear (Costs 2 Actions)**. Lord Sebastian makes one blood spear attack. -## Description +### Description -### Vampiric Weakness +#### Vampiric Weakness See secret: Vampire Weaknesses (or see Monster Vault pg 315) diff --git a/content/assets/Additional Talents.md b/content/assets/Additional Talents.md index 13ba494..e05565b 100644 --- a/content/assets/Additional Talents.md +++ b/content/assets/Additional Talents.md @@ -5,6 +5,7 @@ These talents supplement the ones found in the Player’s Guide. Most magic talents affect a character’s spellcasting abilities, but they also include features that strengthen the mind and defend against harmful magic effects. **Artifact Expertise (Campaign Builder: Dungeons and Ruins)** + Your experience with magical artifacts helps you quickly identify and use them. You gain the following benefits: - You can identify a magic item by spending 1 minute with it instead of 1 hour. @@ -12,7 +13,9 @@ Your experience with magical artifacts helps you quickly identify and use them. - If a magic item you are using would be destroyed when it is depleted of charges, it remains intact instead. **Parting Shot (Campaign Builder: Dungeons and Ruins)** + _Prerequisite: Ability to Cast Cantrips, Access to 3rd-Circle Spell Slots_ + You have practiced quick spellcasting. You may do each of the following once per long rest: - When you cast a spell from the 3rd circle or above, you may use a bonus action to cast a cantrip you know. @@ -21,7 +24,9 @@ You have practiced quick spellcasting. You may do each of the following once per In each case, the decision to use the talent must be made as the first spell is being cast and occurs regardless of the outcome of that spell. **Source Resistance (Campaign Builder: Dungeons and Ruins)** + _Prerequisite: Spellcasting Class Feature_ + Your study of a specific school of magic has given you some resistance to spells that draw from it. Choose one of the School of magic and gain the following benefits: - When you are targeted by spells from your chosen school of magic, you have advantage on all saves. @@ -30,7 +35,9 @@ Your study of a specific school of magic has given you some resistance to spells You can select this talent twice, selecting a different source of magic each time. **Teleporting Harrier (Old Margreve)** + _Prerequisite: Ability to Teleport Due to a Feature, Spell, or Trait_ + You have learned to maximize the strategic impact of your teleportation. You appear in a flash and attack with deadly precision. When you teleport, the next weapon attack or spell attack you make before the start of your next turn gains your choice of two of the following benefits: - The attack has advantage against the target if the target is within 15 feet of the space you teleported into. @@ -40,7 +47,9 @@ You have learned to maximize the strategic impact of your teleportation. You app To gain any of these benefits with a weapon attack, you must be proficient with the weapon. **Mystic Visions (Labyrinth Worldbook)** + _Prerequisite: **WIS** 13 or higher (Character with visionary background can ignore **WIS** restriction)_ + You have honed your mystic awareness to read the subtle echoes of past and present events. Whenever you complete a long rest, roll a number of d20s equal to your **PB** and record the results. When you make an ability check, attack roll, or save, you can choose to replace the d20 result with one of the numbers you previously rolled with this feature—after which, that number is expended. You can use this feature to modify a particular roll only once. @@ -48,21 +57,27 @@ When you make an ability check, attack roll, or save, you can choose to replace When you complete a long rest and have unused uses of this feature, all unused numbers are lost—you must roll to determine new numbers. **Voracious Arcana (Labyrinth Worldbook)** + _Prerequisite: Spellcasting Class Feature_ + Your study of the far reaches has unlocked mysteries inherent in the all-consuming hunger of the Void. You gain these benefits: - When you damage a creature with a spell or cantrip, you can choose to roll one of your hit dice and add the result as extra necrotic damage to the target, in addition to the weapon’s normal damage. - If you have no spell slots available or a circle you wish to cast, you can sacrifice your own lifeforce to power your spell. Roll 2d6 per the circle of the spell you wish to cast and lower your current and maximum HP by that amount. You then cast the spell without expending a spell slot. Your maximum HP only returns to normal when you finish a long rest. If your maximum HP is reduced to 0 by casting a spell in this manner, you perish. **Acid Disintegration (Player’s Handbook 2\)** + _Prerequisite: Spellcasting Class Feature_ + You’ve become attuned to the seeping, corrosive nature of acid and have used this knowledge to improve your spellcasting prowess. You gain the following abilities: - When you cast a spell that deals acid damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. - As a bonus action, you can secrete a caustic aura from your body for 1 minute. Weapons that hit you corrode. After dealing damage, a weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits you is destroyed after dealing damage. In addition, you deal double damage to objects and structures that you touch. You can end this ability early as an action. Once you use this ability, you must finish a short or long rest before you can use it again. **Chaos Caster (Player’s Handbook 2\)** + _Prerequisite: Spellcasting Class Feature_ + Your keen understanding of the chaos that permeates the cosmos (or perhaps the magic in your blood) allows you to draw on additional power. When you expend a spell slot of 1st circle or higher to cast a spell on your turn, you can attempt to cast the spell as if the expended spell slot is one circle higher than the one you’re using. To do so, you must succeed on an ability check using your spellcasting ability (**DC** 11 \+ the base circle of the spell you are attempting to cast). On a failure, you expend a use of this feature, and the spell is cast as normal. On a success, you cast the spell at the higher circle. Immediately roll on the Volatile Spell Effect table in the Player’s Guide to determine additional effects the spell has. Any effects created by the spell that require a save use your spellcasting **DC**. @@ -70,21 +85,27 @@ When you expend a spell slot of 1st circle or higher to cast a spell on your tur You can use this feature a number of times equal to your **PB**. You recover all expended uses when you finish a long rest. **Cold Soul (Player’s Handbook 2\)** + _Prerequisite: Spellcasting Class Feature_ + You’ve become infused with the frigid, expanding nature of ice and have combined this power with your spellcasting prowess. You gain the following abilities: - When you cast a spell that deals cold damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. - As a bonus action, you can activate an aura of frost that freezes the ground in a 10-foot radius around you. The effect lasts for 1 minute and moves with you. The area within this radius counts as difficult terrain for all creatures except you. When a creature first enters the area or starts its turn in the area, it must succeed on a **DEX** save against your spell save **DC** or fall prone. You can end this effect early as a bonus action. The effect also ends early if you fall unconscious. Once you use this ability, you must finish a short or long rest before you can use it again. **Fire Branded (Player’s Handbook 2\)** + _Prerequisite: Spellcasting Class Feature_ + Your intense study of crackling flames has improved your spellcasting prowess. You gain the following abilities: - When you cast a spell that deals fire damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. - As a reaction when you take fire damage, you can activate an aura of ghostly flame that lasts for 1 minute. While the aura is active, your base movement speed increases by 10 feet, and you can take the Disengage action as a bonus action. You can end your transformation early as a bonus action. The effect also ends early if you fall unconscious. Once you use this ability, you must finish a short or long rest before you can use it again. **Guidance Adept (Player’s Handbook 2\)** + _Prerequisite: Ability to Cast the Guidance Cantrip_ + You’ve mastered the guidance cantrip (see Player’s Guide), granting you the following benefits when you cast it: - You can now cast guidance on a willing creature you can see within 30 feet of you, instead of touch. @@ -92,7 +113,9 @@ You’ve mastered the guidance cantrip (see Player’s Guide), granting you the - When you cast the cantrip as an action, you can affect a number of creatures equal to half your **PB** (rounded down). **Light Adept (Player’s Handbook 2\)** + _Prerequisite: Ability to Cast the Light Cantrip_ + You’ve mastered the light cantrip (see Player’s Guide), granting you the following benefits when you cast it: - You can now cast light as either an action or bonus action, and it no longer requires material components to cast. You can now cast light on an item you can see within 30 feet of you, instead of touch. @@ -100,14 +123,18 @@ You’ve mastered the light cantrip (see Player’s Guide), granting you the fol - When you cast light, you can attempt to blind a creature within 5 feet of your target. The creature must succeed on a **CON** save versus your spell **DC** or be blinded until the end of its next turn. You can use this feature a number of times equal to your **PB**, and you recover expended uses when you finish a long rest. **Lightning Walker (Player’s Handbook 2\)** + _Prerequisite: Spellcasting Class Feature_ + You’ve become attuned to the crash of lightning and have funneled this knowledge into your spellcasting prowess. You gain the following abilities: - When you cast a spell that deals lightning damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. - As a bonus action, you can teleport to an unoccupied space you can see within 30 feet of you. When you do so, all creatures within 10 feet of the space (except you) take lightning damage equal to your **PB**. Once you use this ability, you must finish a short or long rest before you can use it again. **Mage Hand Adept (Player’s Handbook 2\)** + _Prerequisite: Ability to Cast the Mage Hand Cantrip_ + You’ve mastered the mage hand cantrip (see Player’s Guide), granting you the following benefits when you cast it: - When you cast mage hand, you can now use either an action or a bonus action to control the cantrip’s hand. Casting it no longer requires verbal or somatic components, and you can choose to make the cantrip’s hand invisible. @@ -116,14 +143,18 @@ You’ve mastered the mage hand cantrip (see Player’s Guide), granting you the - If multiple hands carry or lift the same object or creature, the total carry weight increases by 10 per hand. For example, when working together, three hands can carry an object weighing up to 30 pounds. **Magical Trickster (Player’s Handbook 2\)** + _Prerequisite: None_ + You excel at minor magical wonders, granting you the following benefits: - You learn the minor illusion cantrip and either the prestidigitation or thaumaturgy cantrip (see Player’s Guide for all cantrips). These cantrips require no components, and the range of each is doubled. The spellcasting ability for these spells is **INT**, **WIS**, or CHA (choose when you select this talent). - As a bonus action, you can attempt to use magical trickery to distract one creature within 30 feet of you that can see you. The target must succeed on a **WIS** save or have disadvantage on the next attack roll it makes before the end of its next turn. The save **DC** equals 8 \+ your **PB** \+ your **INT**, **WIS**, or CHA modifier (choose when you select this talent). You can use this feature a number of times per day equal to your **PB**. You recover expended uses when you finish a long rest. **Plane Touched (Player’s Handbook 2\)** + _Prerequisite: Character 4th Level or Higher_ + Your exposure or association with a particular plane of existence infuses you with its magic. You gain the ability to cast certain spells based on which plane you choose. When you gain this talent, you decide whether **INT**, **WIS**, or CHA is your spellcasting ability for casting these spells. Choose one of the following types of planes or realms from which your power stems, in order to gain their benefit: - **Celestial.** You learn the aid spell (see Player’s Guide) and one 1st-circle spell of your choice from the evocation or necromancy school of magic. @@ -137,7 +168,9 @@ Once per long rest, you can cast each of the spells associated with your chosen You can select this talent multiple times, selecting a different plane each time. **Resistance Adept (Player’s Handbook 2\)** + _Prerequisite: Ability to Cast the Resistance Cantrip_ + You’ve mastered the resistance cantrip (see Player’s Guide), granting you the following benefits when you cast it: - It requires no material components, and its range increases to 30 feet, instead of touch. @@ -145,28 +178,36 @@ You’ve mastered the resistance cantrip (see Player’s Guide), granting you th - When you cast resistance as an action, you can affect a number of creatures equal to half your **PB**. When casting the cantrip in this way, it only ends once each target has used its granted d4 or once your concentration ends. **Spell Disruptor (Player’s Handbook 2\)** + _Prerequisite: Ability to Cast the Counterspell or Dispel Magic Spells_ + Your mastery of magic has made you especially skilled at unravelling it. You gain the following benefits: - When you must make an ability check using your spellcasting ability as part of casting either the counterspell or dispel magic spell (see Player’s Guide), add your **PB** to determine the results of the roll. - When you are affected by a spell that specifically targets you (not a spell that affects an area or creatures within an area), you can roll a d20. If the number you roll is lower than your current character level, the spell has no effect on you. You can spend Luck to modify this roll. Once you successfully use this feature, you can’t use it again until you finish a long rest. **Spell Disruptor (Player’s Handbook 2\)** + _Prerequisite: Ability to Cast the Counterspell or Dispel Magic Spells_ + Your mastery of magic has made you especially skilled at unravelling it. You gain the following benefits: - When you must make an ability check using your spellcasting ability as part of casting either the counterspell or dispel magic spell (see Player’s Guide), add your **PB** to determine the results of the roll. - When you are affected by a spell that specifically targets you (not a spell that affects an area or creatures within an area), you can roll a d20. If the number you roll is lower than your current character level, the spell has no effect on you. You can spend Luck to modify this roll. Once you successfully use this feature, you can’t use it again until you finish a long rest. **Thunder Resonator (Player’s Handbook 2\)** + _Prerequisite: Spellcasting Class Feature_ + You’ve become synchronized with the booming power of thunder and have incorporated this knowledge into your spellcasting prowess. You gain the following abilities: - When you cast a spell that deals thunder damage, you can spend 2 Luck to reroll a number of damage dice up to your **PB** \+ 1\. - As a reaction when you are hit by a melee attack, you can emit a wave of sonic energy that creates a thunderous boom, audible within 30 feet. When you do so, each creature within 10 feet of you (except you) must make a **CON** save against your spell save **DC**. On a failure, the target takes 1d10 thunder damage and is pushed 10 feet away from you. On a success, the target takes no damage but is still pushed. You can use this feature a number of times equal to your **PB**. You regain all expended uses when you finish a long rest. **Valedictorian (Player’s Handbook 2\)** + _Prerequisite: 2nd Level or Higher Bard, Cleric, Druid, Sorcerer, Theurge, Warlock, Witch, or Wizard_ + You went above and beyond when mastering the abilities of your class, granting you additional benefits. When you select this talent, choose the prerequisite class in which you have two or more levels and gain the listed feature: - **Bard.** When you finish a long rest, you gain one additional Bardic Inspiration die and one additional use of your Bardic Performance feature. Once these extra uses are expended, you can’t recover them by any means other than finishing a long rest. @@ -185,6 +226,7 @@ You can select this talent multiple times, selecting a different prerequisite cl Martial talents affect a character’s combat abilities, including enhancements to overall fitness and the ability to wield weaponry. **Side By Side (Campaign Builder: Dungeons and Ruins)** + You gain strength from fighting alongside an ally. While within 5 feet of an ally, you gain these benefits: - You can’t be surprised. @@ -192,6 +234,7 @@ You gain strength from fighting alongside an ally. While within 5 feet of an all - If an ally within 5 feet of you can make an opportunity attack against a creature, you can also make an opportunity attack against that creature, even if it does not trigger an opportunity attack for you normally. **Stalwart (Campaign Builder: Dungeons and Ruins)** + Thanks to your training, once you set your feet, it’s hard to move you. You can take an action to plant your feet, gaining the following benefits until you move to a new location (either voluntarily or through the actions of another): - You have advantage on saves to avoid being shoved or grappled. @@ -199,7 +242,9 @@ Thanks to your training, once you set your feet, it’s hard to move you. You ca - If an attack or effect would knock you prone, you can use a reaction to negate the effect, remaining upright. Once you have negated an attack or effect in this way, you can’t do so again until you finish a long rest. **Stunning Sniper (Old Margreve)** + _Prerequisite: Proficiency with at Least One Ranged Weapon_ + You have mastered the use of ranged weapons to disable your foe from a distance. Choose a simple or martial ranged weapon (such as sling, longbow, or light crossbow) you are proficient with. While wielding that weapon, you gain these benefits: - You score a critical hit on a d20 roll of 19 or 20 with your chosen weapon. @@ -209,25 +254,30 @@ You have mastered the use of ranged weapons to disable your foe from a distance. You can select this talent multiple times, selecting a different weapon each time. **Lacerating Slash (Labyrinth Worldbook)** + You’ve learned to inflict lingering wounds to your targets. You gain these benefits: - When you damage a target with a melee weapon that deals piercing or slashing damage, you can deal a bleeding wound. The target takes additional damage equal to twice your **PB** at the start of each of its turns until it is magically healed or a creature uses an action to staunch the bleeding. - If you score a critical hit, you can add the ability modifier used in the attack to the additional damage of the bleeding wound. **Rallying Call (Labyrinth Worldbook)** + You have mastered the knack of inspiring your companions to greater heroism. Once per short or long rest, as a bonus action, you can yell a battle cry and give yourself, and all friendly creatures that can hear you within 30 feet, these benefits: - The next ranged or melee weapon attack you make has advantage. - You have advantage on saves against being frightened for 1 minute. **Void Strike (Labyrinth Worldbook)** + _Prerequisite: Character 4th Level or Higher_ + Your experience with the forces from beyond allows you to imbue your attacks with the essence of the Void. While making a weapon attack, you gain these benefits: - When you hit a creature with a weapon attack, you can change the damage type of your weapon to deal necrotic damage until the start of your next turn. - When you hit a creature with a weapon attack, you can choose to roll one of your hit dice and add the result as extra necrotic damage to the target, in addition to the weapon’s normal damage. **Battle Tactician (Book of Blades)** + With your specialized martial training, your presence on the field can shape the fortunes of a battle. Your speech or appearance affects the capabilities of allies or enemies. You learn three tactics from the battle tactics list (see Battle Tactics) and gain a pool of points called tactical points. - **Tactics.** When you first choose this talent, you learn three battle tactics from the list in this section. To use a tactic, the creature you wish to affect must be able to see or hear you. You may use only one battle tactic per turn. @@ -238,13 +288,16 @@ If a tactic requires your target to make a save to resist its effect, the save * You can select this talent multiple times. Each time you take it again, you can select three more battle tactics, replace one battle tactic you already know with a different one, and gain 1 additional tactical point. **Poisoner (Book of Blades)** + Through excessive exposure to poison, and practice with its use, you are an expert in this use of poison during combat. You gain these benefits: - You are immune to poison damage and the poisoned condition. - As a bonus action, you can apply poison to a weapon you wield. **Tactical Planning (Book of Blades)** + _Prerequisite: Proficiency in History, Character of 4th Level or Higher_ + You have studied famous historical leaders and their great battles, learning what works well and what does not when preparing for a battle. You can put your knowledge into action, giving you and up to ten allies the benefits of one of these plans during a battle that you know is coming. You can choose a different plan each time, but it takes a short or long rest to impart your plan to your allies. The benefits only last during the fight you plan for. - **Ambush.** Using cover or concealment to ambush a foe, you and your allies have advantage on **DEX** (Stealth) and initiative checks. If any of your foes are surprised, you and your allies gain 1 Luck. You and your allies add you **PB** to damage against foes that are surprised or have not acted yet. @@ -252,7 +305,9 @@ You have studied famous historical leaders and their great battles, learning wha - **Rush the Line.** On your turn whenever you shout inspiring words, you and your allies can move their speed toward a hostile creature that they can see as a reaction. If they end their move adjacent to an enemy, their next attack roll is made with advantage. **Unarmed Maneuvers (Book of Blades) \- _Modified_** + _Prerequisite: The Martial Arts Class Ability or the Hand to Hand Talent_ + Your training as an unarmed combatant grants access to the following special maneuvers. When you successfully make an attack with one of these maneuvers, the attack doesn’t deal damage, it just does the listed effect. You can use any of these maneuvers on your turn, but you can use only one per turn. - **Chin Strike.** You strike your opponent in the jaw, temporarily dazing it. The target must succeed on a **CON** save or it can’t speak or cast spells with verbal components until the end of its next turn. This technique only affects opponents who speak using a mouth or similar orifice. @@ -262,7 +317,9 @@ Your training as an unarmed combatant grants access to the following special man - **Stumbling Strike.** This is a practiced, improved version of shoving. The target must be no more than two sizes larger than you. Instead of an attack roll, you make a **STR** (Athletics) check contested by the target’s **STR** (Athletics) or **DEX** (Acrobatics) check (target chooses). If you win this contest, the target is pushed 10 feet away from you. **War Dancer (Book of Blades)** + _Prerequisite: **DEX** 13 or Higher_ + You have mastered a combat style that combines dancing with martial arts. You gain these benefits: - When you move more than 10 feet on your turn, your AC increases by 1 until the start of your next turn. @@ -270,13 +327,16 @@ You have mastered a combat style that combines dancing with martial arts. You ga - As a reaction, you can add 2 to your AC against one melee attack roll that would hit you. To do so, you must be able to see the attacker. **Weapon Option Specialist (Book of Blades)** + You specialize in performing a specific weapon option. Choose one weapon option and gain these benefits when using it: - Increase the **DC** of your chosen weapon option’s save by 1\. If your weapon option does not require an ability check or save, gain a \+1 bonus to your weapon attack when performing it. - When you hit with a weapon attack while using the weapon option that you specialized in, you can choose to do damage equal to your **PB**. The damage is of the type normally done by your weapon. **Brave (Player’s Handbook 2\)** + _Prerequisite: None_ + Your courage knows no bounds, and you gain these benefits: - You have advantage on ability checks and saves against fear effects and becoming frightened. You also have advantage on checks made to end either the frightened condition or ongoing fear effects currently affecting you. @@ -284,18 +344,24 @@ Your courage knows no bounds, and you gain these benefits: - If you are frightened, you can use a bonus action to immediately end the frightened condition. If a creature within 5 feet of you is frightened, you can instead use a bonus action to end the frightened condition affecting that creature, as long as the target can see and hear you. Once you successfully use this feature, you can’t use it again until you finish a long rest **Cleaver (Player’s Handbook 2\)** + _Prerequisite: **STR** 13 or Higher_ + Your training with weapons has taught you be extremely efficient with the death you deal. You gain the following when wielding a melee weapon with the Heavy property in two hands: - When you hit a creature with a melee weapon attack using the weapon, you can make a single additional melee weapon attack against a second creature within 5 feet of the first as long as that creature is within your weapon’s reach. You can only gain this extra attack once per turn. - When you reduce a creature to 0 HP with a melee weapon attack, you can deal any excess damage from that attack to a second creature within 5 feet of the original target as long as that creature is within your weapon’s reach. **Hard to Kill (Player’s Handbook 2\)** + _Prerequisite: **CON** 15 or Higher_ + You’ve learned to will your body through the impossible, including imminent death. When you are reduced to 0 HP but don’t die outright, you can remain conscious for a number of rounds equal to your **PB**. Each time you take damage while using this ability, reduce the number of rounds by 1\. You fall unconscious at the end of your turn after the rounds run out, and you begin making death saves as normal. **Hurler (Player’s Handbook 2\)** + _Prerequisite: Character 4th Level or Higher_ + Your skill with thrown weapons knows few equals, and you gain these benefits: - Once per turn, when you hit a creature with a thrown weapon, you can add 1d4 extra damage of the same type as the weapon used. This extra damage increases as you increase in character level, becoming a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level. @@ -304,7 +370,9 @@ Your skill with thrown weapons knows few equals, and you gain these benefits: - If you have the Rage class feature (see barbarian in Player’s Guide), you can add your rage damage to attacks made with thrown weapons. **Juggernaut (Player’s Handbook 2\)** + _Prerequisite: **STR** 15 or Higher_ + You’ve learned martial techniques that improve your ability to make and resist shove and knockdown attacks, and you gain these benefits: - When you successfully make a shove attack, you can push a creature up to 10 feet away from you, or you can push it 5 feet away from you and also knock it prone with the same action. @@ -312,41 +380,57 @@ You’ve learned martial techniques that improve your ability to make and resist - You have advantage on saves to resist being moved against your will or falling prone. **Polearm Mastery (Player’s Handbook 2\)** + _Prerequisite: Character 4th Level or Higher_ + You’ve mastered the use of polearms, putting their extended reach to maximum advantage. When you are wielding a weapon with both the Reach and Two-Handed properties, you can use a bonus action to enter a warding stance that lasts until the start of your next turn. While in this stance, you can make a single opportunity attack against each creature that enters or leaves your reach (no reaction required). You can use this feature to attack a number of targets up to your **PB** in a single round. **Self Defense (Player’s Handbook 2\)** + _Prerequisite: Character 4th Level or Higher_ + Your martial training has focused on using your weapon for both offense and defense. As a reaction when you are hit by a weapon attack, you can enter a defensive stance. Until the start of your next turn, you have a bonus to your AC equal to your **PB**, including against the triggering attack. You can use this feature a number of times per day equal to your **PB**, and you recover all expended uses when you finish a long rest. **Situational Awareness (Player’s Handbook 2\)** + _Prerequisite: None_ + Your knowledge of tactics allows you to know the precise time to strike, and you gain these benefits: - You have advantage on checks to avoid being surprised. - As a reaction immediately after you take damage from a melee attack, you can move 10 feet. This movement doesn’t provoke opportunity attacks. **Staggering Strikes (Player’s Handbook 2\)** + _Prerequisite: **STR** 15 or Higher_ + Your blows are so powerful that they leave enemies temporarily discombobulated. When you hit a creature with a melee weapon attack, you can strike with such force that the creature can’t take reactions until the start of its next turn (no save). You can use this feature a number of times equal to your **PB**, and you recover all expended uses when you finish a long rest. **Tactical Teamwork (Player’s Handbook 2\)** + _Prerequisite: Character 4th Level or Higher_ + Your keen, tactical mind allows you to choose battlefield positions where you can best aid your allies. As a reaction when an ally you can see misses with a weapon attack against an enemy creature within your reach, you can add your **PB** to the ally’s attack result, potentially turning the missed attack into a hit. You can use this feature a number of times per day equal to your **PB**, and you recover all expended uses when you finish a long rest. **Tag Team (Player’s Handbook 2\)** + _Prerequisite: None_ + You’ve learned to convert your missed blows into tactical advantages. Designate one enemy within 30 feet to mark for 1 minute. If you miss with a melee attack against the marked target, and don’t have disadvantage on the attack roll, the next creature to make a melee attack against that target has advantage. Once you’ve used this ability, you must finish a short or long rest before using it again. **Two Weapon Defense (Player’s Handbook 2\)** + _Prerequisite: None_ + You’re skilled at the defensive benefits of fighting with two weapons, and you gain these benefits while wielding a weapon with the Light property in each hand: - As a bonus action, you gain a \+2 bonus to AC until the start of your next turn. - You can spend 2 Luck to reroll a failed **DEX** save. **Whip Expert (Player’s Handbook 2\)** + _Prerequisite: Proficiency with Whip_ + You have mastered the whip, treating is almost as an extension of your arm, and you gain these benefits while wielding one: - In your hands, whips are considered to have the Light property, and their Reach increases by 5 feet. @@ -358,6 +442,7 @@ You have mastered the whip, treating is almost as an extension of your arm, and Technical talents affect a character’s non-combat abilities, granting utility-based improvements to social encounters, exploration, and object interactions. **Breaker (Campaign Builder: Dungeons and Ruins)** + You are adept at breaking down objects and structures. As an action, you can inspect an object or structure for weaknesses. Make a **WIS** (Perception) or **INT** (Investigation) check (your choice), using the object’s AC as the **DC** for the check. On a success, you gain the following benefits against that object or structure for 1 hour: - You gain a \+2 bonus to attack rolls against the object or structure. @@ -365,6 +450,7 @@ You are adept at breaking down objects and structures. As an action, you can ins - If the damage you deal to the object or structure is below its damage threshold, you can reroll the damage. You must take the new result. You can do this a number of times equal to your **PB**, regaining expended uses when you finish a short or long rest. **Skeptic (Campaign Builder: Dungeons and Ruins)** + You question the world around you, making it difficult for others to deceive you. You gain the following benefits: - You have advantage on checks to discern something is an illusion, such as the image created by the major image spell or a creature disguised by the disguise self spell. @@ -372,6 +458,7 @@ You question the world around you, making it difficult for others to deceive you - If you fail a save against an effect that would charm you, you can reroll the save and must take the new result. Once you have rerolled such a save, you can’t do so again until you finish a long rest. **Eidetic Memory (Campaign Builder: Dungeons and Ruins)** + You remember every place you’ve been, creature you’ve encountered, and object you’ve come across with absolute accuracy. You gain the following benefits: - You have advantage on **INT** checks to recall knowledge, and if you fail, once per short rest, you can reroll the check and take the new result. @@ -379,12 +466,14 @@ You remember every place you’ve been, creature you’ve encountered, and objec - You have advantage on CHA (Persuasion) checks with any creature you’ve previously encountered unless it is hostile toward you. **Indefatigable (Campaign Builder: Dungeons and Ruins) \- _Modified_** + You have trained yourself to continue moving forward, even on little to no sleep. You gain the following benefits: - Once each day, you can gain the benefits of a long rest during a short rest, but gain back none of the Spell Slots that you would from a long rest. - When you take a long rest, you regain all expended hit dice instead of half of your maximum. **Strong Stomach (Campaign Builder: Dungeons and Ruins)** + You have consumed enough poisons and intoxicants that you are aware of their presence, and they have a lessened effect on you. You gain the following benefits: - When using a consumable of any type, you may take 1 minute to examine its contents for curse, disease, hazard, or poison. You detect the presence of any damaging effect caused by the consumable before consuming it and can identify any poison within it. @@ -392,6 +481,7 @@ You have consumed enough poisons and intoxicants that you are aware of their pre - You are immune to the poisoned condition. **Tunneler (Campaign Builder: Dungeons and Ruins)** + You are skilled at moving through underground spaces. You gain the following benefits: - You gain a burrowing speed equal to half of your walking speed. @@ -400,6 +490,7 @@ You are skilled at moving through underground spaces. You gain the following ben - The number of minutes you can hold your breath increases from 1 \+ **CON** modifier to 1d4 \+ **CON** modifier. **Forest Denizen (Old Margreve)** + Your time in forests has made you familiar with the ways and dangers of the forest and its inhabitants. You gain these benefits: - You have advantage on any ability check you make related to climbing or swimming. @@ -407,6 +498,7 @@ Your time in forests has made you familiar with the ways and dangers of the fore - You have advantage on checks and saves to avoid being grappled or restrained or to escape being grappled or restrained, provided you are being grappled or restrained by non-magical vegetation or a Beast or Monstrosity’s feature, such as a giant frog’s Bite or a spider’s Web. **Friend of the Fey (Old Margreve)** + Your exposure to fey has taught you how to get by in their circles and the dangers of interacting with them. You gain these benefits: - You learn the Sylvan language. @@ -414,6 +506,7 @@ Your exposure to fey has taught you how to get by in their circles and the dange - When you make a save against being charmed or frightened, you can choose to have advantage on the save. You can use this feature a number of times equal to your **PB**, and you regain all expended uses when you finish a long rest. **Relentless Hunter (Old Margreve)** + You are an expert at hunting prey. You are never more at home than when on a hunt, and your quarry rarely escapes you. You gain the following benefits: - You can add your **PB** to checks made to track a creature, even if you aren’t proficient with the skill to do so, and you can give yourself advantage on one ability check made to track a creature. Once you use this, you can’t do so again until you finish a long rest. @@ -422,7 +515,9 @@ You are an expert at hunting prey. You are never more at home than when on a hun - When combat starts, choose one creature you can see within 30 feet of you as your quarry. The first time you hit that creature with an attack within the next minute, the attack deals extra damage equal to your **PB**. **Locksmith (Labyrinth Worldbook)** + _Prerequisite: Proficiency with Thieves Tools_ + You have an uncanny knack for manipulating both mundane and magical locks. - As long as you have access to a suitably small and solid item—like a hair pin, sewing needle, fish hook, or shard of glass—you can attempt to pick a nonmagical lock without the use of thieves’ tools (you don’t get to add your **PB** to checks made to do so). @@ -430,6 +525,7 @@ You have an uncanny knack for manipulating both mundane and magical locks. - You can cast the knock spell. Once used, you can’t do so again until you finish a long rest. **Perfect Memory (Labyrinth Worldbook)** + You can remember anything you’ve seen, heard, or experienced in perfect detail. - Whenever you make an **INT**-based check to recall information about a topic you are likely to have heard about or learned about in your past—particularly topics related to your heritage, background, or backstory— you have advantage on the check. Your GM has final say on whether a particular topic qualifies. @@ -437,18 +533,24 @@ You can remember anything you’ve seen, heard, or experienced in perfect detail - If you spend at least 1 minute studying a room, cavern, or similar enclosed area no larger than 60 by 60 feet, you can move around, manipulate objects, and avoid traps or hazards in the space without the use of sight (as if you had keensense). However, this benefit does not alleviate any of the typical penalties made to interact with unseen creatures inside the area. **Versatile Driver (Labyrinth Worldbook)** + _Prerequisite: Proficiency with any Vehicle, **INT** 13 or higher_ + Your intuitive knack for driving, piloting, or controlling a particular type of vehicle allows you to apply the same skill with other vehicles. You gain these abilities: - You gain advantage on checks and saves made while operating or repairing the vehicle with which you are proficient. - You can operate or repair other vehicles as if you had proficiency with them but you don’t add your **PB** to checks made while operating them. **Adroit Attunement (Player’s Handbook 2\)** + _Prerequisite: Character 5th Level or Higher_ + Your familiarity with or intuitive grasp of magic items allows you to easily swap between them. As a bonus action, you can unattune from one magic item and attune to a different one you are wearing or wielding. Once you use this feature, you can’t do so again until you finish a long rest. **Alchemy Adept (Player’s Handbook 2\)** + _Prerequisite: Proficiency with Alchemist Tools_ + You’ve studied the art of alchemy extensively, and you gained these benefits: - Double your **PB** when you make an ability check that uses alchemist tools. @@ -458,7 +560,9 @@ You’ve studied the art of alchemy extensively, and you gained these benefits: - The range of ranged attacks you make with alchemical concoctions increases to 30/60 feet. **Empathetic (Player’s Handbook 2\)** + _Prerequisite: None_ + You are uncommonly attuned to the emotions of others— allowing you to read people, determine their intentions, tell truths from lies, and influence them socially—and you gain these benefits: - When a creature you can see speaks in a language you don’t know, you can still discern simple concepts from their facial expressions and body language. @@ -466,13 +570,17 @@ You are uncommonly attuned to the emotions of others— allowing you to read peo - When you spend 10 minutes or longer speaking with a non-hostile creature that understands you, any CHA (Persuasion) check you make has advantage. **Entertainer (Player’s Handbook 2\)** + _Prerequisite: CHA 13 or Higher_ + You excel at performing. Choose two of the following skills: Acrobatics, Performance, or Sleight of Hand. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. When you perform for at least 1 minute, you can produce a nonmagical effect that functions the same as the enthrall spell (see Player’s Guide). You can do this a number of times per day equal to your **PB**, and you recover expended uses when you complete a long rest. **Escamotage (Player’s Handbook 2\)** + _Prerequisite: None_ + Your hands are faster than most people’s eyes, and you are as adept at purloining valuables from enemy combatants as innocent marks. You gain the following abilities: - You gain proficiency in the Sleight of Hand skill. If you are already proficient, double your **PB** instead when making ability checks with the Sleight of Hand skill. @@ -480,7 +588,9 @@ Your hands are faster than most people’s eyes, and you are as adept at purloin - As an action, you can try to pluck a non-magical item being worn by a creature. You must be able to see the item to attempt to grab it. The **DC** to successfully pluck the object is 10 \+ the creature’s **DEX** bonus \+ the target’s CR (minimum 1). You can’t use this action to remove a donned suit of armor, but you can use it to grab a shield or weapon. **Hardy (Player’s Handbook 2\)** + _Prerequisite: **CON** 15 or Higher_ + You are remarkably resilient, and you gain these benefits: - When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. Once you use this feature, you can’t use it again until you finish a long rest. @@ -488,17 +598,23 @@ You are remarkably resilient, and you gain these benefits: - If you would gain a level of exhaustion, you can instead choose to ignore it (no action required). Once you use this feature, you can’t use it again until you finish a long rest. **Improviser (Player’s Handbook 2\)** + _Prerequisite: None_ + You’ve learned to adapt to new situations on the fly. As an action, you can use any feature or trait you have that normally requires you to use a bonus action. If you cast a 1st-circle or higher spell with a casting time of 1 bonus action, you can’t use this feature to cast another spell with a casting time of 1 bonus action on the same turn. **Learned Researcher (Player’s Handbook 2\)** + _Prerequisite: None_ + You’ve developed techniques that make finding the information you seek easier for you. Choose two of the following skills: Arcana, History, Nature, or Religion. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. You can use this feature a number of times per day equal to your **PB**. You recover expended uses when you finish a long rest. When you spend downtime researching (see Player’s Guide), the cost and time it takes is divided by your **PB** (rounded down). Also, when you make your research resolution roll, make the roll with advantage. If you roll 11 or higher, you learn an additional clue. **Musician (Player’s Handbook 2\)** + _Prerequisite: None_ + You’re a master musician, and you gain these benefits: - Gain proficiency with the Performance skill or with three types of musical instruments. @@ -506,20 +622,26 @@ You’re a master musician, and you gain these benefits: - As an action, you can play an instrument that you’re proficient with. If you choose to play a rousing song, one ally within 30 feet who can hear you has advantage to maintain concentration on spells. If you choose to play a vexing song, one foe within 30 feet who can hear you has disadvantage to maintain concentration on spells. You can maintain this song for **PB** \+ 1 rounds, and you must complete a short or long rest before playing either song again. **Quick Recovery (Player’s Handbook 2\)** + _Prerequisite: **CON** 13 or Higher_ + Your body is so well conditioned for adventure that you gain the following benefits: - You complete short rests more quickly than others. For you, a short rest only takes an amount of time equal to 60 minutes divided by your **PB** (rounded down). - When you finish a long rest, you recover an additional number of hit dice equal to half your **PB** (rounded down). **Silver Tongued (Player’s Handbook 2\)** + _Prerequisite: CHA 13 or Higher_ + When you talk, people can’t help but listen. Choose two of the following skills: Deception, Intimidation, or Persuasion. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. You can use this feature a number of times per day equal to your **PB**. You recover expended uses when you finish a long rest. When you spend downtime carousing (see Player’s Guide), the cost and time it takes is divided by your **PB** (rounded down). Also, when you make your carousing resolution roll, make the roll with advantage. If you roll 11 or higher, you gain an additional favor. **Sleuth (Player’s Handbook 2\)** + _Prerequisite: **INT** 13 or Higher, or **WIS** 13 or Higher_ + You’re a master of deduction. Choose two of the following skills: Insight, Investigation, Perception, or Survival. When you make a check using your chosen skills, treat any d20 roll of 9 or less as though you rolled a 10\. When you talk with a creature that can understand you for at least 1 minute, you can produce a non-magical effect that functions the same as the zone of truth spell (see Player’s Guide). @@ -527,14 +649,18 @@ When you talk with a creature that can understand you for at least 1 minute, you You can use each of these features a number of times per day equal to your **PB**, and you recover expended uses when you finish a long rest. **Slippery (Player’s Handbook 2\)** + _Prerequisite: None_ + You are elusive, able to escape obstacles and foes that would grasp or slow you down, and you gain these benefits: - When you move into an area of difficult terrain, it doesn’t cost extra movement for the first 5 × your **PB** feet (minimum of 10 feet). - You have advantage on checks made to avoid and end the grappled condition. **Trailblazer (Player’s Handbook 2\)** + _Prerequisite: None_ + You move with alacrity, no matter the mode of locomotion, and you gain these benefits: - You gain a climbing speed and swimming speed equal to your walking speed. @@ -543,7 +669,9 @@ You move with alacrity, no matter the mode of locomotion, and you gain these ben - You can hold your breath for a number of minutes equal to 1 \+ twice your **CON** modifier. **Wrangler (Player’s Handbook 2\)** + _Prerequisite: None_ + You are an experienced animal trainer, and you gain these benefits: - You gain proficiency with the Animal Handling skill. If you are already proficient, double your **PB** instead when making Animal Handling checks.