diff --git a/class/High Lord Amaram; Witcher Class.json b/class/High Lord Amaram; Witcher Class.json new file mode 100644 index 000000000..da8106c06 --- /dev/null +++ b/class/High Lord Amaram; Witcher Class.json @@ -0,0 +1,7574 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "WITCHERHLA", + "abbreviation": "WITCHERHLA", + "full": "Witcher Class by High Lord Amaran (2024-31-01)", + "authors": [ + "u/HighLordAmaram" + ], + "convertedBy": [ + "p4535992" + ], + "url": "https://www.reddit.com/r/UnearthedArcana/comments/y5weoo/the_witcher_class_5e_slay_monsters_with_this/", + "version": "2.0.5" + } + ], + "optionalFeatureTypes": { + "OF:WITCHERHLA:R": "Witcher Alchemy Recipe", + "OF:WITCHERHLA:P": "Witcher Potion", + "OF:WITCHERHLA:PG": "Witcher Greater Potion", + "OF:WITCHERHLA:PS": "Witcher Superior Potion", + "OF:WITCHERHLA:PM": "Witcher Master Potion", + "OF:WITCHERHLA:B": 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Edge|Witcher|WITCHERHLA|11", + "Superior Witcher Preparation|Witcher|WITCHERHLA|11", + "Ability Score Improvement|Witcher|WITCHERHLA|12", + { + "classFeature": "Witcher School Feature|Witcher|WITCHERHLA|14", + "gainSubclassFeature": true + }, + "Master Witcher Preparation|Witcher|WITCHERHLA|15", + "Ability Score Improvement|Witcher|WITCHERHLA|16", + { + "classFeature": "Witcher School Feature|Witcher|WITCHERHLA|18", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Witcher|WITCHERHLA|19", + "Master Witcher|Witcher|WITCHERHLA|20" + ], + "subclassTitle": "Witcher School", + "hasFluff": true, + "classSpells": [ + "control flames|xge", + "friends|phb", + "frostbite|xge", + "guidance|phb", + "gust|xge", + "lightning lure|tce", + "mind sliver|tce", + "prestidigitation|phb", + "produce flame|phb", + "ray of frost|phb", + "aard|WITCHERHLA", + "axii|WITCHERHLA", + "igni|WITCHERHLA", + "quen|WITCHERHLA", + "heliotrope|WITCHERHLA", + "supirre|WITCHERHLA", + "glacies|WITCHERHLA", + "yrden|WITCHERHLA", + "somne|WITCHERHLA" + ] + } + ], + "classFluff": [ + { + "name": "Witcher", + "source": "WITCHERHLA", + "entries": [ + { + "name": "Witcher", + "source": "WITCHERHLA", + "type": "section", + "page": 2, + "entries": [ + "A man in dark leather armor pulls a handbomb from his pack as he finally locates the werewolf he has been tracking in the night. His cat-like eyes glow in the moonlight, allowing him to see the creature clearly. Throwing the Moondust bomb at the creature's feet, he draws his twin shortswords and charges in at the man ahead, now unable to shapeshift into his bestial form.", + "Dancing backward from an oncoming pack of ghouls, a nimble halfling quickly consumes a potion from his belt, granting a surge of magical strength. A moment later an empowered blast of Igni erupts from his palm, washing over the ghouls and burning them to cinder. His blade will make quick work of any who remain standing.", + "Swiftly moving her fingers to form the appropriate sign, a half-elf slams a Yrden trap on the ground at her feet, forcing the attacking wraith into a corporeal form. She draws her blade, closing in for the kill.", + "Using different approaches, all of these are monster hunters in their own right. Trained in swordplay, magic, alchemy, and crafting, Witchers hunt monsters that make ordinary men flee in terror.", + { + "name": "Monster Hunters for Hire", + "type": "entries", + "entries": [ + "Witchers dedicate their lives to hunting monsters, studying their strengths and weaknesses in order to effectively kill them. While Witchers may discover monsters in the wild, the bulk of their work is spent dealing with threats closer to civilization, where people will pay to be rid of the threats. These jobs how Witcher's earn a living, and they frequently move from town to town and city to city, seeking out new contracts.", + "It is a life filled with constant danger from the various beasts and monsters in the wilds. Though they train hard and prepare extensively for their fights, not many survive to reach old age." + ] + }, + { + "name": "Mistrusted Nomads", + "type": "entries", + "entries": [ + "Many humans who become Witchers undergo the Trial of the Grasses, a series of mutations designed to help these hunters become the apex predators necessary to hunt the creatures they do. It is perhaps these mutations that lead many commoners to be distrustful of them, due to the physical changes the mutations bring, such as cat-like eyes.", + "Another possible reason for their mistrust of Witchers is the general view that the Witchers are greedy vagabonds, preying on the weak and needy to hand over their valuables to deal with their problem. Whenever they do hire a Witcher, it is often as means of last resort, which sometimes results in a far more dire situation the Witcher now faces.", + "Some Witchers will work alone to track and fell their quarry, but a number of Witchers will work together or within a party of traveling adventurers in order to more safely face the myriad of dangers in the world, despite having to share the contract's pay." + ] + }, + { + "name": "Creating a Witcher", + "type": "entries", + "entries": [ + "As you create your Witcher character, consider the nature of your training. Were you given up to a Witcher school for training by a family who couldn't afford to feed you? Did you turn to the Witcher profession out of desperation when you were exiled? Or perhaps you were yourself saved by a Witcher, and as a result find yourself drawn to do the same for others ?", + "What is your attitude toward the commoners who mistrust you ? Do you have weary patience for their ignorance, or do you find yourself frequently on edge, ready to snap at the next person who claims you're just as much a monster as the ones you're hired to slay ?", + "Consult with your DM about how best to incorporate Witchers into your world." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Witcher quickly by following these suggestions. First, make Strength or Dexterity your highest ability score. Your next-highest score should be Constitution, or Intelligence if you intend to rely on spellcasting and Witcher Preparation. Second, choose the hermit or the outlander background." + ] + }, + { + "name": "Optional Rule: Multiclassing", + "type": "entries", + "entries": [ + "If you use the multiclassing rule from the Player's Handbook, here's what you need to know if you take a level in Witcher.", + { + "name": "Ability Score Minimum", + "type": "entries", + "entries": [ + "You must have at least a 13 in either Strength or Dexterity, and a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already a Witcher." + ] + }, + { + "name": "Proficiencies", + "type": "entries", + "entries": [ + "If Witcher isn't your initial class, you gain proficiency with light armor, simple and martial melee weapons, and crossbows." + ] + } + ] + }, + { + "name": "Optional Rule: Trial of the Grasses", + "type": "entries", + "entries": [ + "See the end of this class document for the Human race variant: Trial of the Grasses." + ] + } + ] + } + ] + } + ], + "feat": [ + { + "name": "Hardy", + "source": "WITCHERHLA", + "page": 21, + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "You have grown tougher, gaining the following benefits:", + { + "type": "list", + "items": [ + "Increase your Constitution score by 1, to a maximum of 20.", + "Your hit point maximum increases by an amount equal to half your level rounded up when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 Hit Point." + ] + } + ] + }, + { + "name": "Magic Initiate (Expanded)", + "source": "WITCHERHLA", + "page": 21, + "entries": [ + "Choose a class: Bard, Cleric, Druid, Sorcerer, Warlock, Witcher, or Wizard. You learn two cantrips of your choice from that class spell list.", + "In addition, choose one 1st-level spell from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it again.", + "Your spellcasting ability for these spells depends on the class you chose: Charisma for Bard, Sorcerer, or Warlock; Wisdom for Cleric or Druid; or Intelligence for Witcher or Wizard." + ] + }, + { + "name": "Monster Hunter", + "source": "WITCHERHLA", + "page": 21, + "entries": [ + "When attacking a non-humanoid creature, you gain a +1 bonus to attack and damage rolls against that creature." + ] + }, + { + "name": "Spell Sniper (Expanded)", + "source": "WITCHERHLA", + "page": 21, + "prerequisite": [ + { + "other": "The ability to cast at least one spell" + } + ], + "entries": [ + "You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:", + { + "type": "list", + "items": [ + "When you cast a spell that requires you to make an attack roll, the spell's range is doubled.", + "Your ranged spell attacks ignore half cover and three-quarters cover.", + "You learn one cantrip that requires an attack roll. Choose the cantrip from the Bard, Cleric, Druid, Sorcerer, Warlock, Witcher, or Wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from: Charisma for Bard, Sorcerer, or Warlock; Wisdom for Cleric or Druid; or Intelligence for Witcher or Wizard." + ] + } + ] + }, + { + "name": "Witcher Potion Adept", + "source": "WITCHERHLA", + "page": 21, + "prerequisite": [ + { + "ability": [ + { + "con": 13 + } + ] + } + ], + "entries": [ + "You have studied the brewing of Witcher potions, gaining the following benefits:", + { + "type": "list", + "items": [ + "You have built up a resistance to the toxicity of Witcher potions and can consume them safely.", + "You learn to prepare one Witcher potion of your choice, and gain one use of the Witcher Preparation feature for potions only.", + "The tier of the potion you brew is dependent on your highest class level." + ] + }, + "You can select this feat multiple times. Each time you do so you must select a different potion to learn." + ] + }, + { + "name": "Witcher handbomb Adept", + "source": "WITCHERHLA", + "page": 21, + "prerequisite": [ + { + "ability": [ + { + "int": 13 + } + ] + } + ], + "entries": [ + "You have studied the crafting of Witcher handbombs, gaining the following benefits:", + { + "type": "list", + "items": [ + "You learn to prepare one Witcher handbomb of your choice, and gain one use of the Witcher Preparation feature for handbombs only.", + "The tier of the handbomb you craft is dependent on your highest class level." + ] + }, + "You can select this feat multiple times. Each time you do so you must select a different handbomb to learn." + ] + }, + { + "name": "Witcher spell Adept", + "source": "WITCHERHLA", + "page": 21, + "entries": [ + "You have studied the arcana of Witcher spells, gaining the following benefits:", + { + "type": "list", + "items": [ + "You learn a Witcher spell of your choice. You can select from the base {@i {@filter Witcher spells|spells|class=Witcher (WITCHERHLA)}} or the {@i {@subclassFeature alternative witcher spells|Witcher|WITCHERHLA|School of the Griffin|WITCHERHLA|6|}} lists, ignoring any prerequisites.", + "If the chosen spell is a 1st level spell, you can cast it once at 1st level without using a spell slot. You must finish a long rest before you can cast it in this way again, and you can also cast the spell using any spell slots you have." + ] + } + ] + }, + { + "name": "Versatile Mastery", + "source": "WITCHERHLA", + "page": 21, + "entries": [ + "When wielding a versatile weapon, you gain the following benefits:", + { + "name": "When wielding with one hand", + "type": "entries", + "entries": [ + { + "type": "list", + "items": [ + "When you apply the grappled condition to a creature as part of the attack action, you can use a bonus action to make a melee weapon attack with a versatile weapon against that creature.", + "Once on each of your turns, you may don/doff a shield (no action required by you)." + ] + } + ] + }, + { + "name": "When wielding with two hands", + "type": "entries", + "entries": [ + { + "type": "list", + "items": [ + "When making an attack with a versatile weapon held in two hands, you can use your bonus action to grapple or shove the target, or make an additional attack using your unarmed strike." + ] + } + ] + } + ] + } + ], + "optionalfeature": [ + { + "name": "Potion: Blizzard", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "A refreshing and cold, clear blue liquid. When consumed as a bonus action, {@i your maximum health is reduced by your level} until your next short or long rest.", + "For one minute, so long as your health is not reduced to zero, your AC increases by {@i 2}." + ] + }, + { + "name": "Potion: Greater Blizzard", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "A refreshing and cold, clear blue liquid. When consumed as a bonus action, {@i your maximum health is reduced by your level} until your next short or long rest.", + "For one minute, so long as your health is not reduced to zero, your AC increases by {@i 3}." + ] + }, + { + "name": "Potion: Superior Blizzard", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "A refreshing and cold, clear blue liquid. When consumed as a bonus action, {@i your maximum health is reduced by your level} until your next short or long rest.", + "For one minute, so long as your health is not reduced to zero, your AC increases by {@i 4}." + ] + }, + { + "name": "Potion: Master Blizzard", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "A refreshing and cold, clear blue liquid. When consumed as a bonus action, {@i your maximum health is reduced by your level} until your next short or long rest.", + "For one minute, so long as your health is not reduced to zero, your AC increases by {@i 5}." + ] + }, + { + "name": "Potion: Sword Oil", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "You can create and apply to one of your weapons an oil for slaying creatures of a specific type (besides humanoid). Until your next long rest, when attacking creatures of that type, your weapon attacks with that weapon deal an additional {@dice 1d4} damage of the weapon's type. Applying another oil replaces any oils previously applied." + ] + }, + { + "name": "Potion: Greater Sword Oil", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "You can create and apply to one of your weapons an oil for slaying creatures of a specific type (besides humanoid). Until your next long rest, when attacking creatures of that type, your weapon attacks with that weapon deal an additional {@dice 1d6} damage of the weapon's type. Applying another oil replaces any oils previously applied." + ] + }, + { + "name": "Potion: Superior Sword Oil", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "You can create and apply to one of your weapons an oil for slaying creatures of a specific type (besides humanoid). Until your next long rest, when attacking creatures of that type, your weapon attacks with that weapon deal an additional {@dice 1d8} damage of the weapon's type. Applying another oil replaces any oils previously applied." + ] + }, + { + "name": "Potion: Master Sword Oil", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "You can create and apply to one of your weapons an oil for slaying creatures of a specific type (besides humanoid). Until your next long rest, when attacking creatures of that type, your weapon attacks with that weapon deal an additional {@dice 1d10} damage of the weapon's type. Applying another oil replaces any oils previously applied." + ] + }, + { + "name": "Potion: Black Blood", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, any creature that attacks and hits you with claws, bite, or beak must make a Constitution saving throw. On a failed saving throw, they are subjected to the poisoned condition and take {@dice 1d4} poison damage at the start of each of their turns; this damage ignores poison resistance and immunity. They repeat the saving throw at the end of each of their turns, ending this condition on a success and gaining immunity to Black Blood for 1 hour." + ] + }, + { + "name": "Potion: Greater Black Blood", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, any creature that attacks and hits you with claws, bite, or beak must make a Constitution saving throw. On a failed saving throw, they are subjected to the poisoned condition and take {@dice 2d4} poison damage at the start of each of their turns; this damage ignores poison resistance and immunity. They repeat the saving throw at the end of each of their turns, ending this condition on a success and gaining immunity to Black Blood for 1 hour." + ] + }, + { + "name": "Potion: Superior Black Blood", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, any creature that attacks and hits you with claws, bite, or beak must make a Constitution saving throw. On a failed saving throw, they are subjected to the poisoned condition and take {@dice 3d4} poison damage at the start of each of their turns; this damage ignores poison resistance and immunity. They repeat the saving throw at the end of each of their turns, ending this condition on a success and gaining immunity to Black Blood for 1 hour." + ] + }, + { + "name": "Potion: Master Black Blood", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, any creature that attacks and hits you with claws, bite, or beak must make a Constitution saving throw. On a failed saving throw, they are subjected to the poisoned condition and take {@dice 4d4} poison damage at the start of each of their turns; this damage ignores poison resistance and immunity. They repeat the saving throw at the end of each of their turns, ending this condition on a success and gaining immunity to Black Blood for 1 hour." + ] + }, + { + "name": "Potion: Elemental Decoction", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, you gain increased defense against a particular damage type, reducing the amount of damage taken per instance by {@i 2}.", + "This potion can reduce one of any of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, and Poison. You must select the damage type when you consume the potion." + ] + }, + { + "name": "Potion: Greater Elemental Decoction", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, you gain increased defense against a particular damage type, reducing the amount of damage taken per instance by {@i 4}.", + "This potion can reduce one of any of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, and Poison. You must select the damage type when you consume the potion." + ] + }, + { + "name": "Potion: Superior Elemental Decoction", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, you gain increased defense against a particular damage type, reducing the amount of damage taken per instance by {@i 6}.", + "This potion can reduce one of any of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, and Poison. You must select the damage type when you consume the potion." + ] + }, + { + "name": "Potion: Master Elemental Decoction", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, you gain increased defense against a particular damage type, reducing the amount of damage taken per instance by {@i 8}.", + "This potion can reduce one of any of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, and Poison. You must select the damage type when you consume the potion." + ] + }, + { + "name": "Potion: Elixir of the Bear", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 10 minutes, you gain {@i 10} temporary hit points, determined by the tier of the potion." + ] + }, + { + "name": "Potion: Greater Elixir of the Bear", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 10 minutes, you gain {@i 15} temporary hit points, determined by the tier of the potion." + ] + }, + { + "name": "Potion: Superior Elixir of the Bear", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 10 minutes, you gain {@i 20} temporary hit points, determined by the tier of the potion." + ] + }, + { + "name": "Potion: Master Elixir of the Bear", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 10 minutes, you gain {@i 25} temporary hit points, determined by the tier of the potion." + ] + }, + { + "name": "Potion: Elixir of the Cat", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 hour, you have {@sense darkvision}, up to a range of {@i 30 feet}." + ] + }, + { + "name": "Potion: Greater Elixir of the Cat", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 hour, you have {@sense darkvision}, up to a range of {@i 60 feet} and the special sense {@i See Through Illusions}." + ] + }, + { + "name": "Potion: Superior Elixir of the Cat", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 hour, you have {@sense darkvision}, up to a range of {@i 90 feet} and the special sense {@i See Through Magical Darkness}." + ] + }, + { + "name": "Potion: Master Elixir of the Cat", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 hour, you have {@sense darkvision}, up to a range of {@i 120 feet} and the special sense {@i Truesight}." + ] + }, + { + "name": "Potion: Elixir of the Griffin", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, the potency of your spells is increased. When casting a spell, you choose to deal {@dice 1d6} additional amounts of damage or imbue yourself with a momentary boost to your health by gain {@dice 2d4} temporary hit points.", + "The damage bonus applies to the base damage of a spell, but not to any secondary effect." + ] + }, + { + "name": "Potion: Greater Elixir of the Griffin", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, the potency of your spells is increased. When casting a spell, you choose to deal {@dice 2d6} additional amounts of damage or imbue yourself with a momentary boost to your health by gain {@dice 2d6} temporary hit points.", + "The damage bonus applies to the base damage of a spell, but not to any secondary effect." + ] + }, + { + "name": "Potion: Superior Elixir of the Griffin", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, the potency of your spells is increased. When casting a spell, you choose to deal {@dice 3d6} additional amounts of damage or imbue yourself with a momentary boost to your health by gain {@dice 2d8} temporary hit points.", + "The damage bonus applies to the base damage of a spell, but not to any secondary effect." + ] + }, + { + "name": "Potion: Master Elixir of the Griffin", + "source": "WITCHERHLA", + "page": 13, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, the potency of your spells is increased. When casting a spell, you choose to deal {@dice 4d6} additional amounts of damage or imbue yourself with a momentary boost to your health by gain {@dice 2d10} temporary hit points.", + "The damage bonus applies to the base damage of a spell, but not to any secondary effect." + ] + }, + { + "name": "Potion: Elixir of the Manticore", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, whenever you take piercing, bludgeoning, and slashing damage you reduce the damage by {@i 1} as well as gain a {@i +0} bonus to AC." + ] + }, + { + "name": "Potion: Greater Elixir of the Manticore", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, whenever you take piercing, bludgeoning, and slashing damage you reduce the damage by {@i 1} as well as gain a {@i +1} bonus to AC." + ] + }, + { + "name": "Potion: Superior Elixir of the Manticore", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, whenever you take piercing, bludgeoning, and slashing damage you reduce the damage by {@i 2} as well as gain a {@i +1} bonus to AC." + ] + }, + { + "name": "Potion: Master Elixir of the Manticore", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, whenever you take piercing, bludgeoning, and slashing damage you reduce the damage by {@i 2} as well as gain a {@i +2} bonus to AC." + ] + }, + { + "name": "Potion: Elixir of the Viper", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, enemies have disadvantage on opportunity attacks made against you, and you gain a {@i +10 feet} bonus to your movement speed." + ] + }, + { + "name": "Potion: Greater Elixir of the Viper", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, enemies have disadvantage on opportunity attacks made against you, and you gain a {@i +15 feet} bonus to your movement speed." + ] + }, + { + "name": "Potion: Superior Elixir of the Viper", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, enemies have disadvantage on opportunity attacks made against you, and you gain a {@i +20 feet} bonus to your movement speed." + ] + }, + { + "name": "Potion: Master Elixir of the Viper", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, enemies have disadvantage on opportunity attacks made against you, and you gain a {@i +30 feet} bonus to your movement speed." + ] + }, + { + "name": "Potion: Elixir of the Wolf", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, your weapon attacks have increased accuracy by {@i 1 (attack bonus +1)} as well as an increased critical hit range increased by {@i +0}." + ] + }, + { + "name": "Potion: Greater Elixir of the Wolf", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, your weapon attacks have increased accuracy by {@i 1 (attack bonus +1)} as well as an increased critical hit range increased by {@i +1}." + ] + }, + { + "name": "Potion: Superior Elixir of the Wolf", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, your weapon attacks have increased accuracy by {@i 2 (attack bonus +1)} as well as an increased critical hit range increased by {@i +1}." + ] + }, + { + "name": "Potion: Master Elixir of the Wolf", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, your weapon attacks have increased accuracy by {@i 2 (attack bonus +1)} as well as an increased critical hit range increased by {@i +2}." + ] + }, + { + "name": "Potion: Golden Oriole", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "Immediately when you drink this potion, for the next minute, if you would be subjected to any of these conditions:", + { + "type": "list", + "items": [ + "{@condition blinded}", + "{@condition deafened}" + ] + }, + "You have advantage on your saving throws for all listed Conditions.", + "Non-Witchers can consume Golden Oriole without taking the {@i Non-Witcher penalty}." + ] + }, + { + "name": "Potion: Greater Golden Oriole", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "Immediately when you drink this potion, for the next minute, if you would be subjected to any of these conditions:", + { + "type": "list", + "items": [ + "{@condition blinded}", + "{@condition deafened}", + "{@condition charmed}", + "{@condition frightened}", + "{@condition poisoned}" + ] + }, + "You have advantage on your saving throws for all listed Conditions.", + "Non-Witchers can consume Golden Oriole without taking the {@i Non-Witcher penalty}." + ] + }, + { + "name": "Potion: Superior Golden Oriole", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "Immediately when you drink this potion, for the next minute, if you would be subjected to any of these conditions:", + { + "type": "list", + "items": [ + "{@condition blinded}", + "{@condition deafened}", + "{@condition charmed}", + "{@condition frightened}", + "{@condition poisoned}", + "{@condition paralyzed}", + "{@condition petrified}", + "{@condition stunned}" + ] + }, + "You have advantage on your saving throws for all listed Conditions.", + "Non-Witchers can consume Golden Oriole without taking the {@i Non-Witcher penalty}." + ] + }, + { + "name": "Potion: Master Golden Oriole", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "Immediately when you drink this potion, for the next minute, if you would be subjected to any conditions.", + { + "type": "list", + "items": [ + "{@condition blinded}", + "{@condition deafened}", + "{@condition charmed}", + "{@condition frightened}", + "{@condition poisoned}", + "{@condition paralyzed}", + "{@condition petrified}", + "{@condition stunned}" + ] + }, + "You have Immunity for all listed Conditions.", + "Non-Witchers can consume Golden Oriole without taking the {@i Non-Witcher penalty}." + ] + }, + { + "name": "Potion: Killer Whale", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 15 minutes, you can now breathe underwater, and gain a swim speed equal to your movement speed if you do not already have it. Your swim speed increase by {@i 0 feet}." + ] + }, + { + "name": "Potion: Greater Killer Whale", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 hour, you can now breathe underwater, and gain a swim speed equal to your movement speed if you do not already have it. Your swim speed increase by {@i 10 feet}." + ] + }, + { + "name": "Potion: Superior Killer Whale", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 4 hour, you can now breathe underwater, and gain a swim speed equal to your movement speed if you do not already have it. Your swim speed increase by {@i 20 feet}." + ] + }, + { + "name": "Potion: Master Killer Whale", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 16 hours, you can now breathe underwater, and gain a swim speed equal to your movement speed if you do not already have it. Your swim speed increase by {@i 30 feet}." + ] + }, + { + "name": "Potion: Swallow", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "You heal a number of {@dice 1d4} hit points immediately, and again at the start of each of your turns for the next three rounds. If you fall to zero hit points while the potion is still active, you are immediately stabilized but unconscious, and the potions effects end." + ] + }, + { + "name": "Potion: Greater Swallow", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "You heal a number of {@dice 2d4} hit points immediately, and again at the start of each of your turns for the next three rounds. If you fall to zero hit points while the potion is still active, you are immediately stabilized but unconscious, and the potions effects end." + ] + }, + { + "name": "Potion: Superior Swallow", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "You heal a number of {@dice 3d4} hit points immediately, and again at the start of each of your turns for the next three rounds. If you fall to zero hit points while the potion is still active, you are immediately stabilized but unconscious, and the potions effects end." + ] + }, + { + "name": "Potion: Master Swallow", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "You heal a number of {@dice 4d4} hit points immediately, and again at the start of each of your turns for the next three rounds. If you fall to zero hit points while the potion is still active, you are immediately stabilized but unconscious, and the potions effects end." + ] + }, + { + "name": "Potion: Thunderbolt", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:P" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, your melee weapon attacks deal greater damage, you ignore resistances to piercing, slashing, and bludgeoning damage and your weapon attacks have increased damage by {@i 0 (damage bonus +0)}." + ] + }, + { + "name": "Potion: Greater Thunderbolt", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PG" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, your melee weapon attacks deal greater damage, you ignore resistances to piercing, slashing, and bludgeoning damage and your weapon attacks have increased damage by {@i 2 (damage bonus +2)}." + ] + }, + { + "name": "Potion: Superior Thunderbolt", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PS" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, your melee weapon attacks deal greater damage, you ignore resistances to piercing, slashing, and bludgeoning damage and your weapon attacks have increased damage by {@i 4 (damage bonus +4)}." + ] + }, + { + "name": "Potion: Master Thunderbolt", + "source": "WITCHERHLA", + "page": 14, + "featureType": [ + "OF:WITCHERHLA:PM" + ], + "entries": [ + { + "name": "Witcher Potion", + "type": "entries", + "entries": [ + "Any Witcher worth their coin will have a number of prepared potions on their person, ready to be used at a moment's notice to give the Witcher an edge when dealing with deadly foes.", + "{@b Consuming 1 vial of a potion is equal to one use of Witcher Preparation.}" + ] + }, + { + "name": "Non-Witcher Penalty", + "type": "entries", + "entries": [ + "Non-Witchers who consume Witcher potions must succeed on a Constitution saving throw or be poisoned for one minute. Even if they succeed, they take poison damage depending on the tier potion consumed, and retain none of the potion's benefits. Reference the table below for the damage amounts:", + { + "type": "table", + "colLabels": [ + "Potion Tier", + "Poison Damage Taken" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Base Potion", + "{@dice 1d8}" + ], + [ + "Greater", + "{@dice 2d8}" + ], + [ + "Superior", + "{@dice 3d8}" + ], + [ + "Master", + "{@dice 4d8}" + ] + ] + } + ] + }, + "For 1 minute, your melee weapon attacks deal greater damage, you ignore resistances to piercing, slashing, and bludgeoning damage and your weapon attacks have increased damage by {@i 6 (damage bonus +6)}." + ] + }, + { + "name": "Bomb: Dancing Star", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dancing Star bomb explodes in a {@i 10-foot radius}, followed by a series of smaller explosions within the area of effect at the start of the Witcher's next turn. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 2d6} fire damage, or half as much on a successful one. Any creature still remaining in the area during the secondary series of explosions must repeat the save or take {@damage 2d4} fire damage." + ] + }, + { + "name": "Bomb: Greater Dancing Star", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BG" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dancing Star bomb explodes in a {@i 15-foot radius}, followed by a series of smaller explosions within the area of effect at the start of the Witcher's next turn. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 4d6} fire damage, or half as much on a successful one. Any creature still remaining in the area during the secondary series of explosions must repeat the save or take {@damage 4d4} fire damage." + ] + }, + { + "name": "Bomb: Superior Dancing Star", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BS" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dancing Star bomb explodes in a {@i 20-foot radius}, followed by a series of smaller explosions within the area of effect at the start of the Witcher's next turn. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 6d6} fire damage, or half as much on a successful one. Any creature still remaining in the area during the secondary series of explosions must repeat the save or take {@damage 6d4} fire damage." + ] + }, + { + "name": "Bomb: Master Dancing Star", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BM" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dancing Star bomb explodes in a {@i 25-foot radius}, followed by a series of smaller explosions within the area of effect at the start of the Witcher's next turn. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 8d6} fire damage, or half as much on a successful one. Any creature still remaining in the area during the secondary series of explosions must repeat the save or take {@damage 8d4} fire damage." + ] + }, + { + "name": "Bomb: Devil's Puffball", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Devil's Puffball Bomb releases a cloud of poison in a {@i 10-foot radius}. The poison cloud lingers in the area for the duration or until a moderate wind disperses it, forcing any creature starting their turn within the area to make a Constitution saving throw. On a failed save a creature takes {@damage 2d6} poison damage, or half as much on a successful one. The poison cloud will disperse after 1 minute." + ] + }, + { + "name": "Bomb: Greater Devil's Puffball", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BG" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Devil's Puffball Bomb releases a cloud of poison in a {@i 10-foot radius}. The poison cloud lingers in the area for the duration or until a moderate wind disperses it, forcing any creature starting their turn within the area to make a Constitution saving throw. On a failed save a creature takes {@damage 4d6} poison damage, or half as much on a successful one. The poison cloud will disperse after 1 minute." + ] + }, + { + "name": "Bomb: Superior Devil's Puffball", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BS" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Devil's Puffball Bomb releases a cloud of poison in a {@i 15-foot radius}. The poison cloud lingers in the area for the duration or until a moderate wind disperses it, forcing any creature starting their turn within the area to make a Constitution saving throw. On a failed save a creature takes {@damage 6d6} poison damage, or half as much on a successful one. The poison cloud will disperse after 1 minute." + ] + }, + { + "name": "Bomb: Master Devil's Puffball", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BM" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Devil's Puffball Bomb releases a cloud of poison in a {@i 15-foot radius}. The poison cloud lingers in the area for the duration or until a moderate wind disperses it, forcing any creature starting their turn within the area to make a Constitution saving throw. On a failed save a creature takes {@damage 8d6} poison damage, or half as much on a successful one. The poison cloud will disperse after 1 minute." + ] + }, + { + "name": "Bomb: Dimeritium", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dimeritium Bomb explodes into a mist of Dimeritium shards in a {@i 10-foot radius}, forming a cloud of Dimeritium dust that momentarily stunts magic within the area and forces creatures within the area to make a Dexterity saving throw. On a failed save a creature takes {@damage 1d8} piercing damage, or half as much damage on a successful one. The Dimeritium cloud lingers in the area for the duration or until a moderate non-magical wind disperses it.", + "Creatures inside the cloud cannot cast spells below the {@i 2nd Level} level, and magic items inside the cloud temporarily lose their magical properties while in the cloud, including illusions. Any ongoing magical effects from spells are dispelled within the cloud, as well as any attempted spell that would travel through the cloud's radius. Creatures cannot become ethereal within the cloud. The cloud disperses after 3 rounds." + ] + }, + { + "name": "Bomb: Greater Dimeritium", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BG" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dimeritium Bomb explodes into a mist of Dimeritium shards in a {@i 10-foot radius}, forming a cloud of Dimeritium dust that momentarily stunts magic within the area and forces creatures within the area to make a Dexterity saving throw. On a failed save a creature takes {@damage 2d8} piercing damage, or half as much damage on a successful one. The Dimeritium cloud lingers in the area for the duration or until a moderate non-magical wind disperses it.", + "Creatures inside the cloud cannot cast spells below the {@i 3rd Level} level, and magic items inside the cloud temporarily lose their magical properties while in the cloud, including illusions. Any ongoing magical effects from spells are dispelled within the cloud, as well as any attempted spell that would travel through the cloud's radius. Creatures cannot become ethereal within the cloud. The cloud disperses after 3 rounds." + ] + }, + { + "name": "Bomb: Superior Dimeritium", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BS" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dimeritium Bomb explodes into a mist of Dimeritium shards in a {@i 15-foot radius}, forming a cloud of Dimeritium dust that momentarily stunts magic within the area and forces creatures within the area to make a Dexterity saving throw. On a failed save a creature takes {@damage 3d8} piercing damage, or half as much damage on a successful one. The Dimeritium cloud lingers in the area for the duration or until a moderate non-magical wind disperses it.", + "Creatures inside the cloud cannot cast spells below the {@i 4th Level} level, and magic items inside the cloud temporarily lose their magical properties while in the cloud, including illusions. Any ongoing magical effects from spells are dispelled within the cloud, as well as any attempted spell that would travel through the cloud's radius. Creatures cannot become ethereal within the cloud. The cloud disperses after 3 rounds." + ] + }, + { + "name": "Bomb: Superior Dimeritium", + "source": "WITCHERHLA", + "page": 15, + "featureType": [ + "OF:WITCHERHLA:BM" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dimeritium Bomb explodes into a mist of Dimeritium shards in a {@i 15-foot radius}, forming a cloud of Dimeritium dust that momentarily stunts magic within the area and forces creatures within the area to make a Dexterity saving throw. On a failed save a creature takes {@damage 4d8} piercing damage, or half as much damage on a successful one. The Dimeritium cloud lingers in the area for the duration or until a moderate non-magical wind disperses it.", + "Creatures inside the cloud cannot cast spells below the {@i 5th Level} level, and magic items inside the cloud temporarily lose their magical properties while in the cloud, including illusions. Any ongoing magical effects from spells are dispelled within the cloud, as well as any attempted spell that would travel through the cloud's radius. Creatures cannot become ethereal within the cloud. The cloud disperses after 3 rounds." + ] + }, + { + "name": "Bomb: Dragon's Dream", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dragon's Dream Bomb releases a cloud of explosive gas in a {@i 10-foot radius}. The gas alone does not have any effect on creatures within the area, and will disperse after 1 minute or until a moderate wind disperses it. If any fire enters that area, the gas explodes, dealing {@damage 3d6} fire damage to all creatures caught in the blast.", + "If multiple Dragon's Dream Bombs are used and their areas of effect would overlap, the resulting explosive damage does not stack for the overlapped area." + ] + }, + { + "name": "Bomb: Greater Dragon's Dream", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BG" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dragon's Dream Bomb releases a cloud of explosive gas in a {@i 10-foot radius}. The gas alone does not have any effect on creatures within the area, and will disperse after 1 minute or until a moderate wind disperses it. If any fire enters that area, the gas explodes, dealing {@damage 6d6} fire damage to all creatures caught in the blast.", + "If multiple Dragon's Dream Bombs are used and their areas of effect would overlap, the resulting explosive damage does not stack for the overlapped area." + ] + }, + { + "name": "Bomb: Superior Dragon's Dream", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BS" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dragon's Dream Bomb releases a cloud of explosive gas in a {@i 15-foot radius}. The gas alone does not have any effect on creatures within the area, and will disperse after 1 minute or until a moderate wind disperses it. If any fire enters that area, the gas explodes, dealing {@damage 9d6} fire damage to all creatures caught in the blast.", + "If multiple Dragon's Dream Bombs are used and their areas of effect would overlap, the resulting explosive damage does not stack for the overlapped area." + ] + }, + { + "name": "Bomb: Master Dragon's Dream", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BM" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Dragon's Dream Bomb releases a cloud of explosive gas in a {@i 15-foot radius}. The gas alone does not have any effect on creatures within the area, and will disperse after 1 minute or until a moderate wind disperses it. If any fire enters that area, the gas explodes, dealing {@damage 12d6} fire damage to all creatures caught in the blast.", + "If multiple Dragon's Dream Bombs are used and their areas of effect would overlap, the resulting explosive damage does not stack for the overlapped area." + ] + }, + { + "name": "Bomb: Grapeshot", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Grapeshot bomb explodes in a {@i 10-foot radius}. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 2d8} piercing damage, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw, and structures within the blast take double the damage dealt." + ] + }, + { + "name": "Bomb: Greater Grapeshot", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BG" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Grapeshot bomb explodes in a {@i 15-foot radius}. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 4d8} piercing damage, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw, and structures within the blast take double the damage dealt." + ] + }, + { + "name": "Bomb: Superior Grapeshot", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BS" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Grapeshot bomb explodes in a {@i 15-foot radius}. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 6d8} piercing damage, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw, and structures within the blast take double the damage dealt." + ] + }, + { + "name": "Bomb: Grapeshot", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Grapeshot bomb explodes in a {@i 20-foot radius}. Each creature in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 8d8} piercing damage, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw, and structures within the blast take double the damage dealt." + ] + }, + { + "name": "Bomb: Moondust", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Moondust bomb releases a flurry of silver splinters in a {@i 10-foot radius}. Each creatures in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 1d8} piercing damage, or half as much on a successful one.", + "Shapechangers take additional {@damage 2d6} poison damage regardless of the outcome of the saving throw, are forced to their original form and cannot shapeshift for 1 minute, and cannot regenerate health for 1 turn after taking damage. This poison damage ignores any resistance the creature may have." + ] + }, + { + "name": "Bomb: Greater Moondust", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BG" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Moondust bomb releases a flurry of silver splinters in a {@i 15-foot radius}. Each creatures in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 2d8} piercing damage, or half as much on a successful one.", + "Shapechangers take additional {@damage 4d6} poison damage regardless of the outcome of the saving throw, are forced to their original form and cannot shapeshift for 1 minute, and cannot regenerate health for 1 turn after taking damage. This poison damage ignores any resistance the creature may have." + ] + }, + { + "name": "Bomb: Superior Moondust", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BS" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Moondust bomb releases a flurry of silver splinters in a {@i 15-foot radius}. Each creatures in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 3d8} piercing damage, or half as much on a successful one.", + "Shapechangers take additional {@damage 6d6} poison damage regardless of the outcome of the saving throw, are forced to their original form and cannot shapeshift for 1 minute, and cannot regenerate health for 1 turn after taking damage. This poison damage ignores any resistance the creature may have." + ] + }, + { + "name": "Bomb: Master Moondust", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BM" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Moondust bomb releases a flurry of silver splinters in a {@i 20-foot radius}. Each creatures in this area must make a Dexterity saving throw. On a failed save a creature takes {@damage 4d8} piercing damage, or half as much on a successful one.", + "Shapechangers take additional {@damage 8d6} poison damage regardless of the outcome of the saving throw, are forced to their original form and cannot shapeshift for 1 minute, and cannot regenerate health for 1 turn after taking damage. This poison damage ignores any resistance the creature may have." + ] + }, + { + "name": "Bomb: Northern Wind", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Northern Wind bomb releases a burst of freezing cold in a {@i 10-foot radius}. Each creature in this area must make a Constitution saving throw. On a failed save a creature has their movement reduced to 0 until the end of their next turn, and takes {@damage 2d6} cold damage. On a successful save the creature has their movement reduced to half until the end of their next turn and takes only half damage." + ] + }, + { + "name": "Bomb: Greater Northern Wind", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BG" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Northern Wind bomb releases a burst of freezing cold in a {@i 15-foot radius}. Each creature in this area must make a Constitution saving throw. On a failed save a creature has their movement reduced to 0 until the end of their next turn, and takes {@damage 4d6} cold damage. On a successful save the creature has their movement reduced to half until the end of their next turn and takes only half damage." + ] + }, + { + "name": "Bomb: Superior Northern Wind", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BS" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Northern Wind bomb releases a burst of freezing cold in a {@i 15-foot radius}. Each creature in this area must make a Constitution saving throw. On a failed save a creature has their movement reduced to 0 until the end of their next turn, and takes {@damage 6d6} cold damage. On a successful save the creature has their movement reduced to half until the end of their next turn and takes only half damage." + ] + }, + { + "name": "Bomb: Master Northern Wind", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BM" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Northern Wind bomb releases a burst of freezing cold in a {@i 20-foot radius}. Each creature in this area must make a Constitution saving throw. On a failed save a creature has their movement reduced to 0 until the end of their next turn, and takes {@damage 8d6} cold damage. On a successful save the creature has their movement reduced to half until the end of their next turn and takes only half damage." + ] + }, + { + "name": "Bomb: Samum", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:B" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Samum bomb explodes in a flash of bright white light and deafening sound in a {@i 5-foot radius}. Each creature in this area must make a Constitution saving throw. On a failed save a creature is stunned for 1 turn and takes {@damage 2d4} thunder damage. On a successful save the creature is not stunned and takes only half damage." + ] + }, + { + "name": "Bomb: Greater Samum", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BG" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Samum bomb explodes in a flash of bright white light and deafening sound in a {@i 5-foot radius}. Each creature in this area must make a Constitution saving throw. On a failed save a creature is stunned for 1 turn and takes {@damage 4d4} thunder damage. On a successful save the creature is not stunned and takes only half damage." + ] + }, + { + "name": "Bomb: Superior Samum", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BS" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Samum bomb explodes in a flash of bright white light and deafening sound in a {@i 10-foot radius}. Each creature in this area must make a Constitution saving throw. On a failed save a creature is stunned for 1 turn and takes {@damage 6d4} thunder damage. On a successful save the creature is not stunned and takes only half damage." + ] + }, + { + "name": "Bomb: Master Samum", + "source": "WITCHERHLA", + "page": 16, + "featureType": [ + "OF:WITCHERHLA:BM" + ], + "entries": [ + { + "name": "Handbombs/Bombs", + "type": "entries", + "entries": [ + "Witchers are nothing if not versatile in their approaches to slaying monsters, and the second tool in their Witcher Preparation arsenal is the handbomb. Highly effective area-of-effect weapons, you can throw them at a point you can see within 60 feet of you to wreak havoc on your enemies.", + "Whether used as a simple damage-dealer, or as a method of strategically controlling the battlefield, your chances of survival will improve dramatically when you wield them.", + "{@b Using 1 handbomb/bomb equals one use of Witcher Preparation.}" + ] + }, + "Upon impact, the Samum bomb explodes in a flash of bright white light and deafening sound in a {@i 10-foot radius}. Each creature in this area must make a Constitution saving throw. On a failed save a creature is stunned for 1 turn and takes {@damage 8d4} thunder damage. On a successful save the creature is not stunned and takes only half damage." + ] + } + ], + "classFeature": [ + { + "name": "Witcher's Bestiary", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 4, + "level": 1, + "header": 1, + "entries": [ + "The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of numerous monsters. Through countless hours of studying your bestiary, you have a chance to recall information you have learned of a non-humanoid creature you are facing when beginning combat.", + "When you roll Initiative, you can choose to make an Intelligence-based skill check as determined by the DM to recall helpful information about one creature you can see. You must succeed against a DC set by your DM (in most cases a value of 15 may be appropriate). If you do so, then you gain advantage on attack rolls made as part of the first attack action or cast a spell action you make against that creature or another of the same creature type. Alternatively, you can impose disadvantage on the first saving throw that creature or another of the same creature type makes against one of your spells or abilities.", + "If you do not use this benefit within 1 minute, it is lost. You can use this feature twice, and you regain all expended uses after a long rest." + ] + }, + { + "name": "Witcher School Feature", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 4, + "level": 1, + "header": 1, + "entries": [ + "At 1st level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features." + ] + }, + { + "name": "Witcher School Feature", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 4, + "level": 6, + "header": 1, + "entries": [ + "At 6th level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features." + ] + }, + { + "name": "Witcher School Feature", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 4, + "level": 10, + "header": 1, + "entries": [ + "At 10th level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features." + ] + }, + { + "name": "Witcher School Feature", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 4, + "level": 14, + "header": 1, + "entries": [ + "At 14th level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features." + ] + }, + { + "name": "Witcher School Feature", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 4, + "level": 18, + "header": 1, + "entries": [ + "At 18th level, you choose a school of training that best represents your style of monster hunting. Your Witcher school grants you features." + ] + }, + { + "name": "Witcher Spellcasting", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 4, + "level": 2, + "header": 1, + "entries": [ + "At 2nd level, you have learned a rudimentary form of magic, allowing you to quickly produce magical effects through weaving hand signs. Casting a Witcher spell requires one hand free in order to create the somatic components.", + { + "name": "Spell Slots", + "type": "entries", + "entries": [ + "The Witcher table shows how many spell slots you have to cast your Witcher spells. To cast one of these Witcher spells , you must expend a slot of the spell's level or higher. You can learn additional Witcher spells of your choice at higher levels, as shown in the Witcher table. You regain all expended sp ell slots when you finish a Long Rest.", + "For example, if you know the 1st-level spell {@spell Aard|WITCHERHLA} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell Aard|WITCHERHLA} using either slot." + ] + }, + { + "name": "Spells Known off 1st Level and Higher", + "type": "entries", + "entries": [ + "You know two {@filter 1st-level spells of your choice from the Witcher spell list|spells|level=1|class=Witcher (WITCHERHLA)}.", + "The Spells Known column of the Witcher table shows when you learn more Witcher spells of your choice. Each of the spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.", + "Additionally, when you gain a level in this class, you can choose one of the Witcher spells you know and replace it with another spell from the {@i Witcher Spell list}, which also must be of a level for which you have Spell Slots." + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Intelligence is your spellcasting ability for your witcher spells, since the power of your spellcasting came through rigorous study and practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Witcher spell you cast and when making an attack roll with one.", + "{@b Saving throws:} Some spells require a saving throw to resist its effect. The saving throw DC is calculated as follows:", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Spell Save DC} = 8 + your proficiency bonus + your Intelligence modifier", + "{@b Spell Attack Modifier} = your proficiency bonus + your Intelligence modifier" + ] + } + ] + }, + { + "name": "Witcher Spell list", + "type": "entries", + "entries": [ + "This is a list of the spells that are available to be learned by Witchers. In addition to a few cantrips, Witchers gain knowledge of simple Witcher spells over the course of their training", + { + "name": "Cantrips (0 Level)", + "type": "list", + "items": [ + "{@spell control flames|xge}", + "{@spell friends|phb}", + "{@spell frostbite|xge}", + "{@spell guidance|phb}", + "{@spell gust|xge}", + "{@spell lightning lure|tce}", + "{@spell mind sliver|tce}", + "{@spell prestidigitation|phb}", + "{@spell produce flame|phb}", + "{@spell ray of frost|phb}" + ] + }, + { + "name": "1st Level", + "type": "list", + "items": [ + "{@spell aard|WITCHERHLA}", + "{@spell axii|WITCHERHLA}", + "{@spell charm Person|phb} (Prerequisite: School of the Griffin, {@spell Axii|WITCHERHLA})", + "{@spell firestream|WITCHERHLA} (Prerequisite: School of the Griffin, {@spell Igni|WITCHERHLA})", + "{@spell igni|WITCHERHLA}", + "{@spell quen|WITCHERHLA}", + "{@spell sleep|phb} (Prerequisite: School of the Griffin, {@spell Somne|WITCHERHLA})", + "{@spell sweep|WITCHERHLA} (Prerequisite: School of the Griffin, {@spell Aard|WITCHERHLA})" + ] + }, + { + "name": "2nd Level", + "type": "list", + "items": [ + "{@spell blindness/deafness|phb} (Prerequisite: School of the Griffin, {@spell Supirre|WITCHERHLA})", + "{@spell chains|WITCHERHLA} (Prerequisite: School of the Griffin, {@spell Yrden|WITCHERHLA})", + "{@spell heliotrope|WITCHERHLA}", + "{@spell supirre|WITCHERHLA}" + ] + }, + { + "name": "3rd Level", + "type": "list", + "items": [ + "{@spell glacies|WITCHERHLA}", + "{@spell guardian|WITCHERHLA} (Prerequisite: School of the Griffin, {@spell heliotrope|WITCHERHLA})" + ] + }, + { + "name": "4th Level", + "type": "list", + "items": [ + "{@spell rimefrost|WITCHERHLA} (Prerequisite: School of the Griffin, {@spell glacies|WITCHERHLA})", + "{@spell yrden|WITCHERHLA}" + ] + }, + { + "name": "5th Level", + "type": "list", + "items": [ + "{@spell retribution|WITCHERHLA} (Prerequisite: School of the Griffin, {@spell Quen|WITCHERHLA})", + "{@spell somne|WITCHERHLA}" + ] + } + ] + } + ] + }, + { + "name": "Fighting Style", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 4, + "level": 2, + "header": 1, + "entries": [ + "Also at 2nd level, you adopt a particular style of fighting as your specialty. {@filter Choose one of the following options|optionalfeatures|source=COMFightStyle|feature type=FS:Witcher}. You can't take the same fighting style option more than once, even if you get to choose again later." + ] + }, + { + "name": "Witcher Preparation", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 5, + "level": 3, + "header": 1, + "entries": [ + "The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized {@filter potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:P;OF:WITCHERHLA:PG;OF:WITCHERHLA:PS;OF:WITCHERHLA:PM} and {@filter handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:B;OF:WITCHERHLA:BG;OF:WITCHERHLA:BSOF:WITCHERHLA:BM} in their fights with monsters.", + "Starting at 3rd level you gain the Witcher Preparation feature. With this feature you prepare a number of various {@filter potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:P} and {@filter handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:B} from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. {@b Consuming a potion or using a handbomb equals one use of Witcher Preparation.}", + "To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.", + "{@b Saving throws:} Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.", + { + "name": "Potions", + "type": "entries", + "entries": [ + "{@filter Potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:P}", + "You can prepare a number of potion formulas, listed under \"Alchemy\". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.", + "A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.", + "A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.", + "{@b Ingesting a Witcher potion requires your choice of an action or a bonus action.}" + ] + }, + { + "name": "Handbombs", + "type": "entries", + "entries": [ + "{@filter Handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:B}", + "Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under \"Alchemy\". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.", + "{@b Using a handbomb requires an action.}" + ] + } + ] + }, + { + "name": "Greater Witcher Preparation", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 5, + "level": 7, + "header": 1, + "entries": [ + "The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized {@filter potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:P;OF:WITCHERHLA:PG;OF:WITCHERHLA:PS;OF:WITCHERHLA:PM} and {@filter handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:B;OF:WITCHERHLA:BG;OF:WITCHERHLA:BSOF:WITCHERHLA:BM} in their fights with monsters.", + "Starting at 7th level you gain the Witcher Preparation feature. With this feature you prepare a number of various {@filter greater potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:PG} and {@filter greater handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:BG} from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. {@b Consuming a potion or using a handbomb equals one use of Witcher Preparation.}", + "To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.", + "{@b Saving throws:} Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.", + { + "name": "Greater Potions", + "type": "entries", + "entries": [ + "{@filter Greater Potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:PG}", + "You can prepare a number of potion formulas, listed under \"Alchemy\". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.", + "A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.", + "A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.", + "{@b Ingesting a Witcher potion requires your choice of an action or a bonus action.}" + ] + }, + { + "name": "Greater Handbombs", + "type": "entries", + "entries": [ + "{@filter Greater Handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:BG}", + "Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under \"Alchemy\". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.", + "{@b Using a handbomb requires an action.}" + ] + } + ] + }, + { + "name": "Superior Witcher Preparation", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 5, + "level": 11, + "header": 1, + "entries": [ + "The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized {@filter potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:P;OF:WITCHERHLA:PG;OF:WITCHERHLA:PS;OF:WITCHERHLA:PM} and {@filter handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:B;OF:WITCHERHLA:BG;OF:WITCHERHLA:BSOF:WITCHERHLA:BM} in their fights with monsters.", + "Starting at 11th level you gain the Witcher Preparation feature. With this feature you prepare a number of various {@filter superior potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:PS} and {@filter superior handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:BS} from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. {@b Consuming a potion or using a handbomb equals one use of Witcher Preparation.}", + "To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.", + "{@b Saving throws:} Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.", + { + "name": "Superior Potions", + "type": "entries", + "entries": [ + "{@filter Superior Potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:PS}", + "You can prepare a number of potion formulas, listed under \"Alchemy\". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.", + "A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.", + "A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.", + "{@b Ingesting a Witcher potion requires your choice of an action or a bonus action.}" + ] + }, + { + "name": "Superior Handbombs", + "type": "entries", + "entries": [ + "{@filter Superior Handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:BS}", + "Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under \"Alchemy\". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.", + "{@b Using a handbomb requires an action.}" + ] + } + ] + }, + { + "name": "Master Witcher Preparation", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 5, + "level": 15, + "header": 1, + "entries": [ + "The key to a Witcher's success is often found in their preparation, both through alchemy as well as crafting. Among their tools, Witchers are known to utilize specialized {@filter potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:P;OF:WITCHERHLA:PG;OF:WITCHERHLA:PS;OF:WITCHERHLA:PM} and {@filter handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:B;OF:WITCHERHLA:BG;OF:WITCHERHLA:BSOF:WITCHERHLA:BM} in their fights with monsters.", + "Starting at 15th level you gain the Witcher Preparation feature. With this feature you prepare a number of various {@filter master potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:PM} and {@filter master handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:BM} from the formulas and schematics you know, which you can then use a number of times equal to your proficiency modifier. {@b Consuming a potion or using a handbomb equals one use of Witcher Preparation.}", + "To regain spent uses of this feature you must have alchemist's supplies on your person as well as devote 1 hour during your long rest to preparation.", + "{@b Saving throws:} Some Witcher Preparation items require a saving throw to resist its effect. The saving throws use the Spell Save DC.", + { + "name": "Master Potions", + "type": "entries", + "entries": [ + "{@filter Master Potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:PM}", + "You can prepare a number of potion formulas, listed under \"Alchemy\". You gain the ability to prepare additional potions as you gain Witcher levels, as shown in the Potions Prepared column of the Witcher table. Your ability to brew stronger versions of your potions will increase at 7th, 11th, and 15th levels.", + "A single potion's effect does not stack with itself during its active duration; if the same potion is used prior to the effects of the first potion wearing off, the effects of the first dissipate and are replaced with the effects of the second.", + "A Witcher's potions are highly toxic, and only a Witcher can withstand the toxins due to their conditioning and training. A non-witcher that drinks a Witcher potion must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. Even if they succeed, they take poison damage determined by the tier of the potion consumed, and do not get any of the benefits of the potion.", + "{@b Ingesting a Witcher potion requires your choice of an action or a bonus action.}" + ] + }, + { + "name": "Master Handbombs", + "type": "entries", + "entries": [ + "{@filter Master Handbombs|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:BM}", + "Potions aren't a Witcher's only form of preparation in hunting monsters. They can also prepare handbombs to tip the scales in their favor, listed under \"Alchemy\". Witchers are able to prepare schematics for crafting 2 handbombs of their choice at level 3. You can prepare an additional schematic as well as improvements to the handbombs at 7th, 11th, and 15th levels, as shown in the Handbombs Prepared column of the Witcher table.", + "{@b Using a handbomb requires an action.}" + ] + } + ] + }, + { + "name": "Blade Oil", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 5, + "level": 3, + "header": 1, + "entries": [ + "Starting at 3rd level, you can apply Blade Oil as a bonus action to a weapon or ammunition. Once per turn when you deal damage with a weapon attack with this weapon or ammunition, you can choose one weapon damage die and reroll it, taking the better result. The effects of the oil last for one minute, and you can use this feature twice per long rest." + ] + }, + { + "name": "Blade Oil Superior", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 5, + "level": 6, + "header": 1, + "entries": [ + "Starting at 6th level, you can apply Blade Oil as a bonus action to a weapon or ammunition. Once per turn when you deal damage with a weapon attack with this weapon or ammunition, you can choose one weapon damage die and reroll it, taking the better result. The effects of the oil last for one minute, and you can use this feature twice per long rest.", + "At 6th level, you improve your blade oil to additionally prevent a creature's health from regenerating for one turn." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 4, + "header": 1, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 8, + "header": 1, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 12, + "header": 1, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 16, + "header": 1, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 19, + "header": 1, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 5, + "header": 1, + "entries": [ + "Beginning at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Monsters Are My Trade", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 5, + "header": 1, + "entries": [ + "Also at 5th level, you have improved your ability to earn greater compensation in your craft. You gain advantage on all Charisma-based skill checks related to haggling the price of commissions or rewards from hunting monsters." + ] + }, + { + "name": "Honed Edge", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 11, + "header": 1, + "entries": [ + "Starting at 11th level, you have improved your ability to maintain your weapons to such a degree that your damage dealt is notably stronger. Your weapon attacks now deal an additional 1d8 damage." + ] + }, + { + "name": "Master Witcher", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "page": 6, + "level": 20, + "header": 1, + "entries": [ + "At level 20 you have achieved the rank of Master Witcher. You can choose one from the following abilities to adopt as part of your Witcher combat style:", + { + "type": "options", + "entries": [ + { + "type": "entries", + "name": "Combat Spell Master", + "entries": [ + "When you kill an enemy by casting a spell with a spell slot of 2nd Level or higher, you regain 1 expended spell slot up to 1 level below the level of the spell cast for each creature killed. The enemy killed must have a Challenge Rating equal to half your Witcher level or greater for this effect to be granted.", + "For example, if you cast a level 4 spell and kill a single creature with a CR equal to half your Witcher level or greater, you can regain an expended 1st, 2nd, or 3rd level spell slot. If you kill multiple creatures in this way, you can regain an expended spell slot for each creature killed." + ] + }, + { + "type": "entries", + "name": "Deadly Onslaught", + "entries": [ + "Once per turn, when you take the Attack action or use a bonus action to attack on your turn, you make one additional weapon attack as part of that action. You also expand your critical hit range by 1 for all weapon attacks, stacking with any other bonuses you may already possess." + ] + }, + { + "type": "entries", + "name": "Swarmslayer", + "entries": [ + "You thrive when attacked by a multitude of foes, gaining the following benefits:", + { + "type": "list", + "items": [ + "You negate advantage normally given by creatures with the Pack Tactics feature.", + "When you have three or more enemies within 10 feet of you, you gain a +3 bonus to AC and damage rolls." + ] + } + ] + } + ] + } + ] + } + ], + "subclass": [ + { + "name": "School of the Bear", + "source": "WITCHERHLA", + "shortName": "School of the Bear", + "page": 7, + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassFeatures": [ + "School of the Bear|Witcher|WITCHERHLA|School of the Bear|WITCHERHLA|1", + "Implacable|Witcher|WITCHERHLA|School of the Bear|WITCHERHLA|6", + "Deadly Counter|Witcher|WITCHERHLA|School of the Bear|WITCHERHLA|10", + "Innate Regeneration|Witcher|WITCHERHLA|School of the Bear|WITCHERHLA|14", + "Primal Beast|Witcher|WITCHERHLA|School of the Bear|WITCHERHLA|18" + ] + }, + { + "name": "School of the Cat", + "source": "WITCHERHLA", + "shortName": "School of the Cat", + "page": 8, + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassFeatures": [ + "School of the Cat|Witcher|WITCHERHLA|School of the Cat|WITCHERHLA|1", + "Harass|Witcher|WITCHERHLA|School of the Cat|WITCHERHLA|6", + "Hasty Retreat|Witcher|WITCHERHLA|School of the Cat|WITCHERHLA|10", + "Stalker's Flurry|Witcher|WITCHERHLA|School of the Cat|WITCHERHLA|14", + "Predator's Target|Witcher|WITCHERHLA|School of the Cat|WITCHERHLA|18" + ] + }, + { + "name": "School of the Griffin", + "source": "WITCHERHLA", + "shortName": "School of the Griffin", + "page": 9, + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassFeatures": [ + "School of the Griffin|Witcher|WITCHERHLA|School of the Griffin|WITCHERHLA|1", + "Alternative Witcher Spells|Witcher|WITCHERHLA|School of the Griffin|WITCHERHLA|6", + "Arcane Riposte|Witcher|WITCHERHLA|School of the Griffin|WITCHERHLA|10", + "Martial Spellcasting|Witcher|WITCHERHLA|School of the Griffin|WITCHERHLA|14", + "Dual Casting|Witcher|WITCHERHLA|School of the Griffin|WITCHERHLA|18" + ], + "subclassSpells": [ + "charm Person|phb", + "firestream|WITCHERHLA", + "sleep|phb", + "sweep|WITCHERHLA", + "blindness/deafness|phb", + "chains|WITCHERHLA", + "guardian|WITCHERHLA", + "rimefrost|WITCHERHLA", + "retribution|WITCHERHLA" + ] + }, + { + "name": "School of the Manticore", + "source": "WITCHERHLA", + "shortName": "School of the Manticore", + "page": 10, + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassFeatures": [ + "School of the Manticore|Witcher|WITCHERHLA|School of the Manticore|WITCHERHLA|1", + "Alchemical Adept|Witcher|WITCHERHLA|School of the Manticore|WITCHERHLA|6", + "Human Shield|Witcher|WITCHERHLA|School of the Manticore|WITCHERHLA|10", + "Improved Alchemical Adept|Witcher|WITCHERHLA|School of the Manticore|WITCHERHLA|14", + "Stand Against the Tide|Witcher|WITCHERHLA|School of the Manticore|WITCHERHLA|18" + ] + }, + { + "name": "School of the Viper", + "source": "WITCHERHLA", + "shortName": "School of the Viper", + "page": 11, + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassFeatures": [ + "School of the Viper|Witcher|WITCHERHLA|School of the Viper|WITCHERHLA|1", + "Explosive Preparation|Witcher|WITCHERHLA|School of the Viper|WITCHERHLA|6", + "Improved Viper Strike|Witcher|WITCHERHLA|School of the Viper|WITCHERHLA|10", + "Rapid Strike|Witcher|WITCHERHLA|School of the Viper|WITCHERHLA|14", + "Viper's Reflexes|Witcher|WITCHERHLA|School of the Viper|WITCHERHLA|18" + ] + }, + { + "name": "School of the Wolf", + "source": "WITCHERHLA", + "shortName": "School of the Wolf", + "page": 12, + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassFeatures": [ + "School of the Wolf|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|1", + "Thorough Preparation|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|6", + "Improved Critical|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|6", + "Improved Arcane Strike|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|10", + "Improved Thorough Preparation|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|14", + "Prime Specimen|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|18" + ] + } + ], + "subclassFeature": [ + { + "name": "School of the Bear", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Bear", + "subclassSource": "WITCHERHLA", + "page": 7, + "level": 1, + "header": 1, + "entries": [ + "School of the Bear Witchers are typically the hardiest of the Witchers. They do not attempt to avoid enemy attacks, instead forcing their enemies to get close where they can rain down deadly blows. Their training is typically focused on maintaining survivability in a fight, trusting that the enemy will be the first to fall.", + { + "type": "refSubclassFeature", + "subclassFeature": "Heavy Gear Training|Witcher|WITCHERHLA|School of the Bear|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ursun Fortitude|Witcher|WITCHERHLA|School of the Bear|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Stand Your Ground|Witcher|WITCHERHLA|School of the Bear|WITCHERHLA|1" + } + ] + }, + { + "name": "Heavy Gear Training", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Bear", + "subclassSource": "WITCHERHLA", + "page": 7, + "level": 1, + "header": 1, + "entries": [ + "When you choose this school at 1st level, you gain the following features:", + { + "type": "list", + "items": [ + "You gain proficiency in medium and heavy armor.", + "You can replace your Proficiency in Intelligence saving throws with Proficiency in Strength saving throws if you choose." + ] + } + ], + "armorProficiencies": [ + { + "medium": true, + "heavy": true + } + ] + }, + { + "name": "Ursun Fortitude", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Bear", + "subclassSource": "WITCHERHLA", + "page": 7, + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you gain improved constitution from your training, earning you a +2 bonus to your health for each Witcher level." + ] + }, + { + "name": "Stand Your Ground", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Bear", + "subclassSource": "WITCHERHLA", + "page": 7, + "level": 1, + "header": 1, + "entries": [ + "Additionally at 1st level, you can leverage an established position in combat to strike more powerful blows. If you have not moved since the start of your previous turn, you gain a {@dice 1d4} bonus to damage rolls. Moving from your established position in any way interrupts this feature.", + "Starting at 10th level, the damage bonus increases to {@dice 1d6}." + ] + }, + { + "name": "Implacable", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Bear", + "subclassSource": "WITCHERHLA", + "page": 7, + "level": 6, + "header": 2, + "entries": [ + "At 6th level, you have boundless determination to keep going in a fight. As a bonus action on your turn, {@b you can recover hit points equal to 1d10 + your Constitution modifier + your Witcher level}.", + "Once you use this feature you must finish a short or long rest before you can use it again.", + "Starting at 14th level, you can use it twice before a rest, but only once per turn." + ] + }, + { + "name": "Deadly Counter", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Bear", + "subclassSource": "WITCHERHLA", + "page": 7, + "level": 10, + "header": 2, + "entries": [ + "Starting at 10th level, when you take damage from a creature that you can see, you give yourself advantage on the first attack roll on your next turn against that creature." + ] + }, + { + "name": "Innate Regeneration", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Bear", + "subclassSource": "WITCHERHLA", + "page": 7, + "level": 14, + "header": 2, + "entries": [ + "At 14th level, you gain innate regenerative powers. At the start of each of your turns, if you are below half your maximum hit points, you regain hit points equal to your Constitution modifier (minimum of 1) + half your Proficiency Bonus (rounded down). You don't gain this benefit if you have 0 hit points or are Petrified or Unconscious." + ] + }, + { + "name": "Primal Beast", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Bear", + "subclassSource": "WITCHERHLA", + "page": 7, + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you increase either your Strength or Constitution score by 4. Your maximum for this score is now 24." + ] + }, + { + "name": "School of the Cat", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Cat", + "subclassSource": "WITCHERHLA", + "page": 8, + "level": 1, + "header": 1, + "entries": [ + "School of the Cat Witchers focus their training on nimble or ranged fighting to deal damage even as they avoid taking it. Witchers from the School of the Cat are frequently seen wielding ranged weapons more prevalently than other witchers, and they tend to have a reputation for being emotionally distant and cold.", + { + "type": "refSubclassFeature", + "subclassFeature": "Cat-like Training|Witcher|WITCHERHLA|School of the Cat|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Agile Strike|Witcher|WITCHERHLA|School of the Cat|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mental Fortitude|Witcher|WITCHERHLA|School of the Cat|WITCHERHLA|1" + } + ] + }, + { + "name": "Cat-like Training", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Cat", + "subclassSource": "WITCHERHLA", + "page": 8, + "level": 1, + "header": 1, + "entries": [ + "When you choose this school at 1st level, you gain the following features:", + { + "type": "list", + "items": [ + "You gain proficiency in simple and martial ranged weapons.", + "You can choose to take a {@item shortbow|PHB} with {@item arrows (20)|PHB|20 arrows} with your starting equipment in place of the {@item light crossbow|PHB} and {@item crossbow bolts (20)|PHB|20 bolts}.", + "As long as you have both hands free, you have a climbing speed equal to your base movement speed." + ] + } + ], + "weaponProficiencies": [ + { + "martial": true, + "simple": true + } + ] + }, + { + "name": "Agile Strike", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Cat", + "subclassSource": "WITCHERHLA", + "page": 8, + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, when you use your action to dash, disengage, or hide, you can use your bonus action to make a single weapon attack." + ] + }, + { + "name": "Mental Fortitude", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Cat", + "subclassSource": "WITCHERHLA", + "page": 8, + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, your emotional distance from others offers you resistance against creatures attempting to mentally influence you. You have advantage on saving throws when a creature you can see attempts to charm or frighten you." + ] + }, + { + "name": "Harass", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Cat", + "subclassSource": "WITCHERHLA", + "page": 8, + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, Once on your turn when you hit a creature with an attack, that creature has disadvantage on its first attack made against a creature other than yourself." + ] + }, + { + "name": "Hasty Retreat", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Cat", + "subclassSource": "WITCHERHLA", + "page": 8, + "level": 10, + "header": 2, + "entries": [ + "At 10th level, when you take damage from a creature that you can see, you can use your reaction to immediately move up to your movement speed away. Any opportunity attack made against you during this movement is made with disadvantage." + ] + }, + { + "name": "Stalker's Flurry", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Cat", + "subclassSource": "WITCHERHLA", + "page": 8, + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you attack with such speed that you turn a miss into another strike. Once per turn when you miss with a weapon attack, you can make another weapon attack as part of the same action." + ] + }, + { + "name": "Predator's Target", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Cat", + "subclassSource": "WITCHERHLA", + "page": 8, + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level you can establish one creature within 60 feet of you as Prey. Drawing from the information you can recall about the creature, you exploit it's weaknesses, gaining the following effects:", + { + "type": "list", + "items": [ + "You gain a +2 bonus to attack rolls against the target.", + "Your weapon attack deal an additional 1d8 damage against the target.", + "You have advantage on saving throws from that creature.", + "For the duration of the effect, whenever you move, you can sense if you are moving closer or further away from your Prey." + ] + }, + "This effect lasts up to 8 hours, even if the target moves out of range. You may establish a new Prey only if the target is killed or subdued, or if you do not have any established Prey still active." + ] + }, + { + "name": "School of the Griffin", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Griffin", + "subclassSource": "WITCHERHLA", + "page": 9, + "level": 1, + "header": 1, + "entries": [ + "School of the Griffin Witchers spend most of their time studying their spellcraft. While they don't shirk their martial skills, they are most deadly when wielding magic. They spend much of their time studying magic in the company of learned scholars and nobles seeking tutelage, which often allows them to more easily earn the favor of those in the upper class.", + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Adept|Witcher|WITCHERHLA|School of the Griffin|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Scholar|Witcher|WITCHERHLA|School of the Griffin|WITCHERHLA|1" + } + ] + }, + { + "name": "Arcane Adept", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Griffin", + "subclassSource": "WITCHERHLA", + "page": 9, + "level": 1, + "header": 1, + "entries": [ + "When you choose this school at 1st level, you gain the following features:", + { + "type": "list", + "items": [ + "You learn more spells than Witchers of other schools, learning one additional spell at 2nd level, and again at 6th, 11th, and 16th levels.", + "You also learn a number of cantrips in addition to your Witcher spells, learning two cantrips from the {@filter Witcher spell list|spells|class=Witcher (WITCHERHLA)} early at level 1, as well as an additional cantrip at 4th, 7th, and 11th level. You can find these cantrips listed in the {@i Witcher Spellcasting} section.", + "Your extensive research into the arcane grants you additional spell effects for Witcher spells. These effects can be found listed with each spell in the {@i Witcher Spellcasting} section." + ] + } + ] + }, + { + "name": "Arcane Scholar", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Griffin", + "subclassSource": "WITCHERHLA", + "page": 9, + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, your time spent studying with fellow scholars and interacting with nobility gives you the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in Arcana and History.", + "You learn two additional languages of your choice.", + "You have advantage on Charisma-based skill checks when interacting with a member of upper society." + ] + } + ], + "skillProficiencies": [ + { + "arcana": true, + "history": true + } + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Alternative Witcher Spells", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Griffin", + "subclassSource": "WITCHERHLA", + "page": 9, + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you learn alternative forms of casting for the spells you know. For example, if you already know the spell {@spell Igni|WITCHERHLA}, you automatically learn the spell {@spell Firestream|WITCHERHLA} as well. If you know the spell {@spell Heliotrope|WITCHERHLA}, you will automatically learn the spell {@spell Guardian|WITCHERHLA} once you reach the level at which you can learn the spell. These alternative spells do not count against the number of spells you know. Reference the {@i Witcher Spellcasting} list for more information." + ] + }, + { + "name": "Arcane Riposte", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Griffin", + "subclassSource": "WITCHERHLA", + "page": 9, + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you add your Intelligence modifier to the damage you deal with any Witcher cantrips.", + "Additionally, when you take damage from a spell or magical effect you can siphon a portion of the magical energy to empower your spells. The next damaging spell you cast deals an extra die of damage to one target." + ] + }, + { + "name": "Martial Spellcasting", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Griffin", + "subclassSource": "WITCHERHLA", + "page": 9, + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you learn how to use your spells to open gaps in a creature's defense. When a creature takes damage from a spell you cast, you have advantage on any weapon attack you make against that creature before the end of your next turn." + ] + }, + { + "name": "Dual Casting", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Griffin", + "subclassSource": "WITCHERHLA", + "page": 9, + "level": 18, + "header": 2, + "entries": [ + "At 18th level, when you cast a spell as an action, you can use your bonus action to cast a witcher cantrip, even if the casting time normally requires an action" + ] + }, + { + "name": "School of the Manticore", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Manticore", + "subclassSource": "WITCHERHLA", + "page": 10, + "level": 1, + "header": 1, + "entries": [ + "School of the Manticore Witchers favor protection and defense over dealing excessive damage, approaching combat with the mentality to wear down their opponents, outlasting them while avoiding taking damage behind their shields. They also excel in the development of Witcher potions, and it is rare you do not see multiple vials at their belts or on a bandolier.", + { + "type": "refSubclassFeature", + "subclassFeature": "Shield Expert|Witcher|WITCHERHLA|School of the Manticore|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Improved Fortitude|Witcher|WITCHERHLA|School of the Manticore|WITCHERHLA|1" + } + ] + }, + { + "name": "Shield Expert", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Manticore", + "subclassSource": "WITCHERHLA", + "page": 10, + "level": 1, + "header": 1, + "entries": [ + "When you choose this school at 1st level, you gain the following features:", + { + "type": "list", + "items": [ + "You gain proficiency in medium armor and shields.", + "You get a +1 bonus to your AC when wearing only medium armor.", + "You can perform somatic components for spells, drink potions, or hold a non-weapon object such as a torch using a hand holding a shield.", + "You can use your bonus action to make an offhand weapon attack using your shield. This attack deals {@dice 1d4} bludgeoning damage on a hit and has the finesse property. Starting at 10th level, this damage increases to {@dice 1d6}.", + "You can prepare one additional potion formula of your choice at 3rd, 7th, 11th, and 15th levels." + ] + } + ], + "armorProficiencies": [ + { + "medium": true, + "shield|phb": true + } + ] + }, + { + "name": "Improved Fortitude", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Manticore", + "subclassSource": "WITCHERHLA", + "page": 10, + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you gain improved constitution from your training, earning you a +1 bonus to your health for each Witcher level." + ] + }, + { + "name": "Alchemical Adept", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Manticore", + "subclassSource": "WITCHERHLA", + "page": 10, + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you have devoted greater study for {@filter Witcher Potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:P}, gaining the following benefits:", + { + "type": "list", + "items": [ + "Consuming any Witcher potions grants you with temporary hit points equal to 1d8 + your Intelligence modifier. If a potion grants temporary hit points, the temporary hit points gained adds the temporary hit points from the potion with the temporary hit points gained from this ability. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 1d6 + your Intelligence modifier on the first turn of healing.", + "The first potion you consume per long rest does not count against your Witcher Preparation uses." + ] + } + ] + }, + { + "name": "Human Shield", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Manticore", + "subclassSource": "WITCHERHLA", + "page": 10, + "level": 10, + "header": 2, + "entries": [ + "At 10th level, when an ally within 5 feet of you takes damage from a non-magical attack, you can use your reaction to interpose yourself in front of your ally, taking the damage yourself instead.", + "Additionally, the first two potions you consume per long rest do not count against your Witcher Preparation uses." + ] + }, + { + "name": "Improved Alchemical Adept", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Manticore", + "subclassSource": "WITCHERHLA", + "page": 10, + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you have devoted greater study for {@filter Witcher Potions|optionalfeatures|source=WITCHERHLA|feature type=OF:WITCHERHLA:P}, gaining the following benefits:", + { + "type": "list", + "items": [ + "Consuming any Witcher potions grants you with temporary hit points equal to 2d8 + your Intelligence modifier. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 2d6 + your Intelligence modifier on the first turn of healing.", + "The first three potions you consume per long rest do not count against your Witcher Preparation uses." + ] + } + ] + }, + { + "name": "Stand Against the Tide", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Manticore", + "subclassSource": "WITCHERHLA", + "page": 10, + "level": 18, + "header": 2, + "entries": [ + "At 18th level, when a hostile creature misses you with a melee Attack, you can use your reaction to force that creature to repeat the same Attack against another creature (other than itself) of your choice within melee range.", + "Additionally, while you are wielding a shield, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 2." + ] + }, + { + "name": "School of the Viper", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Viper", + "subclassSource": "WITCHERHLA", + "page": 11, + "level": 1, + "header": 1, + "entries": [ + "School of the Viper Witchers are treated warily, as they are known to take contracts on anyone- not just monsters. They often are seen wielding two weapons at once, seeking to inflict maximum damage as quickly as possible. After all, an enemy can't hit you if they're dead.", + { + "type": "refSubclassFeature", + "subclassFeature": "Viper's Speed|Witcher|WITCHERHLA|School of the Viper|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Viper Strike|Witcher|WITCHERHLA|School of the Viper|WITCHERHLA|1" + } + ] + }, + { + "name": "Viper's Speed", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Viper", + "subclassSource": "WITCHERHLA", + "page": 11, + "level": 1, + "header": 1, + "entries": [ + "When you choose this school at 1st level, you gain the following features:", + { + "type": "list", + "items": [ + "Your speed increases by 5 feet while wearing only light armor with no shield equipped.", + "You can ignore the somatic requirements of spells while wielding weapons.", + "You can prepare one additional handbomb schematic of your choice at 7th, 11th, and 15th levels." + ] + } + ] + }, + { + "name": "Viper Strike", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Viper", + "subclassSource": "WITCHERHLA", + "page": 11, + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, if you are wielding a single weapon with the light property, you may use your bonus action to make a single weapon attack.", + "Once per turn, if you miss an attack against a creature, you can deal an extra {@dice 1d6} damage to that creature if you hit on the next attack during that turn.", + "Additionally, if you attack the same creature with at least two melee weapon attacks on the same turn, you gain an additional action on your turn. That action can be used only to take the {@action Dash}, {@action Disengage}, {@action Hide}, or {@action Use an Object} action." + ] + }, + { + "name": "Explosive Preparation", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Viper", + "subclassSource": "WITCHERHLA", + "page": 11, + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you have devoted greater study to the preparation of Witcher Handbombs, gaining the following benefits:", + { + "type": "list", + "items": [ + "Handbombs can be thrown using your choice of an action or a bonus action.", + "Any handbomb you craft will deal an additional damage equal to 1d6 + your Intelligence modifier in its initial damage.", + "The first handbomb you use per long rest does not count against your Witcher Preparation uses." + ] + } + ] + }, + { + "name": "Improved Viper Strike", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Viper", + "subclassSource": "WITCHERHLA", + "page": 11, + "level": 10, + "header": 2, + "entries": [ + "At 10th Level, you now deal the extra damage on all subsequent melee weapon attacks against a creature after the first attack, regardless if the first attack hits or misses." + ] + }, + { + "name": "Rapid Strike", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Viper", + "subclassSource": "WITCHERHLA", + "page": 11, + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you learn to trade accuracy for swift strikes. Once per turn, if you take the attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that attack roll to make an additional weapon attack against that target as part of the same action.", + "Additionally, the first two handbombs you consume per long rest do not count against your Witcher Preparation uses." + ] + }, + { + "name": "Viper's Reflexes", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Viper", + "subclassSource": "WITCHERHLA", + "page": 11, + "level": 18, + "header": 2, + "entries": [ + "At 18th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can't use this feature when you are surprised." + ] + }, + { + "name": "School of the Wolf", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 1, + "header": 1, + "entries": [ + "School of the Wolf Witchers are widely known as the most versatile school of the witchers, expertly utilizing spellcasting, potions, handbombs, and martial combat to adapt to any situation.", + { + "type": "refSubclassFeature", + "subclassFeature": "Adaptable Hunter|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Improved Fortitude|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Strike|Witcher|WITCHERHLA|School of the Wolf|WITCHERHLA|1" + } + ] + }, + { + "name": "Adaptable Hunter", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 1, + "header": 1, + "entries": [ + "When you choose this school at 1st level, you gain the following features:", + { + "type": "list", + "items": [ + "You gain proficiency in medium armor", + "You get a +1 bonus to your AC when wearing only medium armor.", + "You also learn a number of cantrips in addition to your Witcher spells, learning one cantrip from the Witcher spell list early at level 1, as well as an additional cantrip at 4th, 7th, and 11th level. You can find these cantrips listed in the Witcher Spells section.", + "You learn one additional Witcher Spell of your choice at level 2. This does not count against your number of spells known." + ] + } + ], + "armorProficiencies": [ + { + "medium": true + } + ] + }, + { + "name": "Improved Fortitude", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you gain improved constitution from your training, earning you a +1 bonus to your health for each Witcher level." + ] + }, + { + "name": "Arcane Strike", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 1, + "header": 1, + "entries": [ + "Also at 1st level, when you deal damage with a spell you can add an extra 1d4 to the damage you deal with any melee weapon attacks using the attack action before the end of your next turn." + ] + }, + { + "name": "Thorough Preparation", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 6, + "header": 2, + "entries": [ + "Beginning at 6th level, you have become more efficient at Witcher Preparation, gaining the following benefits:", + { + "type": "list", + "items": [ + "You can prepare one additional potion formula and one additional handbomb schematic.", + "Handbombs can be thrown using your choice of an action or a bonus action.", + "The first handbomb or potion you use per long rest does not count against your Witcher Preparation uses." + ] + } + ] + }, + { + "name": "Improved Critical", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 6, + "header": 2, + "entries": [ + "Also at 6th Level, your weapon Attacks score a critical hit on a roll of 19 or 20." + ] + }, + { + "name": "Improved Arcane Strike", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 10, + "header": 2, + "entries": [ + "At 10th level, the damage from your Arcane strike increases to 1d6, and the first weapon attack you make after dealing damage with a cantrip or witcher spell before the end of your next turn has advantage. Additionally, you can now add your Intelligence modifier to the damage of your witcher cantrips." + ] + }, + { + "name": "Improved Thorough Preparation", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, the effects of your Witcher preparation have increased benefits:", + { + "type": "list", + "items": [ + "Consuming any Witcher potions grants you with temporary hit points equal to 1d8 + your Intelligence modifier. If a potion grants temporary hit points, the temporary hit points gained adds the temporary hit points from the potion with the temporary hit points gained from this ability. When consuming the Swallow potion, instead of gaining temporary hit points you recover additional health equal to 1d6 + your Intelligence modifier on the first turn of healing.", + "Any handbomb you craft will deal an additional damage equal to 1d6 + your Intelligence modifier in its initial damage.", + "The first two handbombs or potions you use per long rest do not count against your Witcher Preparation uses." + ] + } + ] + }, + { + "name": "Prime Specimen", + "source": "WITCHERHLA", + "className": "Witcher", + "classSource": "WITCHERHLA", + "subclassShortName": "School of the Wolf", + "subclassSource": "WITCHERHLA", + "page": 12, + "level": 18, + "header": 2, + "entries": [ + "Upon reaching 18th level, You get a +2 bonus to two different Ability Scores of your choice. Your maximum for each of these scores is now 22." + ] + } + ], + "race": [ + { + "name": "Human (Variant; Trial of the Grasses)", + "source": "WITCHERHLA", + "page": 22, + "ability": [ + { + "con": 2, + "choose": { + "from": [ + "dex", + "str", + "wis", + "cha", + "int" + ], + "count": 1, + "amount": 1 + } + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 35 + }, + "darkvision": 60, + "entries": [ + "Your character has a number of traits in common with others who have underwent the Trial of the Grasses.", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "You have a +2 bonus to Constitution and a +1 bonus to a different ability score of your choice." + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "The mutations extend your life span causing you to begin aging at a quarter of your normal rate, beginning at the age you underwent the Trials." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Humans do not lean toward any particular alignment, though the Trial tends to emphasize the character traits of a person, meaning if they lean towards one alignment, they become more firmly rooted within it, and are less prone to act in a manner contrary to that alignment." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position within that range, your size is medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 35 feet." + ] + }, + { + "name": "Darkvision", + "entries": [ + "Your eyes now take on the appearance of a cat's, with slitted pupils that glow in the dark (The most common eye color is golden, though the mutations may result in varying colors). You gain darkvision out to a range of 60 feet." + ], + "type": "entries" + }, + { + "name": "Improved Vigor", + "entries": [ + "You do not need to sleep any more in order to rest. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating you gain the same benefit other humans do from 8 hours of sleep." + ], + "type": "entries" + }, + { + "name": "Improved Constitution", + "entries": [ + "You have advantage on saving throws against {@damage poison}, and against being {@condition poisoned} or {@condition diseased}." + ], + "type": "entries" + }, + { + "name": "Physical Mutations", + "entries": [ + "Your body develops a random number of weird quirks, such as pigmentless hair, skin, etc. Discuss these abnormalities with your DM. You can use the table below as a guide. Whatever you choose or roll, the mutations your body underwent leave it apparent that you are different from other humans.", + { + "type": "table", + "caption": "d6 Physical Mutations", + "colLabels": [ + "d6", + "Mutation" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Your hair loses all pigment, turning white." + ], + [ + "2", + "You are missing patches of hair or develop new patches of hair in abnormal locations, or lose at least one fingernail or toenail." + ], + [ + "3", + "Your core temperature permanently drops and your skin pales." + ], + [ + "4", + "Your emotions become numb, making it rare or difficult for you to have strong emotional reactions." + ], + [ + "5", + "Your reproductive system has been damaged, leaving you infertile." + ], + [ + "6", + "All the hair follicles in your body are dead, causing you to lose all hair." + ] + ] + } + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common|PHB} and one extra language of your choice. Humans typically learn the languages of other people they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish muscial expressions, Dwarvish military phrases, and so on." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "fluff": { + "entries": [ + "The Trial of the Grasses is a variant Human transformed through various testings and mutagens painful enough to border on torture", + "Consult your DM on how best to implement this variant within the setting of your world.", + { + "name": "Painful Mutations", + "entries": [ + "As a method of preparing yourself to face monstrous foes, you have subjected yourself to the Trial of the Grasses, a brutal transformation process using chemicals and elixirs that has only a 30% survival rate. Consequently, your body mutates, giving you numerous benefits, as well as physical mutations that clearly set you apart from others." + ], + "type": "entries" + } + ] + } + } + ], + "item": [ + { + "name": "Witcher Bestiary", + "source": "WITCHERHLA", + "page": 1, + "tier": "major", + "rarity": "very rare", + "weight": 5, + "value": 10000, + "entries": [ + "The Witcher's Bestiary is where a Witcher records the strengths and weaknesses of numerous monsters. Through countless hours of studying your bestiary, you have a chance to recall information you have learned of a non-humanoid creature you are facing when beginning combat.", + "When you roll Initiative, you can choose to make an Intelligence-based skill check as determined by the DM to recall helpful information about one creature you can see. You must succeed against a DC set by your DM (in most cases a value of 15 may be appropriate). If you do so, then you gain advantage on attack rolls made as part of the first attack action or cast a spell action you make against that creature or another of the same creature type. Alternatively, you can impose disadvantage on the first saving throw that creature or another of the same creature type makes against one of your spells or abilities.", + "If you do not use this benefit within 1 minute, it is lost. You can use this feature twice, and you regain all expended uses after a long rest." + ] + }, + { + "name": "Witcher School Medallion", + "source": "WITCHERHLA", + "page": 1, + "tier": "major", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "value": 10000, + "entries": [ + "This finely crafted silver necklace acts as both symbol and as a protective charm for witchers. The appearance of this medallion takes the form of the head of the school of the witcher which this was crafted for. While useful for the detection of magic and for monsters, some creatures seem aloof of its abilities.", + "While attuned to this necklace, you can cast {@spell detect magic} at-will.", + "A witcher that is attuned to this item can use an action to focus their attention to their surrounds. You can see the faint outline of any non-humanoid creature within 30 feet of you until the start of your next turn." + ], + "attachedSpells": [ + "detect magic" + ] + }, + { + "name": "Witcher Glyph", + "source": "WITCHERHLA", + "page": 1, + "rarity": "very rare", + "weight": 0, + "value": 15000, + "wondrous": true, + "entries": [ + "Glyphs are only able to be placed on armor.", + "Placing a glyph in a witcher item is permanent.", + "An item that can have glyphs placed in it will allow for a number of glyphs slots, as listed in its description.", + "No other items can use glyphs in this manner.", + { + "type": "list", + "items": [ + "Glyph of Aard. Armor: Your aard cantrip push distance is increased to 10 feet against Medium or smaller creatures, or can push one Large creature 5 feet but not knocked prone.", + "Glyph of Axii. Armor: Your axii cantrip affects the minds of charmed creatures to defend you and will attack targets that are hostile to you, up to a CR of one quarter of your witcher level.", + "Glyph of Igni. Armor: Your igni cantrip's damage die turns into a d8.", + "Glyph of Quen. Armor: Your quen cantrip damage reduction die turns into a d6.", + "Glyph of Yrden. Armor: Your yrden cantrip damage die turns into a d6." + ] + } + ] + }, + { + "name": "Witcher Lesser Runestone", + "source": "WITCHERHLA", + "page": 1, + "rarity": "very rare", + "weight": 0, + "value": 15000, + "wondrous": true, + "entries": [ + "Runestones are magical enchantments that can be placed in specially crafted weapons.", + "Placing a runestone in a witcher item is permanent.", + "An item that can have runestones placed in it will allow for a number of runestone slots, as listed in its description.", + "No other items can use runestones in this manner.", + "Lesser runestones deal 1d4 damage, regular runestones deal 1d6 damage, and greater runestones deal 1d8 damage.", + { + "type": "list", + "items": [ + "Runestone Chernobog. Weapon: You deal extra {@damage 1d4} force damage the first time you hit a target once per turn.", + "Runestone Dazhbog. Weapon: You deal extra {@damage 1d4} fire damage the first time you hit a target once per turn.", + "Runestone Morana. Weapon: You deal extra {@damage 1d4} poison damage the first time you hit a target once per turn.", + "Runestone Zoria. Weapon: You deal extra {@damage 1d4} cold damage the first time you hit a target once per turn." + ] + } + ] + }, + { + "name": "Witcher Regular Runestone", + "source": "WITCHERHLA", + "page": 1, + "rarity": "very rare", + "weight": 0, + "value": 15000, + "wondrous": true, + "entries": [ + "Runestones are magical enchantments that can be placed in specially crafted weapons.", + "Placing a runestone in a witcher item is permanent.", + "An item that can have runestones placed in it will allow for a number of runestone slots, as listed in its description.", + "No other items can use runestones in this manner.", + "Lesser runestones deal 1d4 damage, regular runestones deal 1d6 damage, and greater runestones deal 1d8 damage.", + { + "type": "list", + "items": [ + "Runestone Chernobog. Weapon: You deal extra {@damage 1d6} force damage the first time you hit a target once per turn.", + "Runestone Dazhbog. Weapon: You deal extra {@damage 1d6} fire damage the first time you hit a target once per turn.", + "Runestone Morana. Weapon: You deal extra {@damage 1d6} poison damage the first time you hit a target once per turn.", + "Runestone Zoria. Weapon: You deal extra {@damage 1d6} cold damage the first time you hit a target once per turn." + ] + } + ] + }, + { + "name": "Witcher Greater Runestone", + "source": "WITCHERHLA", + "page": 1, + "rarity": "very rare", + "weight": 0, + "value": 15000, + "wondrous": true, + "entries": [ + "Runestones are magical enchantments that can be placed in specially crafted weapons.", + "Placing a runestone in a witcher item is permanent.", + "An item that can have runestones placed in it will allow for a number of runestone slots, as listed in its description.", + "No other items can use runestones in this manner.", + "Lesser runestones deal 1d4 damage, regular runestones deal 1d6 damage, and greater runestones deal 1d8 damage.", + { + "type": "list", + "items": [ + "Runestone Chernobog. Weapon: You deal extra {@damage 1d8} force damage the first time you hit a target once per turn.", + "Runestone Dazhbog. Weapon: You deal extra {@damage 1d8} fire damage the first time you hit a target once per turn.", + "Runestone Morana. Weapon: You deal extra {@damage 1d8} poison damage the first time you hit a target once per turn.", + "Runestone Zoria. Weapon: You deal extra {@damage 1d8} cold damage the first time you hit a target once per turn." + ] + } + ] + }, + { + "name": "Witcher Armor", + "source": "WITCHERHLA", + "page": 1, + "type": "MA", + "rarity": "uncommon", + "weight": 40, + "value": 7500, + "ac": 15, + "reqAttune": true, + "wondrous": true, + "stealth": false, + "strength": "13", + "entries": [ + "This exquisite armor that was designed for the purpose of protecting a witcher from harm. It is crafted in a manner that allows the addition of a number of magical glyphs to be placed in it that it increase its strength for a worthy witcher.", + "Once a {@b glyph} is placed inside a set of witcher armor it gains a +1 to its AC per {@b glyph}, as well as it is considered magical." + ] + }, + { + "name": "Witcher Armor (1 Glyphs)", + "source": "WITCHERHLA", + "page": 1, + "type": "MA", + "rarity": "rare", + "weight": 30, + "value": 15000, + "ac": 15, + "reqAttune": true, + "wondrous": true, + "stealth": false, + "strength": "13", + "bonusAc": "+1", + "entries": [ + "This exquisite armor that was designed for the purpose of protecting a witcher from harm. It is crafted in a manner that allows the addition of a number of magical glyphs to be placed in it that it increase its strength for a worthy witcher.", + "Once a {@b glyph} is placed inside a set of witcher armor it gains a +1 to its AC per {@b glyph}, as well as it is considered magical." + ] + }, + { + "name": "Witcher Armor (2 Glyphs)", + "source": "WITCHERHLA", + "page": 1, + "type": "MA", + "rarity": "very rare", + "weight": 30, + "value": 35000, + "ac": 15, + "reqAttune": true, + "wondrous": true, + "stealth": false, + "strength": "13", + "bonusAc": "+2", + "entries": [ + "This exquisite armor that was designed for the purpose of protecting a witcher from harm. It is crafted in a manner that allows the addition of a number of magical glyphs to be placed in it that it increase its strength for a worthy witcher.", + "Once a {@b glyph} is placed inside a set of witcher armor it gains a +1 to its AC per {@b glyph}, as well as it is considered magical." + ] + }, + { + "name": "Witcher Armor (3 Glyphs)", + "source": "WITCHERHLA", + "page": 1, + "type": "MA", + "rarity": "legendary", + "weight": 30, + "value": 75000, + "ac": 15, + "reqAttune": true, + "wondrous": true, + "stealth": false, + "strength": "13", + "bonusAc": "+3", + "entries": [ + "This exquisite armor that was designed for the purpose of protecting a witcher from harm. It is crafted in a manner that allows the addition of a number of magical glyphs to be placed in it that it increase its strength for a worthy witcher.", + "Once a {@b glyph} is placed inside a set of witcher armor it gains a +1 to its AC per {@b glyph}, as well as it is considered magical." + ] + }, + { + "name": "Witcher Silver Longsword", + "source": "WITCHERHLA", + "page": 1, + "type": "M", + "rarity": "uncommon", + "weight": 3, + "value": 7500, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "reqAttune": true, + "entries": [ + "This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher. This weapon is silvered for the purpose of overcoming resistance or immunity to mundane weapons.", + "Once a {@b runestone} is placed inside of a witcher silver longsword, it gains a +1 to attack and damage rolls per {@b runestone}, as well as itis considered magical for the purpose of overcoming resistance. Should you have more than one runestone placed in this item, you choose which addition damage is dealt (limit of one die per turn)." + ] + }, + { + "name": "Witcher Silver Longsword (1 Runestones)", + "source": "WITCHERHLA", + "page": 1, + "type": "M", + "rarity": "rare", + "value": 15000, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "reqAttune": true, + "bonusWeapon": "+1", + "entries": [ + "This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher. This weapon is silvered for the purpose of overcoming resistance or immunity to mundane weapons.", + "Once a {@b runestone} is placed inside of a witcher silver longsword, it gains a +1 to attack and damage rolls per {@b runestone}, as well as itis considered magical for the purpose of overcoming resistance. Should you have more than one runestone placed in this item, you choose which addition damage is dealt (limit of one die per turn)." + ] + }, + { + "name": "Witcher Silver Longsword (2 Runestones)", + "source": "WITCHERHLA", + "page": 1, + "type": "M", + "rarity": "very rare", + "value": 35000, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "reqAttune": true, + "bonusWeapon": "+2", + "entries": [ + "This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher. This weapon is silvered for the purpose of overcoming resistance or immunity to mundane weapons.", + "Once a {@b runestone} is placed inside of a witcher silver longsword, it gains a +1 to attack and damage rolls per {@b runestone}, as well as itis considered magical for the purpose of overcoming resistance. Should you have more than one runestone placed in this item, you choose which addition damage is dealt (limit of one die per turn)." + ] + }, + { + "name": "Witcher Silver Longsword (3 Runestones)", + "source": "WITCHERHLA", + "page": 1, + "type": "M", + "rarity": "legendary", + "value": 75000, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "reqAttune": true, + "bonusWeapon": "+3", + "entries": [ + "This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher. This weapon is silvered for the purpose of overcoming resistance or immunity to mundane weapons.", + "Once a {@b runestone} is placed inside of a witcher silver longsword, it gains a +1 to attack and damage rolls per {@b runestone}, as well as itis considered magical for the purpose of overcoming resistance. Should you have more than one runestone placed in this item, you choose which addition damage is dealt (limit of one die per turn)." + ] + }, + { + "name": "Witcher Longsword", + "source": "WITCHERHLA", + "page": 1, + "type": "M", + "rarity": "uncommon", + "value": 7500, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "reqAttune": true, + "entries": [ + "This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher.", + "Once a {@b runestone} is placed inside of a witcher steel longsword, it gains a +1 to attack and damage rolls per {@b runestone}, as well as it is considered magical for the urpose of overcoming resistance. Should you have more than one runestone placed in this item, you choose which \u2014 addition damage is dealt (limit of one die per turn)." + ] + }, + { + "name": "Witcher Longsword (1 Runestones)", + "source": "WITCHERHLA", + "page": 1, + "type": "M", + "rarity": "rare", + "value": 15000, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "reqAttune": true, + "bonusWeapon": "+1", + "entries": [ + "This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher.", + "Once a {@b runestone} is placed inside of a witcher steel longsword, it gains a +1 to attack and damage rolls per {@b runestone}, as well as it is considered magical for the urpose of overcoming resistance. Should you have more than one runestone placed in this item, you choose which \u2014 addition damage is dealt (limit of one die per turn)." + ] + }, + { + "name": "Witcher Longsword (2 Runestones)", + "source": "WITCHERHLA", + "page": 1, + "type": "M", + "rarity": "very rare", + "value": 35000, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "reqAttune": true, + "bonusWeapon": "+2", + "entries": [ + "This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher.", + "Once a {@b runestone} is placed inside of a witcher steel longsword, it gains a +1 to attack and damage rolls per {@b runestone}, as well as it is considered magical for the urpose of overcoming resistance. Should you have more than one runestone placed in this item, you choose which \u2014 addition damage is dealt (limit of one die per turn)." + ] + }, + { + "name": "Witcher Longsword (3 Runestones)", + "source": "WITCHERHLA", + "page": 1, + "type": "M", + "rarity": "legendary", + "value": 75000, + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "reqAttune": true, + "bonusWeapon": "+3", + "entries": [ + "This masterfully crafted longsword was designed with the intention of magical runes to be placed on it. Tempered with the proper alloys, this blade can bear a number of magical runestones that will increase its strength for a worthy witcher.", + "Once a {@b runestone} is placed inside of a witcher steel longsword, it gains a +1 to attack and damage rolls per {@b runestone}, as well as it is considered magical for the urpose of overcoming resistance. Should you have more than one runestone placed in this item, you choose which \u2014 addition damage is dealt (limit of one die per turn)." + ] + } + ], + "spell": [ + { + "name": "Aard", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} Self (20-foot cone).", + "You send out a blast of thunderous force. Each creature in a 20-foot cone must make a Strength saving throw. A creature takes {@damage 2d6} thunder damage and is pushed back 15 feet in a line away from the caster on a failed save. On a successful save the targets only take half damage and are not moved.", + "{@b School of the Griffin bonus:} The damage when casting Aard increases by an additional {@dice 1d6}. Large or smaller creatures that fail the saving throw are also knocked {@condition prone}." + ], + "source": "WITCHERHLA", + "page": 17, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 2nd level spell slot or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "strength" + ], + "damageInflict": [ + "thunder" + ], + "areaTags": [ + "N" + ] + }, + { + "name": "Axii", + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} A creature you can see within range.", + "You attempt to psychically cloud the mind of a creature. The creature you target must make a Wisdom saving throw. A creature takes {@damage 2d6} psychic damage and has disadvantage on all attacks and ability checks it makes until the end of it's next turn on a failed save. On a successful save the target only takes half damage and does not suffer disadvantage. A creature immune to being {@condition charmed} automatically succeeds on its save.", + "{@b School of the Griffin bonus:} You now deal full psychic damage even if the creature succeeds on its saving throw. If the target fails the save, it is {@condition stunned} until the end of its next turn." + ], + "source": "WITCHERHLA", + "page": 18, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 2nd level spell slot or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Glacies", + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} A creature you can see within range.", + "You send out a highly concentrated burst of frost at a creature you can see within range. Make a ranged spell attack against the creature. On a hit the target takes {@damage 5d8} cold damage and creatures of large size or smaller must make a Strength saving throw or be encased in ice, becoming {@condition restrained} for 1 minute. Creatures encased in ice can use their action to make a Strength saving throw to attempt to break free. On a successful save, the targets only take half damage and are not {@condition restrained}.", + "{@b School of the Griffin bonus:} You can target 1 additional creature when casting Glacies." + ], + "source": "WITCHERHLA", + "page": 18, + "components": { + "s": true + }, + "conditionInflict": [ + "restrained" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 4th level spell slot or higher, the damage increases by {@dice 1d8} and the number of creatures you can target increases by 1 for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "cold" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "ST", + "MT" + ] + }, + { + "name": "Heliotrope", + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "when you take non-psychic damage from an enemy you can see" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} Self.", + "You impose a magical shield between you and incoming damage, reducing the damage from one attack by {@dice 3d8}.", + "{@b School of the Griffin bonus:} You can add your Intelligence modifier to the damage reduction rolled." + ], + "source": "WITCHERHLA", + "page": 18, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 3rd level spell slot or higher, the damage reduction increases by {@dice 1d8} for each slot level above 2nd. " + ] + } + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Igni", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} Self (15-foot cone).", + "You release a burst of flame from your hand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes {@damage 2d8} fire damage and is pushed back 5 feet in a line away from the caster on a failed save, and on a successful save the targets only take half damage and are not pushed. ", + "{@b School of the Griffin bonus:} Targets take an additional {@damage 1d8} fire damage." + ], + "source": "WITCHERHLA", + "page": 18, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 2nd level spell slot or higher, the damage increases by {@dice 1d8} for each slot level above 1st. " + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "N" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Quen", + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} Self.", + "You cover yourself in a magical layer of protection. You gain a +2 bonus to AC and Saving Throws for 1 minute. ", + "{@i This does not stack with Somne spells.} ", + "{@b School of the Griffin bonus:} While the Quen shield is active, you reduce any instance of non-psychic damage by 2." + ], + "source": "WITCHERHLA", + "page": 18, + "components": { + "s": true + }, + "spellAttack": [ + "M" + ], + "miscTags": [ + "MAC", + "UBA" + ] + }, + { + "name": "Somne", + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} A willing creature you can see within range.", + "You bolster the energy of yourself and a target within range. Until the spell ends, you and the target of the spell have your base movement speeds doubled, gain a +3 bonus to AC, have advantage on Dexterity saving throws, and gain one additional action. That action can be used only to take the {@action Attack} (one weapon attack only), {@action Dash}, {@action Disengage}, or {@action Hide} action.", + "{@i This spell does not stack with castings of the Quen or Somne spells}", + "{@b School of the Griffin bonus:} You have advantage on {@status concentration} checks to maintain the spell." + ], + "source": "WITCHERHLA", + "page": 19, + "components": { + "s": true + }, + "spellAttack": [ + "R" + ], + "miscTags": [ + "MAC" + ] + }, + { + "name": "Supirre", + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} A creature you can see within range.", + "You mark a target with your heightened senses, focusing on that target to the exclusion of all else. Until the spell ends, you have a +2 bonus to attack rolls against this target, and suffer a -2 penalty to AC when attacked by unmarked enemies. Attacks made by you against a marked target also deal an extra {@damage 1d8} damage, and if the target flees, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. ", + "{@b School of the Griffin bonus:} When casting Supirre, you do not suffer the penalty to AC for the duration of the spell." + ], + "source": "WITCHERHLA", + "page": 19, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 3rd level spell slot or higher, you can mark one additional target for each spell slot higher than 2nd." + ] + } + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "MAC", + "UBA" + ] + }, + { + "name": "Yrden", + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Witcher", + "source": "WITCHERHLA" + } + ] + }, + "entries": [ + "{@b Target:} A point you can see within range.", + "You place a 15-foot-radius magical trap on the ground centered on a point within range you can see. Within the affected area each instance of damage dealt is increased by {@dice 1d4} to all creatures, and hostile creatures must spend 2 feet of movement for each 1 foot they move. Within the area of effect, no being may teleport or planar travel, and incorporeal beings are forced into a corporeal form. Additionally, spells cannot be cast within or pass through this area if they are cast using a spell slot level equal to or less than the spell slot level used to cast this spell.", + "{@i If you attempt to place a second trap while the first is still active, the first trap will disappear and its effects will end.}", + "{@b School of the Griffin bonus:} Within the affected area hostile creatures must spend 3 feet of movement for each 1 foot they move." + ], + "source": "WITCHERHLA", + "page": 19, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 5th level spell slot or higher, the additional damage to creatures within the trap is increased by {@dice 1d4} for each slot level higher than 4th. " + ] + } + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Chains", + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Witcher", + "source": "WITCHERHLA" + }, + "subclass": { + "name": "School of the Griffin", + "shortName": "School of the Griffin", + "source": "WITCHERHLA", + "subSubclass": "Yrden" + } + } + ] + }, + "entries": [ + "{@b Target:} Two creatures you can see within range.", + "Building from your knowledge of Yrden, you cause ethereal chains to burst from the ground to bind a creature of Large size or smaller within range in place. The target creature must make a Strength saving throw to prevent being {@condition restrained}. If the creature fails they are {@condition restrained} and take {@damage 2d6} lightning damage at the start of their turn until they are able to break free or the spell ends. They can use their action to repeat their Strength saving throw each turn to attempt to break free of the chains. If they succeed they are no longer {@condition restrained} and take no further damage. " + ], + "source": "WITCHERHLA", + "page": 19, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 3rd level spell slot or higher, you can target one additional creature for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Firestream", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Witcher", + "source": "WITCHERHLA" + }, + "subclass": { + "name": "School of the Griffin", + "shortName": "School of the Griffin", + "source": "WITCHERHLA", + "subSubclass": "Igni" + } + } + ] + }, + "entries": [ + "{@b Target:} A creature you can see within range.", + "Building on your knowledge of Igni, you send out a stream of flames towards a creature within range. Make a ranged spell attack against the creature. On a hit the target takes {@damage 3d6} fire damage, and on each of your turns for the duration, if the creature is within 60 feet of you, you can use your bonus action to continue channeling the flames at the target, making another ranged spell attack and dealing {@damage 1d4} fire damage on a hit. ", + "This spell ends if the target gains total cover from you, or if you do not use your bonus action to continue to channel the flames. You must maintain one hand dedicated to the channeling of the flames for the duration of the spell." + ], + "source": "WITCHERHLA", + "page": 19, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 2nd level spell slot or higher, the initial damage increases by {@dice 1d6} for each slot level above 1st, and the subsequent damage from channeling increases by {@dice 1d4}." + ] + } + ], + "damageInflict": [ + "fire" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Guardian", + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "when an ally within 30 feet of you takes damage from a non-psychic attack" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Witcher", + "source": "WITCHERHLA" + }, + "subclass": { + "name": "School of the Griffin", + "shortName": "School of the Griffin", + "source": "WITCHERHLA", + "subSubclass": "Heliotrope" + } + } + ] + }, + "entries": [ + "{@b Target:} A willing creature you can see within range.", + "Building on your knowledge of Heliotrope, you use your reaction to magically shield that ally from harm, reducing damage from one attack by {@dice 4d6} plus your Intelligence modifier." + ], + "source": "WITCHERHLA", + "page": 20, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 4th level spell slot or higher, the damage reduction increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Retribution", + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Witcher", + "source": "WITCHERHLA" + }, + "subclass": { + "name": "School of the Griffin", + "shortName": "School of the Griffin", + "source": "WITCHERHLA", + "subSubclass": "Quen" + } + } + ] + }, + "entries": [ + "{@b Target:} Self.", + "Building on your knowledge of Quen, you cast a retaliatory ward around yourself, dealing damage to attacking enemies for 10 minutes. Whenever a creature within 5 feet of you hits you with a melee attack, the ward lashes out and the attacker suffers force damage equal to {@dice 5d4} + your Intelligence modifier." + ], + "source": "WITCHERHLA", + "page": 20, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 6th level spell slot or higher, the damage dealt by the ward increases by {@dice 1d4} for each slot level above 5th." + ] + } + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Rimefrost", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Witcher", + "source": "WITCHERHLA" + }, + "subclass": { + "name": "School of the Griffin", + "shortName": "School of the Griffin", + "source": "WITCHERHLA", + "subSubclass": "Glacies" + } + } + ] + }, + "entries": [ + "{@b Target:} Self (20-foot cone).", + "Building on your knowledge of Glacies, you release a burst of frost from your hand. Each creature in a 20-foot cone must make a Constitution saving throw. A creature takes {@damage 8d6} cold damage and has its movement speed reduced by 10 until the start of their next turn on a failed save or half as much damage and no movement speed reduction on a successful one." + ], + "source": "WITCHERHLA", + "page": 20, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 5th level spell slot or higher, the initial damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "cold" + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "N" + ], + "miscTags": [ + "DFT" + ] + }, + { + "name": "Sweep", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromSubclass": [ + { + "class": { + "name": "Witcher", + "source": "WITCHERHLA" + }, + "subclass": { + "name": "School of the Griffin", + "shortName": "School of the Griffin", + "source": "WITCHERHLA", + "subSubclass": "Aard" + } + } + ] + }, + "entries": [ + "{@b Target:} Self (10-foot radius).", + "Building on your knowledge of Aard, you send out a blast of thunderous force in an area around you. Each creature in a 10-foot radius must make a Strength saving throw. A creature takes {@damage 2d6} thunder damage, is knocked {@condition prone}, and is pushed back 10 feet in a line away from the caster on a failed save. On a successful save the targets only take half damage and are not moved or knocked {@condition prone}. " + ], + "source": "WITCHERHLA", + "page": 20, + "components": { + "s": true + }, + "conditionInflict": [ + "prone" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 2nd level spell slot or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "strength" + ], + "areaTags": [ + "MT" + ] + } + ] +} diff --git a/class/johnofbohemia; Witcher Class Variant by ClassyMoustache.json b/class/johnofbohemia; Witcher Class Variant by ClassyMoustache.json new file mode 100644 index 000000000..e0fbcea56 --- /dev/null +++ b/class/johnofbohemia; Witcher Class Variant by ClassyMoustache.json @@ -0,0 +1,458 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "WitcherClassyMoustache", + "full": "Witcher Class by ClassyMoustache", + "abbreviation": "Witcher:ClassyMoustache", + "authors": [ + "u/johnofbohemia", + "ClassyMoustache" + ], + "convertedBy": [ + "Ikaguia", + "ClassyMoustache", + "Lyra [he/him]" + ], + "url": "https://github.com/TheGiddyLimit/homebrew/issues/1880", + "version": "2023.10.17" + } + ], + "dependencies": { + "class": [ + "johnofbohemia:Witcher" + ], + "subclass": [ + "johnofbohemia:Witcher" + ], + "classFeature": [ + "johnofbohemia:Witcher" + ], + "subclassFeature": [ + "johnofbohemia:Witcher" + ], + "feature": [ + "johnofbohemia:Witcher" + ] + }, + "dateAdded": 1557168726, + "dateLastModified": 1697565571 + }, + "class": [ + { + "name": "Witcher (Variant by ClassyMoustache)", + "source": "WitcherClassyMoustache", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "dex", + "wis" + ], + "classTableGroups": [ + { + "colLabels": [ + "Focus Points" + ], + "rows": [ + [ + 0 + ], + [ + 4 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 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"Empowered Signs|Witcher|johnofbohemia:Witcher|9", + { + "classFeature": "Witcher School Feature|Witcher|johnofbohemia:Witcher|10", + "gainSubclassFeature": true + }, + "Battle Signs|Witcher|johnofbohemia:Witcher|11", + "Ability Score Improvement|Witcher|johnofbohemia:Witcher|12", + "Monster Hunter (+2)|Witcher|WitcherClassyMoustache|12", + "Quick Wits|Witcher|johnofbohemia:Witcher|13", + "Studious Eye +|Witcher|WitcherClassyMoustache|13", + { + "classFeature": "Witcher School Feature|Witcher|johnofbohemia:Witcher|14", + "gainSubclassFeature": true + }, + "Foil|Witcher|WitcherClassyMoustache|15", + "Ability Score Improvement|Witcher|johnofbohemia:Witcher|16", + "Monster Hunter (+3)|Witcher|WitcherClassyMoustache|17", + "Alchemy Expertise|Witcher|WitcherClassyMoustache|18", + "Ability Score Improvement|Witcher|johnofbohemia:Witcher|19", + "Adrenaline Rush|Witcher|johnofbohemia:Witcher|20" + ], + "_copy": { + "name": "Witcher", + "source": "johnofbohemia:Witcher" + } + } + ], + "subclass": [ + { + "name": "School of the Bear", + "shortName": "School of the Bear", + "source": "WitcherClassyMoustache", + "className": "Witcher (Variant by ClassyMoustache)", + "classSource": "WitcherClassyMoustache", + "_copy": { + "name": "School of the Bear", + "shortName": "School of the Bear", + "source": "johnofbohemia:Witcher", + "className": "Witcher", + "classSource": "johnofbohemia:Witcher" + } + }, + { + "name": "School of the Cat", + "shortName": "School of the Cat", + "source": "WitcherClassyMoustache", + "className": "Witcher (Variant by ClassyMoustache)", + "classSource": "WitcherClassyMoustache", + "_copy": { + "name": "School of the Cat", + "shortName": "School of the Cat", + "source": "johnofbohemia:Witcher", + "className": "Witcher", + "classSource": "johnofbohemia:Witcher" + } + }, + { + "name": "School of the Griffin", + "shortName": "School of the Griffin", + "source": "WitcherClassyMoustache", + "className": "Witcher (Variant by ClassyMoustache)", + "classSource": "WitcherClassyMoustache", + "_copy": { + "name": "School of the Griffin", + "shortName": "School of the Griffin", + "source": "johnofbohemia:Witcher", + "className": "Witcher", + "classSource": "johnofbohemia:Witcher" + } + }, + { + "name": "School of the Viper", + "shortName": "School of the Viper", + "source": "WitcherClassyMoustache", + "className": "Witcher (Variant by ClassyMoustache)", + "classSource": "WitcherClassyMoustache", + "_copy": { + "name": "School of the Viper", + "shortName": "School of the Viper", + "source": "johnofbohemia:Witcher", + "className": "Witcher", + "classSource": "johnofbohemia:Witcher" + } + }, + { + "name": "School of the Wolf", + "shortName": "School of the Wolf", + "source": "WitcherClassyMoustache", + "className": "Witcher (Variant by ClassyMoustache)", + "classSource": "WitcherClassyMoustache", + "subclassFeatures": [ + "School of the Wolf|Witcher|WitcherClassyMoustache|School of the Wolf|WitcherClassyMoustache|3", + "Spins and Pirouettes|Witcher|johnofbohemia:Witcher|School of the Wolf|johnofbohemia:Witcher|7", + "Arrow Deflection|Witcher|johnofbohemia:Witcher|School of the Wolf|johnofbohemia:Witcher|10", + "Rushing Agility|Witcher|johnofbohemia:Witcher|School of the Wolf|johnofbohemia:Witcher|14" + ] + } + ], + "classFeature": [ + { + "name": "Ability Score Improvement", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Alchemy", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 1, + "entries": [ + "At 1st level, you have been trained in the specialized alchemy used by witchers to prepare themselves for combat. During a short rest, you can use {@item Alchemist's supplies|PHB} to craft a potion, oil, or bomb if you have the required ingredients and know the appropriate {@filter recipe|optionalfeatures|feature type=Witcher:R}, a list of which are found at the end of this class description. You can carry a number of alchemy products equal to your dexterity modifier at any given time, and only you can use the products you create.", + "The number of recipes you know is equal to your proficiency bonus + your Wisdom modifier. At the DM's discretion, other recipes may be available for purchase or found in the world." + ] + }, + { + "name": "Signs", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 2, + "entries": [ + "Starting at 2nd level, you are able to channel your focus to cast a few simple but practical magic hexes used by witchers called signs. You can cast a sign in place of a weapon attack when you take the {@action Attack} action on your turn, or using a bonus action. Casting a sign costs 1 focus, and you can only cast one sign on your turn. You can't cast a sign while holding something in each hand or wielding a weapon with the two-handed property.", + "Signs are considered level 1 evocation spells with somatic components for the purposes of other magical effects, and are not considered weapon attacks.", + "You learn two signs at 2nd level, and another at 5th, 9th, and 13th level.", + { + "type": "entries", + "name": "Saving Throws", + "entries": [ + "The saving throw DC is calculated as follows:", + { + "type": "abilityDc", + "name": "Sign", + "attributes": [ + "wis" + ] + } + ] + }, + { + "type": "options", + "entries": [ + { + "type": "entries", + "name": "Igni", + "entries": [ + "You blast flames at a creature within 15 feet. It must make a Dexterity saving throw, taking {@dice 2d6} fire damage on a failed save or half that on a successful save. When empowered, all creatures in a 15 foot cone are affected instead.", + "This damage increases by {@dice 1d6} at 5th({@dice 3d6}), 11th({@dice 4d6}), and 17th({@dice 5d6}) level.", + "You can also cast the {@spell Control Flames} cantrip at will." + ] + }, + { + "type": "entries", + "name": "Quen", + "entries": [ + "You place a protective shield on yourself. For the next minute, the first time you take damage from a weapon attack, that damage is reduced by {@dice 1d8}. When empowered, you can cast this as a reaction to being attacked.", + "This reduction increases by {@dice 1d8} at 5th({@dice 2d8}), 11th({@dice 3d8}), and 17th({@dice 4d8}) level." + ] + }, + { + "type": "entries", + "name": "Yrden", + "entries": [ + "You place down a magical circle with a radius of 10 feet around you that lasts one minute. Inside the circle is difficult terrain for hostile creatures and enemies resistant to only nonmagical damage lose this ability. When empowered, all ranged attacks from hostile creatures made into the circle from without are made with disadvantage." + ] + }, + { + "type": "entries", + "name": "Aard", + "entries": [ + "You blow a powerful burst of air at a creature within 15 feet. It must make a Strength saving throw or be pushed 10 feet back and knocked {@condition prone}. When empowered, all creatures in a 5 foot radius sphere around you are affected instead.", + "You can also cast the {@spell Gust} cantrip at will." + ] + }, + { + "type": "entries", + "name": "Axii", + "entries": [ + "You attempt to cloud the mind of a creature within 15 feet. It must make a Wisdom saving throw; on a failed save, the creature has disadvantage on the first attack it makes until the end of its next turn. A creature immune to being {@condition charmed} automatically succeeds on its save. When empowered, the affected creature loses its first attack entirely.", + "You can also cast the {@spell Friends} cantrip at will." + ] + } + ] + } + ] + }, + { + "name": "Monster Hunter", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 5, + "entries": [ + "The line between monsters and men can be thin indeed, and the Witcher must discern what separates the two. Starting at 5th level, when you strike an Aberration, Celestial, Construct, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, or Undead with a silvered weapon, you gain a +1 bonus to hit and damage rolls. Additionally, when you strike a Humanoid or Beast with a weapon that is not silvered, you gain a +1 to hit and damage rolls. These bonuses will not stack with bonuses from magic weapons, you can instead choose the higher bonus." + ] + }, + { + "name": "Meditation", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 6, + "entries": [ + "At 6th level, you can manipulate your metabolism to deeply meditate and stave off both hunger and exhaustion. You can enter a trance-like state for any number of hours. During this time, you accumulate hunger and thirst ten times slower than normal, and do not require sleep. After 6 hours of largely uninterrupted meditation, you receive the benefits of a long rest, as well ending any condition or disease affecting you. While meditating you cannot see and are less aware of your surroundings. You have disadvantage on any Wisdom (Perception) checks but are otherwise conscious." + ] + }, + { + "name": "Studious Eye", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 6, + "entries": [ + "By 6th level, you have learned to identify certain traits and characteristics in creatures you fight. By either observing a creature for 1 minute or spending 1 focus as a bonus action, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities. At 13th level you may learn two aspects of your choice instead.", + "Additionally, choose one of Intelligence ({@skill Investigation}), Wisdom ({@skill Perception}), Wisdom ({@skill Insight}), or Wisdom ({@skill Survival}) that you are proficient in; your proficiency bonus is doubled for any ability check that uses the chosen skill. " + ] + }, + { + "name": "Evasion", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 7, + "entries": [ + "At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail." + ] + }, + { + "name": "Monster Hunter (+2)", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 12, + "entries": [ + "The bonus increases to +2 at 12th level." + ] + }, + { + "name": "Studious Eye +", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 13, + "entries": [ + "At 13th level, you can choose another proficiency from the list." + ] + }, + { + "name": "Foil", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 15, + "entries": [ + "Starting at 15th level, you are capable of interrupting the spells and abilities of your opponents. When a creature forces you or a friendly creature to make a saving throw, you can use your reaction to make a weapon attack against it. If your attack successfully hits, any creature affected automatically succeeds on their save against the effect. Once you use this feature, you cannot use it again until you complete a long rest." + ] + }, + { + "name": "Monster Hunter (+3)", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 17, + "entries": [ + "The bonus increases to +3 at 17th level." + ] + }, + { + "name": "Alchemy Expertise", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "level": 18, + "entries": [ + "At 18th level, you have mastered efficiently using materials and recycling components in your alchemical crafts. You ignore crafting components when creating Alchemy products. Additionally, you can carry more 3 products at a time. When you gain this feature, you learn 5 new {@filter Alchemy recipes|optionalfeatures|feature type=Witcher:R} of your choice." + ] + } + ], + "subclassFeature": [ + { + "name": "School of the Wolf", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "subclassShortName": "School of the Wolf", + "subclassSource": "WitcherClassyMoustache", + "level": 3, + "entries": [ + "Based in Kaer Morhen, the Wolf school is perhaps the most renowned and populous school remaining, although it is still home to few students. The school focuses on mastering the basic witcher techniques, complementing them with new maneuvers to deal with any kind of monstrous prey.", + { + "type": "refSubclassFeature", + "subclassFeature": "Battle Trance|Witcher|WitcherClassyMoustache|School of the Wolf|WitcherClassyMoustache|3" + } + ] + }, + { + "name": "Battle Trance", + "source": "WitcherClassyMoustache", + "className": "Witcher", + "classSource": "WitcherClassyMoustache", + "subclassShortName": "School of the Wolf", + "subclassSource": "WitcherClassyMoustache", + "level": 3, + "header": 1, + "entries": [ + "Your focus is sharpened by the danger of combat. Starting at 3rd level, you gain 1 focus whenever a creature misses you with a weapon attack or you succeed on a save. Additionally, you can consider versatile weapons finesse weapons. " + ] + } + ] +} diff --git a/class/johnofbohemia; Witcher Class.json b/class/johnofbohemia; Witcher Class.json index 3714684f3..fb5d329bc 100644 --- a/class/johnofbohemia; Witcher Class.json +++ b/class/johnofbohemia; Witcher Class.json @@ -1,4 +1,5 @@ { + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", "_meta": { "sources": [ { @@ -41,11 +42,11 @@ ], "weapons": [ "simple", - "melee martial", + "{@filter melee martial|items|miscellaneous=mundane|type=martial weapon;melee weapon;!ranged weapon;!simple weapon}", "{@item hand crossbow|phb}" ], "tools": [ - "Alchemist's supplies" + "{@item Alchemist's supplies|PHB}" ], "skills": [ { @@ -439,7 +440,7 @@ "classSource": "johnofbohemia:Witcher", "level": 1, "entries": [ - "At 1st level, you have been trained in the specialized alchemy used by witchers to prepare themselves for combat. During a short rest, you can use {@item Alchemist's supplies|PHB} to craft a potion, oil, or bomb if you have the required ingredients and know the appropriate {@filter recipe|optionalfeatures|source=null|feature type=Witcher:R}, a list of which are found at the end of this class description. You can carry 2 alchemy products at any given time, and only you can use the products you create.", + "At 1st level, you have been trained in the specialized alchemy used by witchers to prepare themselves for combat. During a short rest, you can use {@item Alchemist's supplies|PHB} to craft a potion, oil, or bomb if you have the required ingredients and know the appropriate {@filter recipe|optionalfeatures|feature type=Witcher:R}, a list of which are found at the end of this class description. You can carry 2 alchemy products at any given time, and only you can use the products you create.", "The number of recipes you know is equal to your proficiency bonus + your Intelligence modifier. At the DM's discretion, other recipes may be available for purchase or found in the world." ] }, @@ -709,7 +710,7 @@ "classSource": "johnofbohemia:Witcher", "level": 18, "entries": [ - "At 18th level, you have mastered efficiently using materials and recycling components in your alchemical crafts. You ignore crafting components when creating Alchemy products. Additionally, you can carry 3 products at a time, instead of 2. When you gain this feature, you learn 4 new {@filter Alchemy recipes|optionalfeatures|source=null|feature type=Witcher:R} of your choice." + "At 18th level, you have mastered efficiently using materials and recycling components in your alchemical crafts. You ignore crafting components when creating Alchemy products. Additionally, you can carry 3 products at a time, instead of 2. When you gain this feature, you learn 4 new {@filter Alchemy recipes|optionalfeatures|feature type=Witcher:R} of your choice." ] }, { diff --git a/collection/Team Brievary; An Introduction to the Seishin Isles.json b/collection/Team Brievary; An Introduction to the Seishin Isles.json index e6a4378a2..5800bec6c 100644 --- a/collection/Team Brievary; An Introduction to the Seishin Isles.json +++ b/collection/Team Brievary; An Introduction to the Seishin Isles.json @@ -2390,39 +2390,39 @@ "classSource": "PHB", "shortName": "Shugenja", "subclassSpells": [ - "burning hands", - "chromatic orb", - "shatter", - "rime's binding ice", - "lightning bolt", - "ashardalon's stride", - "fire shield", - "elemental bane", - "immolation", - "hallow" + "burning hands|phb", + "chromatic orb|phb", + "shatter|phb", + "rime's binding ice|ftd", + "lightning bolt|phb", + "ashardalon's stride|ftd", + "fire shield|phb", + "elemental bane|xge", + "immolation|xge", + "hallow|phb" ], "additionalSpells": [ { "prepared": { "3": [ - "burning hands", - "chromatic orb" + "burning hands|phb", + "chromatic orb|phb" ], "5": [ - "shatter", - "rime's binding ice" + "shatter|phb", + "rime's binding ice|ftd" ], "9": [ - "lightning bolt", - "ashardalon's stride" + "lightning bolt|phb", + "ashardalon's stride|ftd" ], "13": [ - "fire shield", - "elemental bane" + "fire shield|phb", + "elemental bane|xge" ], "17": [ - "immolation", - "hallow" + "immolation|xge", + "hallow|phb" ] } } diff --git a/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json b/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json index 7dd5542e4..9037f0b8a 100644 --- a/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json +++ b/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json @@ -21,6 +21,11 @@ "OF:VGTROA:NINJA": "Kuji-Kiri Techniques" }, "status": "wip", + "dependencies": { + "language": [ + "COMLanguage" + ] + }, "dateAdded": 1604252046, "dateLastModified": 1723453793, "_dateLastModifiedHash": "692e95a337" diff --git a/creature/Web Community; Community Celestial Creature Collection.json b/creature/Web Community; Community Celestial Creature Collection.json new file mode 100644 index 000000000..89ad05b9f --- /dev/null +++ b/creature/Web Community; Community Celestial Creature Collection.json @@ -0,0 +1,152 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "COMCelestial", + "abbreviation": "COMCelestial", + "full": "Community Celestial Collection", + "authors": [ + "A collection derived from the web community (Reddit,Pinterest,DmsGuild,ecc.). For credits, authors are provided with a web link in the entity description" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2020.12.18", + "url": "https://github.com/TheGiddyLimit/homebrew" + } + ], + "dateAdded": 1608323876, + "dateLastModified": 1690651615, + "_dateLastModifiedHash": "b730daaea4" + }, + "monster": [ + { + "name": "Midgets", + "size": [ + "S" + ], + "type": "celestial", + "source": "COMCelestial", + "alignment": [ + "L", + "N" + ], + "ac": [ + 14 + ], + "hp": { + "formula": "10d8 + 45", + "average": 90 + }, + "speed": { + "walk": 25, + "burrow": 60 + }, + "str": 12, + "dex": 12, + "con": 16, + "int": 25, + "wis": 25, + "cha": 12, + "passive": 23, + "cr": "18", + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft.", + "truesight 120 ft." + ], + "senseTags": [ + "B", + "SD", + "U" + ], + "save": { + "int": "+13", + "wis": "+13" + }, + "skill": { + "arcana": "+13", + "history": "+13", + "perception": "+13", + "religion": "+13" + }, + "immune": [ + "necrotic", + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "grappled", + "incapacitated", + "invisible", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned", + "unconscious" + ], + "trait": [ + { + "name": "Call of Books", + "entries": [ + "The midgets can sense a book within a mile of it. A creature that has a book on it's person can not hide or stealth around Midgets. The midget won't be stopped until it receives the book. " + ] + }, + { + "name": "Burrow", + "entries": [ + "The midgets can burrow and when they are under the ground, they can't be harmed by non-magical means." + ] + } + ], + "action": [ + { + "name": "Chain", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d6 + 11}) bludgeoning damage. A creature must make a DC18 Dexterity Save or be {@condition restrained}. During the time it's {@condition restrained}, the creature takes {@damage 1d6 + 5} damage at the start of each turn as the chains burn into it's flesh." + ] + }, + { + "name": "Call", + "entries": [ + "The midget can make a silent call to the midgets within 300ft of it and all of them will rush to help." + ] + }, + { + "name": "Bloodlust", + "entries": [ + "If a creature hits a midget or a harm a book at it's presence, the midget will get into a state of bloodlust. They will attack and dismember the creature until it dies. This bloodlust is communal, all of the midgets within 300ft will also go berserk.", + "During this time, midgets make two chain attacks to the creature they target." + ] + } + ], + "miscTags": [ + "MW", + "RCH" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/gS7hhVS.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/0MFkCjE.png", + "damageTags": [ + "B" + ] + } + ] +} diff --git a/creature/Web Community; Community Celestial Legendary Creature Collection.json b/creature/Web Community; Community Celestial Legendary Creature Collection.json new file mode 100644 index 000000000..f28b81297 --- /dev/null +++ b/creature/Web Community; Community Celestial Legendary Creature Collection.json @@ -0,0 +1,191 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "COMCelestialLegendary", + "abbreviation": "COMCelestialLegendary", + "full": "Community Celestial Legendary Collection", + "authors": [ + "A collection derived from the web community (Reddit,Pinterest,DmsGuild,ecc.). For credits, authors are provided with a web link in the entity description" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2020.03.14", + "url": "https://github.com/TheGiddyLimit/homebrew" + } + ], + "dateAdded": 1608058117, + "dateLastModified": 1608058117 + }, + "monster": [ + { + "name": "Yudha", + "size": [ + "M" + ], + "type": "celestial", + "source": "COMCelestialLegendary", + "alignment": [ + "L", + "E" + ], + "ac": [ + 22 + ], + "hp": { + "formula": "20d10 + 100", + "average": 210 + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 20, + "con": 20, + "int": 26, + "wis": 24, + "cha": 20, + "passive": 17, + "cr": "26", + "senses": [ + "blindsight 120 ft.", + "darkvision 300 ft.", + "truesight 120 ft." + ], + "senseTags": [ + "B", + "SD", + "U" + ], + "languages": [ + "Common", + "Celestial", + "Abyssal", + "Infernal" + ], + "languageTags": [ + "C", + "CE", + "AB", + "I" + ], + "save": { + "dex": "+13", + "str": "+12", + "con": "+13", + "int": "+16", + "wis": "+15", + "cha": "+13" + }, + "skill": { + "arcana": "+16", + "deception": "+13", + "history": "+16", + "insight": "+15", + "stealth": "+13", + "religion": "+16", + "medicine": "+15" + }, + "resist": [ + "bludgeoning", + "force", + "piercing", + "radiant", + "slashing" + ], + "immune": [ + "necrotic", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "grappled", + "incapacitated", + "invisible", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned", + "unconscious" + ], + "trait": [ + { + "name": "Blinding Call", + "entries": [ + "Any creature within 300ft of Yudha must succeed a DC25 Wisdom Saving Throw or that creature will be {@condition blinded} and turn into a slave under Yudha's command." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "Yudha can choose to succeed a saving throw." + ] + } + ], + "action": [ + { + "name": "Touch of The God", + "entries": [ + "Yudha touches a creature and causes it to rot. The creature takes {@damage 10d6 + 40} necrotic damage and must make a DC20 Wisdom Saving Throw. On a failed throw, the creature's flesh starts to drop from it's bone. On a successful safe, the creature takes half damage." + ] + }, + { + "name": "Preach", + "entries": [ + "Yudha preaches the word of God, whoever hears the words he speaks takes {@damage 2d10 + 20} necrotic damage and can not save from it. " + ] + } + ], + "legendary": [ + { + "name": "Crusade", + "entries": [ + "Yudha commands all his slaves to attack to the creature he points at." + ] + }, + { + "name": "Preach", + "entries": [ + "Yudha takes the Preach action. " + ] + }, + { + "name": "Blessing of Barachiel", + "entries": [ + "By calling to his God, Yudha regains half of his hitpoints back. " + ] + } + ], + "bonus": [ + { + "name": "Holy Wish", + "entries": [ + "Yudha can touch himself and using the souls he commands, regains {@dice 2d10 + 5} hitpoints. " + ] + } + ], + "traitTags": [ + "Legendary Resistances" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/LhPDQCN.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/iFVMsFn.png" + } + ] +} diff --git a/creature/Web Community; Community Elemental Creature Collection.json b/creature/Web Community; Community Elemental Creature Collection.json index 011e7ad34..eaddbaad4 100644 --- a/creature/Web Community; Community Elemental Creature Collection.json +++ b/creature/Web Community; Community Elemental Creature Collection.json @@ -13,8 +13,7 @@ "p4535992" ], "version": "2020.12.18", - "url": "https://github.com/TheGiddyLimit/homebrew", - "targetSchema": "1.6.3" + "url": "https://github.com/TheGiddyLimit/homebrew" } ], "dateAdded": 1608323876, diff --git a/creature/Web Community; Community Elemental Legendary Creature Collection.json b/creature/Web Community; Community Elemental Legendary Creature Collection.json new file mode 100644 index 000000000..5016d1424 --- /dev/null +++ b/creature/Web Community; Community Elemental Legendary Creature Collection.json @@ -0,0 +1,211 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "COMElementalLegendary", + "abbreviation": "COMElementalLegendary", + "full": "Community Elemental Legendary Collection", + "authors": [ + "A collection derived from the web community (Reddit,Pinterest,DmsGuild,ecc.). For credits, authors are provided with a web link in the entity description" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2020.03.14", + "url": "https://github.com/TheGiddyLimit/homebrew" + } + ], + "dateAdded": 1608058117, + "dateLastModified": 1608058117 + }, + "monster": [ + { + "name": "Magis", + "size": [ + "M" + ], + "type": "elemental", + "source": "COMElementalLegendary", + "alignment": [ + "N" + ], + "ac": [ + 23 + ], + "hp": { + "formula": "15d10 + 100", + "average": 225 + }, + "speed": { + "walk": 30, + "swim": 60 + }, + "str": 23, + "dex": 25, + "con": 20, + "int": 18, + "wis": 20, + "cha": 16, + "passive": 20, + "cr": "20", + "senses": [ + "darkvision 300 ft.", + "truesight 120 ft." + ], + "senseTags": [ + "SD", + "U" + ], + "languages": [ + "Common", + "Elvish", + "Primordial", + "Aquan" + ], + "languageTags": [ + "C", + "E", + "P", + "AQ" + ], + "save": { + "dex": "+12", + "con": "+10", + "str": "+11", + "wis": "+10" + }, + "skill": { + "acrobatics": "+12", + "perception": "+10", + "nature": "+9", + "medicine": "+10", + "survival": "+10" + }, + "vulnerable": [ + "fire" + ], + "resist": [ + "acid", + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "cold" + ], + "conditionImmune": [ + "blinded", + "charmed", + "exhaustion", + "frightened", + "grappled", + "incapacitated", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Magis makes two claw attacks and a tail attack." + ] + }, + { + "name": "Leviathan Tail", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}25 ({@damage 2d8 + 16}) bludgeoning damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}23 ({@damage 2d6 + 16}) slashing damage." + ] + }, + { + "name": "Control Water", + "entries": [ + "Magis has the ability to control vast body of water within a mile of him, shaping and moving it as they wants. They can not make the water disappear but can change it's state. Turn it into ice, steam and their control over it will still continue as long as they keep their {@status concentration}." + ] + }, + { + "name": "Create Water", + "entries": [ + "Magis can create water out of thin air. It's enough to fill up a small lake." + ] + } + ], + "trait": [ + { + "name": "Water Stride", + "entries": [ + "Magis has the ability to move across any liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat)." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Magis fails a saving throw, it can choose to succeed instead" + ] + }, + { + "name": "Amphibious", + "entries": [ + "The leviathan can breathe air and water." + ] + } + ], + "traitTags": [ + "Amphibious", + "Legendary Resistances" + ], + "miscTags": [ + "MW", + "RCH" + ], + "actionTags": [ + "Multiattack" + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "Magis makes a Wisdom (Perception) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "Magis makes a tail attack." + ] + }, + { + "name": "Control Water (Costs 2 Actions)", + "entries": [ + "Magis casts control water with the bludgeoning damage of the whirlpool and to objects is increased to {@dice 6d8} rather than {@dice 2d8} (spell save {@dc 21}). Magis has advantage on Constitution saving throws made to maintain {@status concentration} on this spell." + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/y6nRBsw.jpg" + } + } + ] + }, + "tokenUrl": "https://i.imgur.com/QnQfRaH.png", + "damageTags": [ + "B", + "S" + ] + } + ] +} diff --git a/creature/Web Community; Community Humanoid Special Creature Collection.json b/creature/Web Community; Community Humanoid Special Creature Collection.json index 462d42698..2a743ec76 100644 --- a/creature/Web Community; Community Humanoid Special Creature Collection.json +++ b/creature/Web Community; Community Humanoid Special Creature Collection.json @@ -321,7 +321,7 @@ ] }, { - "name": "Fighting Style (Protector)", + "name": "Fighting Style: Protection", "entries": [ "When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield." ] @@ -867,7 +867,7 @@ ] }, { - "name": "Fighting Style - Defence", + "name": "Fighting Style: Defense", "entries": [ "While you are wearing armor, you gain a +1 bonus to AC." ] diff --git a/creature/Web Community; Community Ravenloft Collection.json b/creature/Web Community; Community Ravenloft Collection.json index c79b72b28..bfb2bb46b 100644 --- a/creature/Web Community; Community Ravenloft Collection.json +++ b/creature/Web Community; Community Ravenloft Collection.json @@ -1180,8 +1180,8 @@ "ac": 29, "from": [ "{@item breastplate|phb}", - "2 {@item Strahd's animated armor|COMItems|animated fullplate}(20)", - "{@item ring of protection|DMG} (+3)", + "{@item Animated Armor of Strahd +2|COMItems|animated fullplate} (20)", + "{@item ring of protection +3|COMItems} (+3)", "Mountain Fane (+6)" ] } @@ -1442,6 +1442,7 @@ "spells": [ "{@spell cause fear|XGE}", "{@spell fog cloud}", + "{@spell puppet|COMSpells}", "{@spell puppet (ua)|UAStarterSpells}", "{@spell ray of sickness}", "{@spell shield}", @@ -1453,7 +1454,7 @@ "spells": [ "{@spell darkness}", "{@spell flaming sphere}", - "{@spell Ground Fog (Strahd's New spells)|COMSpells|ground fog}", + "{@spell Ground Fog|COMSpells|ground fog}", "{@spell gust of wind}", "{@spell heat metal}", "{@spell hold person}", @@ -1473,7 +1474,7 @@ "{@spell haste}", "{@spell hypnotic pattern}", "{@spell lightning bolt}", - "{@spell Rain of Terror (Strahd's New spells)|COMSpells|rain of terror}" + "{@spell Rain of Terror|COMSpells|rain of terror}" ], "slots": 3 }, @@ -1483,9 +1484,9 @@ "{@spell dimension door}", "{@spell greater invisibility}", "{@spell phantasmal killer}", - "{@spell Shadow Bind (Strahd's New spells)|COMSpells|shadowbind}", + "{@spell Shadowbind|COMSpells|shadowbind}", "{@spell storm sphere|XGE}", - "{@spell Strahd's baneful Attractor (Strahd's New spells)|COMSpells|strahd's baneful attractor}" + "{@spell Strahd's baneful Attractor|COMSpells|strahd's baneful attractor}" ], "slots": 3 }, @@ -1670,18 +1671,34 @@ "SHORT DESCRIPTION", "This document contains a CR 27 version of Lord Strahd Von Zarovich. I felt that the book version was pretty weak compared to the novels and descriptions of Strahd. According to the lore, he is the first true vampire and the one who defeated mordekainen, while the CR 15 version that the \"Curse of Strahd\" book uses; is similar to a normal vampire who could have never managed to defeat a wizard like morderkainen. This version is made to be used only at the final encounter, it is quite deadly and will most likely result in a total party kill if used incorrectly.", "WHAT IS DIFFERENT?", - "- The Fanes In this version, Strahd is being empowered by the three Fanes of wilderness. You can find more information about the fanes on the \"Expedition to castle Ravenloft 3.5\" module. If you like you can just remove the fanes completly,by ignoring the benefits listed in the stat block and avoiding the sidequests to destroy them. New legendary and lair actions New legendary and lair actions have been added to the ones of the original statblock. They give environmental,flavour and mechanical benefits worthy only to the Lord of Castle Ravenloft. The heart's of sorrow bonus life points have been doubled to make the shielding effect to feel more dreadful.", - "- New Spell list and new spells The spell list of Strahd has been adjusted to the power of someone who has access to the amber temple. I have made his list combat ready. The spells that you can find in the spell list of the book are pretty useless to a final showdown. You can also find new spells of previous editions translated to 5th ed. at the end of this file.", - "- Equipment As the lord of the land, Its totaly unacceptable for strahd to not have magic items equiped when he fights to kill his enemies. I have equipped him with his animated armor, a +3 longsword, a +3 ring of protection, a ring of counterspell and other magical items that can be found in the statblock.", - "- MONSTROUS FORM! Strahd will transform to the real \"devil Strahd\" if you anger him enough ;)", + { + "type": "list", + "items": [ + "The Fanes In this version, Strahd is being empowered by the three Fanes of wilderness. You can find more information about the fanes on the \"Expedition to castle Ravenloft 3.5\" module. If you like you can just remove the fanes completly,by ignoring the benefits listed in the stat block and avoiding the sidequests to destroy them. New legendary and lair actions New legendary and lair actions have been added to the ones of the original statblock. They give environmental,flavour and mechanical benefits worthy only to the Lord of Castle Ravenloft. The heart's of sorrow bonus life points have been doubled to make the shielding effect to feel more dreadful.", + "New Spell list and new spells The spell list of Strahd has been adjusted to the power of someone who has access to the amber temple. I have made his list combat ready. The spells that you can find in the spell list of the book are pretty useless to a final showdown. You can also find new spells of previous editions translated to 5th ed. at the end of this file.", + "Equipment As the lord of the land, Its totaly unacceptable for strahd to not have magic items equiped when he fights to kill his enemies. I have equipped him with his animated armor, a +3 longsword, a +3 ring of protection, a ring of counterspell and other magical items that can be found in the statblock.", + "MONSTROUS FORM! Strahd will transform to the real \"devil Strahd\" if you anger him enough ;)" + ] + }, { "name": "Strahd carries the following magic items:", "type": "inset", "entries": [ - "- 1 Ring of {@spell Counterspell|PHB} (3 charges/dawn)", - "- 1 {@item Blacksteel longsword|COMItems|Blacksteel longsword +3}", - "- 2 {@item Strahd's animated armor|COMItems|Animated Armor of Strahd +2}", - "- 1 {@item Bead of Force|DMG}" + { + "type": "list", + "items": [ + "1 {@item Ring of Counterspell|COMItems} (3 charges/dawn)", + "1 {@item Blacksteel longsword +3|COMItems}", + "1 {@item Animated Armor of Strahd +2|COMItems}", + "1 {@item Bead of Force|DMG}" + ] + } + ] + }, + { + "type": "inset", + "entries": [ + "This element is deprecated in favor of the most up-to-date version on resource 'Van Richten's Encyclopedia of Darklords & Domains Volume 1'" ] } ], diff --git a/feat/Web Community; Community Homebrew Feat.json b/feat/Web Community; Community Homebrew Feat.json index 33677b483..9123d1121 100644 --- a/feat/Web Community; Community Homebrew Feat.json +++ b/feat/Web Community; Community Homebrew Feat.json @@ -14,8 +14,7 @@ "Zordnael" ], "version": "2022.07.04", - "url": "https://github.com/TheGiddyLimit/homebrew", - "targetSchema": "1.6.3" + "url": "https://github.com/TheGiddyLimit/homebrew" } ], "dateAdded": 1604252046, diff --git a/item/Web Community; Community Items Collection.json b/item/Web Community; Community Items Collection.json index 35f3fb8f4..b838cca74 100644 --- a/item/Web Community; Community Items Collection.json +++ b/item/Web Community; Community Items Collection.json @@ -50,6 +50,42 @@ } ], "item": [ + { + "name": "Ring of Protection +3", + "source": "COMItems", + "page": 1, + "type": "RG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "bonusAc": "+3", + "bonusSavingThrow": "+3", + "value": 4000000, + "entries": [ + "You gain a +3 bonus to AC and saving throws while wearing this ring." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, + { + "name": "Ring of Protection +2", + "source": "COMItems", + "page": 1, + "type": "RG", + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "bonusAc": "+2", + "bonusSavingThrow": "+2", + "value": 2000000, + "entries": [ + "You gain a +2 bonus to AC and saving throws while wearing this ring." + ], + "optionalfeatures": [ + "replicate magic item|tce" + ] + }, { "name": "Spider Staff", "baseItem": "staff|PHB", @@ -1831,7 +1867,7 @@ } }, { - "name": "Blacksteel longsword", + "name": "Blacksteel longsword +3", "source": "COMItems", "baseItem": "longsword|phb", "page": 0, @@ -1840,6 +1876,7 @@ "weight": 3, "value": 4000000, "reqAttune": true, + "wondrous": true, "weaponCategory": "martial", "property": [ "V" @@ -1850,18 +1887,17 @@ "curse": false, "bonusWeapon": "+3", "entries": [ - "Martial weapon (longsword +3), melee weapon legendary (Requires attunement) 3 lb. 3d10 slashing + 2d8 necrotic", + "Martial weapon (longsword +3), melee weapon legendary (Requires attunement) 3 lb. ({@damage 3d10 }) slashing damage, plus 9 ({@damage 2d8}) necrotic damage.", { "type": "list", "items": [ "You gain a +3 bonus to attack and damage rolls made with this magic weapon.", "The magically enchanted blade of this +3 longsword becomes dark, silent, and non-reflective.", "It makes no noise when striking creatures or objects, even if it hits against a shield or something similar.", - "Blood also clings to the weapon, without spraying away or dripping off of it.", - "The sword becomes invisible to spells like locate item and other similar divination magic.", + "Blood clings to the weapon, neither spraying away or dripping off it.", + "The sword becomes invisible to spells like {@spell locate object|PHB} and similar divination magic.", "The sword can be summoned with a bonus action to the hands of the attuned creature.", - "Every time the blade inflicts damage to a creature with blood, it stores half of the necrotic damage inflicted, in its blade as charges with a maximum of 50 charges.", - "The wearer can use an action to heal for the same amount of charges." + "Every time the blade inflicts damage to a creature with blood, it stores half of the necrotic damage inflicted in its blade as charges with a maximum of 50 charges. The wielder can use an action to heal for the same amount of charges." ] } ], @@ -1876,31 +1912,17 @@ } ], "entries": [ - { - "type": "entries", - "name": "Blacksteel longsword +3", - "entries": [ - "{@link The Real Devil Strahd|https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil}", - "Martial weapon (longsword +3), melee weapon legendary (Requires attunement) 3 lb. 3d10 slashing + 2d8 necrotic", - { - "type": "list", - "items": [ - "You gain a +3 bonus to attack and damage rolls made with this magic weapon.", - "The magically enchanted blade of this +3 longsword becomes dark, silent, and non-reflective.", - "It makes no noise when striking creatures or objects, even if it hits against a shield or something similar.", - "Blood also clings to the weapon, without spraying away or dripping off of it.", - "The sword becomes invisible to spells like locate item and other similar divination magic.", - "The sword can be summoned with a bonus action to the hands of the attuned creature.", - "Every time the blade inflicts damage to a creature with blood, it stores half of the necrotic damage inflicted, in its blade as charges with a maximum of 50 charges.", - "The wearer can use an action to heal for the same amount of charges." - ] - } - ] - }, - { - "type": "quote", - "entries": [ - "" + "Martial weapon (longsword +3), melee weapon legendary (Requires attunement) 3 lb. ({@damage 3d10 }) slashing damage, plus 9 ({@damage 2d8}) necrotic damage.", + { + "type": "list", + "items": [ + "You gain a +3 bonus to attack and damage rolls made with this magic weapon.", + "The magically enchanted blade of this +3 longsword becomes dark, silent, and non-reflective.", + "It makes no noise when striking creatures or objects, even if it hits against a shield or something similar.", + "Blood clings to the weapon, neither spraying away or dripping off it.", + "The sword becomes invisible to spells like {@spell locate object|PHB} and similar divination magic.", + "The sword can be summoned with a bonus action to the hands of the attuned creature.", + "Every time the blade inflicts damage to a creature with blood, it stores half of the necrotic damage inflicted in its blade as charges with a maximum of 50 charges. The wielder can use an action to heal for the same amount of charges." ] }, { @@ -1914,64 +1936,86 @@ } }, { - "name": "Strahd's animated armor", + "name": "Ring of Counterspell", + "source": "COMItems", + "page": 1, + "type": "RG", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "While wearing this ring you can use it to cast the {@spell Counterspell|PHB} spell (3 charges/dawn), as an action. Once this property is used three times, it can't be used again until the next dawn." + ], + "attachedSpells": [ + "Counterspell|phb" + ] + }, + { + "name": "Animated Armor of Strahd +2", + "source": "COMItems", "baseItem": "Plate Armor|PHB", "type": "HA", "weight": 65, - "ac": 2, + "ac": 18, "strength": "15", "stealth": false, "rarity": "legendary", "wondrous": false, "reqAttune": true, "value": 4000000, - "source": "COMItems", + "tier": "major", + "bonusAc": "+2", "entries": [ - "This armor was infused with the malignancy and hatred of Strahd at the time of his betrayal during the royal wedding giving it life. This armor grants the following benefits to the creature that wears it.", + "This armor was infused with the malignancy and hatred of Strahd at the time of his betrayal during the royal wedding, giving it life. This +2 armor grants the following benefits to the creature that wears it.", { "type": "list", "items": [ - "Condition Immunities: A creature that wears this armor is immune to the blinded, charmed, deafened, frightened, paralyzed and petrified condition.", - "Summon armor: As a bonus action, the creature attuned to this armor can don it, effectively replacing the armor and/or clothes that it was wearing. The creature can use another bonus action to animate the armor and have it fight alongside it. The stats for Strahd's animated armor can be found on CoS, page 227. The creature attuned to this armor gains no benefits of it when the armor is animated.", - "Legendary action: Shocking Bolt. The wearer gains the abillity to cast the shocking bolt spell as a legendary action once per turn.", - "{@spell Shocking bolt (Strahd's New spells)|COMSpells|Shocking bolt}: Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage." + "{@b Condition Immunities:} A creature that wears this armor is immune to the blinded, charmed, deafened, frightened, paralyzed and petrified condition. ", + "{@b Summon armor:} As a bonus action, the creature attuned to this armor can don it, effectively replacing the armor and/or clothes that it was wearing. The creature can use another bonus action to animate the armor and have it fight alongside it. The statistics for Strahd's animated armor can be found on CoS, page 227. The creature attuned to this armor gains no benefits of it when the armor is animated." + ] + }, + { + "name": "Legendary Action: Shocking Bolt.", + "type": "entries", + "entries": [ + "The wearer gains the ability to cast the shocking bolt spell as a legendary action once per turn.", + { + "name": "Shocking bolt", + "type": "entries", + "entries": [ + "{@b {@spell Shocking bolt|Darklords&DomainsVol1}:} Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage." + ] + } ] } ], "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://i.imgur.com/wEZiggo.png" - } - } - ], "entries": [ + "This armor was infused with the malignancy and hatred of Strahd at the time of his betrayal during the royal wedding, giving it life. This +2 armor grants the following benefits to the creature that wears it.", { + "type": "list", + "items": [ + "{@b Condition Immunities:} A creature that wears this armor is immune to the blinded, charmed, deafened, frightened, paralyzed and petrified condition. ", + "{@b Summon armor:} As a bonus action, the creature attuned to this armor can don it, effectively replacing the armor and/or clothes that it was wearing. The creature can use another bonus action to animate the armor and have it fight alongside it. The statistics for Strahd's animated armor can be found on CoS, page 227. The creature attuned to this armor gains no benefits of it when the armor is animated." + ] + }, + { + "name": "Legendary Action: Shocking Bolt.", "type": "entries", - "name": "Strahd's animated armor", "entries": [ - "{@link The Real Devil Strahd|https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil}", - "This armor was infused with the malignancy and hatred of Strahd at the time of his betrayal during the royal wedding giving it life. This armor grants the following benefits to the creature that wears it.", + "The wearer gains the ability to cast the shocking bolt spell as a legendary action once per turn.", { - "type": "list", - "items": [ - "Condition Immunities: A creature that wears this armor is immune to the blinded, charmed, deafened, frightened, paralyzed and petrified condition.", - "Summon armor: As a bonus action, the creature attuned to this armor can don it, effectively replacing the armor and/or clothes that it was wearing. The creature can use another bonus action to animate the armor and have it fight alongside it. The stats for Strahd's animated armor can be found on CoS, page 227. The creature attuned to this armor gains no benefits of it when the armor is animated.", - "Legendary action: Shocking Bolt. The wearer gains the abillity to cast the shocking bolt spell as a legendary action once per turn.", - "Shocking bolt: Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage." + "name": "Shocking bolt", + "type": "entries", + "entries": [ + "{@b {@spell Shocking bolt|Darklords&DomainsVol1}:} Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage." ] } ] }, - { - "type": "quote", - "entries": [ - "" - ] - }, { "name": "Credits", "type": "inset", @@ -1979,6 +2023,15 @@ "Art and item designed by {@link Mistfactor Press, Libedrator Earl, George Komis on The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil book|https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil}. Please credit if you repost elsewhere." ] } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/wEZiggo.png" + } + } ] } }, @@ -2758,6 +2811,125 @@ } ] } + }, + { + "name": "Poisoned Dagger +1", + "source": "COMItems", + "page": 0, + "type": "M", + "rarity": "uncommon", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "tier": "major", + "bonusWeapon": "+1", + "entries": [ + "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much damage on a successful one." + ] + }, + { + "name": "Poisoned Dart", + "source": "COMItems", + "page": 0, + "type": "R", + "rarity": "none", + "weight": 0.25, + "value": 5, + "weaponCategory": "simple", + "property": [ + "F", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "entries": [ + "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 2 (1d4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much damage on a successful one." + ] + }, + { + "name": "Amulet of Protection from evil and good", + "source": "COMItems", + "page": 1, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "value": 15000, + "entries": [ + "A blue opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.", + "While wearing this amulet, you can use an action to cast the {@spell protection from evil and good|PHB} spell." + ], + "attachedSpells": [ + "protection from evil and good|phb" + ], + "fluff": { + "entries": [ + "A blue opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.", + "While wearing this amulet, you can use an action to cast the {@spell protection from evil and good|PHB} spell." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tex9VYv.jpg" + } + } + ] + } + }, + { + "name": "Amulet of Life Protection", + "source": "COMItems", + "page": 1, + "tier": "major", + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "weight": 1, + "value": 2000000, + "entries": [ + "This simple amulet is made from special minerals, branches, herbs horns, feathers, or vials of magical water, often tied to a cord to hang around the neck. It is relatively simple to make with the right ingredients and does not require and actual enchantments.", + { + "type": "list", + "items": [ + "The amulet can absorb and negate the corruption of demons and sorcery. When a character is hit by an energy drain attack or other level draining effect it automatically negates the level loss. The player has to roll 1d6 (or 1d4 or 1d8, based on the quality of the amulet) and on the roll of a 1 the amulet crumbles and loses its power. If a saving throw is allowed a roll still has to be made, regardless of whether the saving throw might have succeeded or failed. When a character is wearing or carrying multiple amulets at the same time, a roll has to be made for each one individually. Amulets left unattended in areas where a creature would be exposed to regular energy drain effects also have to make a roll against disintegration at each interval.", + "This pendant or brooch device serves as protection for the psyche. The wearer is protected from the magic jar spell or any similar mental attack that would usurp control of the wearer's body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.", + "{@b In Ravenloft or any dark realm}: As long as the amulet of life protection is in Ravenloft, a captured psyche cannot leave the demiplane. If the amulet is removed from Ravenloft, the psyche can depart." + ] + } + ], + "fluff": { + "entries": [ + "This simple amulet is made from special minerals, branches, herbs horns, feathers, or vials of magical water, often tied to a cord to hang around the neck. It is relatively simple to make with the right ingredients and does not require and actual enchantments.", + { + "type": "list", + "items": [ + "The amulet can absorb and negate the corruption of demons and sorcery. When a character is hit by an energy drain attack or other level draining effect it automatically negates the level loss. The player has to roll 1d6 (or 1d4 or 1d8, based on the quality of the amulet) and on the roll of a 1 the amulet crumbles and loses its power. If a saving throw is allowed a roll still has to be made, regardless of whether the saving throw might have succeeded or failed. When a character is wearing or carrying multiple amulets at the same time, a roll has to be made for each one individually. Amulets left unattended in areas where a creature would be exposed to regular energy drain effects also have to make a roll against disintegration at each interval.", + "This pendant or brooch device serves as protection for the psyche. The wearer is protected from the magic jar spell or any similar mental attack that would usurp control of the wearer's body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.", + "{@b In Ravenloft or any dark realm}: As long as the amulet of life protection is in Ravenloft, a captured psyche cannot leave the demiplane. If the amulet is removed from Ravenloft, the psyche can depart." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/tex9VYv.jpg" + } + } + ] + } } ], "itemGroup": [ @@ -2870,5 +3042,39 @@ ] } } + ], + "magicvariant": [ + { + "name": "Mithril Weapon", + "type": "GV", + "requires": [ + { + "weapon": true + } + ], + "excludes": { + "net": true + }, + "entries": [ + { + "type": "list", + "items": [ + "Mithril armour weighs 1/4 its normal weight, and does not impose disadvantage on Stealth checks.", + "Mithril weapons are considered silver weapons, and ignore a target's resistance (if any) to the damage type of the weapon.", + "Any item made of mithril costs at least 4x its standard cost.", + "A mithril weapon is being non-magnetic and immune to Heat Metal, as well." + ] + } + ], + "inherits": { + "namePrefix": "Mithril ", + "source": "COMItems", + "page": 1, + "basicRules": true, + "tier": "major", + "rarity": "unknown", + "valueExpression": "[[baseItem.value]] * 4" + } + } ] } diff --git a/item/Web Community; Shops of Barovia.json b/item/Web Community; Shops of Barovia.json index 4990b1ff4..0da73e3d9 100644 --- a/item/Web Community; Shops of Barovia.json +++ b/item/Web Community; Shops of Barovia.json @@ -2780,7 +2780,7 @@ }, { "name": "Dousing Blade", - "baseItem": "Shortsword|DMG", + "baseItem": "shortsword|PHB", "type": "M", "weaponCategory": "martial", "property": [ diff --git a/language/Web Community; Community Homebrew Languages.json b/language/Web Community; Community Homebrew Languages.json index 82f74cfaf..33c5c7767 100644 --- a/language/Web Community; Community Homebrew Languages.json +++ b/language/Web Community; Community Homebrew Languages.json @@ -56,13 +56,33 @@ "type": "exotic", "typicalSpeakers": [ "{@race Dogfolk|DogFolkRace}", + "{@race Hunden|DogFolkRace2}", "{@creature Winter Wolf|MM|winter wolves}", "{@creature Wolf|MM|winter wolves}", "{@creature Dire Wolf|MM|winter wolves}" ], "script": "none", "entries": [ - "Doggish is a spoken language only, a series of barks and growls." + "Doggish is a verbal language consisting primarily of barks, howls, and growls." + ] + }, + { + "name": "Hund", + "dialects": [ + "Wolf" + ], + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@race Dogfolk|DogFolkRace}", + "{@race Hunden|DogFolkRace2}", + "{@creature Winter Wolf|MM|winter wolves}", + "{@creature Wolf|MM|winter wolves}", + "{@creature Dire Wolf|MM|winter wolves}" + ], + "script": "none", + "entries": [ + "Hund is a verbal language consisting primarily of barks, howls, and growls." ] }, { @@ -180,6 +200,34 @@ "Sembia was a young country of considerable wealth and prosperity governed by its merchants. It was located on the north-western coast of the Sea of Fallen Stars in central Faerûn, which put it in the path of many trade routes. Although they suffered over a century of subjugation at the hands of the returned Netherese Empire, with only the cities of Urmlaspyr and Daerlun maintaining their independence,[2] they once again became wealthy, independent collection of city-states following the second collapse of the imperial magocracy in 1487 DR.", "Sembians were not particularly war-like, preferring to pursue mercantile endeavors and work as mercenaries or adventurers.[4] Their long tradition of commerce and trade unified Sembia during their entire existence, particularly while as a vassal-state of Netheril." ] + }, + { + "name": "Void Speech", + "source": "COMLanguage", + "type": "exotic", + "typicalSpeakers": [ + "{@creature mind flayer|MM|mind flayers}", + "{@creature beholder|MM|beholders}", + "{@creature aboleth|MM|aboleth}" + ], + "script": "none", + "entries": [ + "This is the language of the Outer Darkness in the Midgard campaign setting. It is spoken by vile things that are malevolent toward humanoids and their allies and by those who seek to bring about the ruinous apocalypse of the dark gods. If Void Speech isn't a language in your world, you can substitute Void Speech with any ancient language with an evil reputation or with {@language Deep Speech}." + ], + "otherSources": [ + { + "source": "ToB", + "page": 9 + }, + { + "source": "ToB2", + "page": 3 + }, + { + "source": "ToB3", + "page": 6 + } + ] } ] } diff --git a/optionalfeature/Web Community; Community Homebrew Fighting Styles.json b/optionalfeature/Web Community; Community Homebrew Fighting Styles.json new file mode 100644 index 000000000..f3f6cc74d --- /dev/null +++ b/optionalfeature/Web Community; Community Homebrew Fighting Styles.json @@ -0,0 +1,436 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "COMFightStyle", + "abbreviation": "COMFightStyle", + "full": "Community HomeBrew Fighting Styles Collection", + "authors": [ + "A collection derived from the web community (Reddit,Pinterest,DmsGuild,ecc.). For credits, authors are provided with a web link in the entity description" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2022.07.04", + "url": "https://github.com/TheGiddyLimit/homebrew" + } + ], + "optionalFeatureTypes": { + "FS:COMFightStyle": "Community Homebrew and Official Fighting Styles" + }, + "dateAdded": 1604252046, + "dateLastModified": 1671646965, + "_dateLastModifiedHash": "c2eed1a76b" + }, + "optionalfeature": [ + { + "name": "Protection - Two Handed Weapon", + "source": "COMFightStyle", + "featureType": [ + "FS:B", + "FS:F", + "FS:P", + "FS:R", + "FS:Witcher", + "FS:COMFightStyle" + ], + "entries": [ + "When a creature you can see attacks a target other than you that is within reach of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a melee weapon that has the two-handed or versatile property, and you are wielding that weapon with two hands." + ] + }, + { + "name": "Mixed Weapons", + "source": "COMFightStyle", + "featureType": [ + "FS:B", + "FS:F", + "FS:P", + "FS:R", + "FS:Witcher", + "FS:COMFightStyle" + ], + "entries": [ + "When you take the attack action with a one handed melee weapon with the light property, you can immediately make a single weapon attack with a one-handed ranged weapon as a bonus action. You ignore the reload property of ranged weapons." + ] + }, + { + "name": "Arbalest", + "source": "COMFightStyle", + "featureType": [ + "FS:B", + "FS:F", + "FS:P", + "FS:R", + "FS:Witcher", + "FS:COMFightStyle" + ], + "entries": [ + "You ignore the loading quality of crossbows and you have a +1 bonus to attack rolls on ranged attacks." + ] + }, + { + "name": "Contested Ranged Fighting", + "source": "COMFightStyle", + "featureType": [ + "FS:B", + "FS:F", + "FS:P", + "FS:R", + "FS:Witcher", + "FS:COMFightStyle" + ], + "entries": [ + "When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. You have a +1 bonus to attack rolls on ranged attacks." + ] + }, + { + "name": "Versatile Fighting", + "source": "COMFightStyle", + "featureType": [ + "FS:B", + "FS:F", + "FS:P", + "FS:R", + "FS:Witcher", + "FS:COMFightStyle" + ], + "entries": [ + "When wielding a versatile weapon with two hands you gain a +2 bonus to damage rolls with that weapon. When wielding a versatile weapon with one hand you gain a +1 bonus to attack rolls with that weapon." + ] + }, + { + "name": "Archery", + "source": "COMFightStyle", + "page": 72, + "otherSources": [ + { + "source": "PHB", + "page": 72 + }, + { + "source": "PHB", + "page": 91 + } + ], + "featureType": [ + "FS:F", + "FS:R", + "FS:Witcher" + ], + "entries": [ + "You gain a +2 bonus to attack rolls you make with ranged weapons." + ] + }, + { + "name": "Blessed Warrior", + "source": "COMFightStyle", + "page": 52, + "otherSources": [ + { + "source": "TCE", + "page": 52 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "FS:P" + ], + "additionalSpells": [ + { + "ability": "cha", + "known": { + "_": [ + { + "choose": "level=0|class=cleric", + "count": 2 + } + ] + } + } + ], + "entries": [ + "You learn two cantrips of your choice from the {@filter cleric spell list|spells|level=0|class=Cleric}. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list." + ] + }, + { + "name": "Blind Fighting", + "source": "COMFightStyle", + "page": 41, + "otherSources": [ + { + "source": "TCE", + "page": 41 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "FS:F", + "FS:P", + "FS:R" + ], + "senses": [ + { + "blindsight": 10 + } + ], + "entries": [ + "You have {@sense blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're {@condition blinded} or in darkness. Moreover, you can see an {@condition invisible} creature within that range, unless the creature successfully hides from you." + ] + }, + { + "name": "Defense", + "source": "COMFightStyle", + "page": 72, + "otherSources": [ + { + "source": "PHB", + "page": 72 + }, + { + "source": "PHB", + "page": 84 + }, + { + "source": "PHB", + "page": 91 + } + ], + "featureType": [ + "FS:F", + "FS:P", + "FS:R", + "FS:Witcher" + ], + "entries": [ + "While you are wearing armor, you gain a +1 bonus to AC." + ] + }, + { + "name": "Druidic Warrior", + "source": "COMFightStyle", + "page": 57, + "otherSources": [ + { + "source": "TCE", + "page": 57 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "FS:R" + ], + "additionalSpells": [ + { + "ability": "wis", + "known": { + "_": [ + { + "choose": "level=0|class=druid", + "count": 2 + } + ] + } + } + ], + "entries": [ + "You learn two cantrips of your choice from the {@filter druid spell list|spells|level=0|class=druid}. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list." + ] + }, + { + "name": "Dueling", + "source": "COMFightStyle", + "page": 72, + "otherSources": [ + { + "source": "PHB", + "page": 72 + }, + { + "source": "XGE", + "page": 15 + }, + { + "source": "PHB", + "page": 84 + }, + { + "source": "PHB", + "page": 91 + } + ], + "featureType": [ + "FS:B", + "FS:F", + "FS:P", + "FS:R", + "FS:Witcher" + ], + "entries": [ + "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon." + ] + }, + { + "name": "Great Weapon Fighting", + "source": "COMFightStyle", + "page": 72, + "otherSources": [ + { + "source": "PHB", + "page": 72 + }, + { + "source": "PHB", + "page": 84 + } + ], + "featureType": [ + "FS:F", + "FS:P", + "FS:Witcher" + ], + "entries": [ + "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit." + ] + }, + { + "name": "Interception", + "source": "COMFightStyle", + "page": 41, + "otherSources": [ + { + "source": "TCE", + "page": 41 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "FS:F", + "FS:P" + ], + "entries": [ + "When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by {@dice 1d10} + your proficiency bonus (to a minimum of 0 damage). You must be wielding a {@item shield|phb} or a {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} to use this reaction." + ] + }, + { + "name": "Protection", + "source": "COMFightStyle", + "page": 72, + "otherSources": [ + { + "source": "PHB", + "page": 72 + }, + { + "source": "PHB", + "page": 84 + } + ], + "featureType": [ + "FS:F", + "FS:P", + "FS:Witcher" + ], + "entries": [ + "When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield." + ] + }, + { + "name": "Superior Technique", + "source": "COMFightStyle", + "page": 41, + "otherSources": [ + { + "source": "TCE", + "page": 41 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "FS:F" + ], + "optionalfeatureProgression": [ + { + "name": "Maneuvers", + "featureType": [ + "MV:B" + ], + "progression": { + "*": 1 + } + } + ], + "entries": [ + "You learn one {@filter maneuver|optionalfeatures|feature type=MV:B} of your choice from among those available to the {@class fighter|phb|Battle Master|Battle Master|phb|2-0} archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).", + "You gain one superiority die, which is a {@dice d6} (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest." + ] + }, + { + "name": "Thrown Weapon Fighting", + "source": "COMFightStyle", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "FS:F", + "FS:R" + ], + "entries": [ + "You can draw a weapon that has the thrown property as part of the attack you make with the weapon.", + "In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll." + ] + }, + { + "name": "Two-Weapon Fighting", + "source": "COMFightStyle", + "page": 72, + "otherSources": [ + { + "source": "PHB", + "page": 72 + }, + { + "source": "XGE", + "page": 15 + }, + { + "source": "PHB", + "page": 91 + } + ], + "featureType": [ + "FS:B", + "FS:F", + "FS:R", + "FS:Witcher" + ], + "entries": [ + "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack." + ] + }, + { + "name": "Unarmed Fighting", + "source": "COMFightStyle", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "FS:F" + ], + "entries": [ + "Your unarmed strikes can deal bludgeoning damage equal to {@damage 1d6} + your Strength modifier on a hit. If you aren't wielding any weapons or a {@item shield|phb} when you make the attack roll, the {@damage d6} becomes a {@damage d8}.", + "At the start of each of your turns, you can deal {@damage 1d4} bludgeoning damage to one creature {@condition grappled} by you." + ] + } + ] +} diff --git a/optionalfeature/Web Community; Community Homebrew Maneuvers.json b/optionalfeature/Web Community; Community Homebrew Maneuvers.json new file mode 100644 index 000000000..0a3473e40 --- /dev/null +++ b/optionalfeature/Web Community; Community Homebrew Maneuvers.json @@ -0,0 +1,495 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "COMManeuvers", + "abbreviation": "COMManeuvers", + "full": "Community Homebrew and Official Collection", + "authors": [ + "A collection derived from the web community (Reddit,Pinterest,DmsGuild,ecc.). For credits, authors are provided with a web link in the entity description" + ], + "convertedBy": [ + "p4535992" + ], + "version": "2022.07.04", + "url": "https://github.com/TheGiddyLimit/homebrew" + } + ], + "optionalFeatureTypes": { + "MV:COMManeuvers": "Community Homebrew Maneuvers" + }, + "dateAdded": 1726322861, + "dateLastModified": 1726322861 + }, + "optionalfeature": [ + { + "name": "Ambush", + "source": "COMManeuvers", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you make a Dexterity ({@skill Stealth}) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't {@condition incapacitated}." + ] + }, + { + "name": "Bait and Switch", + "source": "COMManeuvers", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't {@condition incapacitated}. This movement doesn't provoke opportunity attacks.", + "Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled." + ] + }, + { + "name": "Brace", + "source": "COMManeuvers", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll." + ] + }, + { + "name": "Commander's Strike", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you take the {@action Attack} action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll." + ] + }, + { + "name": "Commanding Presence", + "source": "COMManeuvers", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you make a Charisma ({@skill Intimidation}), a Charisma ({@skill Performance}), or a Charisma ({@skill Persuasion}) check, you can expend one superiority die and add the superiority die to the ability check." + ] + }, + { + "name": "Disarming Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet." + ] + }, + { + "name": "Distracting Strike", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn." + ] + }, + { + "name": "Evasive Footwork", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving." + ] + }, + { + "name": "Feinting Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll." + ] + }, + { + "name": "Goading Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn." + ] + }, + { + "name": "Grappling Strike", + "source": "COMManeuvers", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength ({@skill Athletics}) check." + ] + }, + { + "name": "Lunging Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll." + ] + }, + { + "name": "Maneuvering Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack." + ] + }, + { + "name": "Menacing Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is {@condition frightened} of you until the end of your next turn." + ] + }, + { + "name": "Parry", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier." + ] + }, + { + "name": "Precision Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied." + ] + }, + { + "name": "Pushing Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you." + ] + }, + { + "name": "Quick Toss", + "source": "COMManeuvers", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll." + ] + }, + { + "name": "Rally", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier." + ] + }, + { + "name": "Riposte", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll." + ] + }, + { + "name": "Sweeping Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack." + ] + }, + { + "name": "Tactical Assessment", + "source": "COMManeuvers", + "page": 42, + "otherSources": [ + { + "source": "TCE", + "page": 42 + } + ], + "isClassFeatureVariant": true, + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you make an Intelligence ({@skill Investigation}), an Intelligence ({@skill History}), or a Wisdom ({@skill Insight}) check, you can expend one superiority die and add the superiority die to the ability check." + ] + }, + { + "name": "Trip Attack", + "source": "COMManeuvers", + "page": 74, + "otherSources": [ + { + "source": "PHB", + "page": 74 + } + ], + "featureType": [ + "MV:B" + ], + "consumes": { + "name": "Superiority Die" + }, + "entries": [ + "When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target {@condition prone}." + ] + } + ] +} diff --git a/optionalfeature/Web Community; Community Homebrew Optional Features.json b/optionalfeature/Web Community; Community Homebrew Optional Features.json index 39f4109a2..93adc7b9b 100644 --- a/optionalfeature/Web Community; Community Homebrew Optional Features.json +++ b/optionalfeature/Web Community; Community Homebrew Optional Features.json @@ -14,12 +14,11 @@ "Zordnael" ], "version": "2022.07.04", - "url": "https://github.com/TheGiddyLimit/homebrew", - "targetSchema": "1.6.3" + "url": "https://github.com/TheGiddyLimit/homebrew" } ], "optionalFeatureTypes": { - "OPTFEAT:COMOptFeat": "Community HomeBrew Optional Features" + "OF:COMOptFeat": "Community HomeBrew Optional Features" }, "dateAdded": 1604252046, "dateLastModified": 1723321998, @@ -30,7 +29,7 @@ "name": "Diamond Dust", "source": "COMOptFeat", "featureType": [ - "OPTFEAT:COMOptFeat" + "OF:COMOptFeat" ], "prerequisite": [ { @@ -54,7 +53,7 @@ "name": "Spectral Wings", "source": "COMOptFeat", "featureType": [ - "OPTFEAT:COMOptFeat" + "OF:COMOptFeat" ], "prerequisite": [ { @@ -78,7 +77,7 @@ "name": "Nine-Tailed Heir", "source": "COMOptFeat", "featureType": [ - "OPTFEAT:COMOptFeat" + "OF:COMOptFeat" ], "prerequisite": [ { diff --git a/race/Benjamin Huffman; Saurian Race.json b/race/Benjamin Huffman; Saurian Race.json index d60d8306e..a4f44cb2b 100644 --- a/race/Benjamin Huffman; Saurian Race.json +++ b/race/Benjamin Huffman; Saurian Race.json @@ -19,7 +19,12 @@ } ], "optionalFeatureTypes": { - "RACE:SAU": "Race Saurian" + "OF:SaurianRace:RACE": "Race Saurian" + }, + "dependencies": { + "language": [ + "COMLanguage" + ] }, "dateAdded": 1659384262, "dateLastModified": 1723321998, diff --git a/race/Blackbandos Homebrew; Races.json b/race/Blackbandos Homebrew; Races.json index ef9e98b23..6f7238a9f 100644 --- a/race/Blackbandos Homebrew; Races.json +++ b/race/Blackbandos Homebrew; Races.json @@ -20,6 +20,11 @@ "internalCopies": [ "raceFluff" ], + "dependencies": { + "language": [ + "COMLanguage" + ] + }, "dateAdded": 1537874753, "dateLastModified": 1723321998, "_dateLastModifiedHash": "da31f4b3d9" diff --git a/race/Clockwork Dragon; Races.json b/race/Clockwork Dragon; Races.json index b72c2872d..5d407a754 100644 --- a/race/Clockwork Dragon; Races.json +++ b/race/Clockwork Dragon; Races.json @@ -16,6 +16,11 @@ "url": "https://dm-clockwork-dragon.tumblr.com/PublishedWork" } ], + "dependencies": { + "language": [ + "COMLanguage" + ] + }, "dateAdded": 1587495146, "dateLastModified": 1723321998, "_dateLastModifiedHash": "c016726c18" diff --git a/race/D&D 4ed; Dark Sun Races.json b/race/D&D 4ed; Dark Sun Races.json index 5be1369be..a884fa41a 100644 --- a/race/D&D 4ed; Dark Sun Races.json +++ b/race/D&D 4ed; Dark Sun Races.json @@ -16,8 +16,7 @@ "p4535992" ], "version": "2021.09.26", - "url": "https://www.drivethrurpg.com/product/133464/Dark-Sun-Creature-Catalog-4e", - "targetSchema": "1.7.0" + "url": "https://www.drivethrurpg.com/product/133464/Dark-Sun-Creature-Catalog-4e" } ], "dateAdded": 1537874753, diff --git a/race/StrayChowChow; Dogfolk.json b/race/StrayChowChow; Dogfolk.json index a4c3750f9..4c1454b0c 100644 --- a/race/StrayChowChow; Dogfolk.json +++ b/race/StrayChowChow; Dogfolk.json @@ -18,7 +18,12 @@ } ], "optionalFeatureTypes": { - "RACE:DOG": "Race Dogfolk" + "OF:DogFolkRace:RACE": "Race Dogfolk" + }, + "dependencies": { + "language": [ + "COMLanguage" + ] }, "dateAdded": 1659384262, "dateLastModified": 1723321998, @@ -40,7 +45,7 @@ "walk": 30 }, "entries": [ - "Your dogfolk character has a number of traits in common with all other dogs", + "Your dogfolk character has a number of traits in common with all other dogs.", { "name": "Ability Score Increase", "type": "entries", @@ -77,7 +82,7 @@ ] }, { - "name": "Keen Sense ", + "name": "Keen Sense", "entries": [ "You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that that involve on hearing or smell." ], @@ -104,6 +109,12 @@ "Dogfolk are extremely genetically diverse and come in many different breeds. Choose one of these breed groups that your dog folk belongs to." ], "type": "entries" + }, + { + "type": "inset", + "entries": [ + "NOTE: A new version of this race from the same author is present on the homebrew 'StrayChowChow; Dogfolk2 (Hunden)'" + ] } ], "languageProficiencies": [ @@ -130,7 +141,12 @@ "Don't forget, you can use Tasha's Cauldron of Everything to customize your origin to suit your breed better by applying the Ability Score Increases to different ability scores. For instance, a Terrier with the Ability Score Increase changed to add Strength instead of Dexterity could be used for a very tough and hardy mastiff." ] }, - "Dogfolk race is based on the resource {@link Dogfolk|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." + { + "type": "inset", + "entries": [ + "NOTE: A new version of this race from the same author is present on the homebrew 'StrayChowChow; Dogfolk2 (Hunden)'" + ] + } ] } } @@ -166,7 +182,7 @@ "name": "Ability Score Increase", "type": "entries", "entries": [ - "Your Strength score increases by2." + "Your Strength score increases by 2." ] }, { @@ -203,11 +219,16 @@ "entries": [ "", { - "name": "Credits", + "type": "section", "entries": [ - "Dogfolk race is based on the resource {@link Dogfolk|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." - ], - "type": "entries" + { + "name": "Guard Dog", + "entries": [ + "Guard dogs are protective and vigilant, capable of noticing,neutralizing, and scaring off threats. This leads them to be excel in combat, and are often great fighters, barbarians, and even paladins. Breeds that tend to fall into this category include, but are not limited to, rottweilers, akitas, mastiffs,boxers, dobermann pinschers, chow chows, and great danes." + ], + "type": "entries" + } + ] } ] } @@ -219,7 +240,7 @@ "raceSource": "DogFolkRace", "ability": [ { - "dex": 2, + "dex": 1, "wis": 1 } ], @@ -275,11 +296,16 @@ "entries": [ "", { - "name": "Credits", + "type": "section", "entries": [ - "Dogfolk race is based on the resource {@link Dogfolk|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." - ], - "type": "entries" + { + "name": "Hunting Dog", + "entries": [ + "Hunting dogs are the most at home in the wild; tracking,hunting, and retrieving wild game. They are highly focused with keen senses and very agile to keep up with game in rough terrain. Unsurprisingly, they make excellent rangers and druids. Hounds, retrievers, pointers, labradors, spaniels,beagles and more are usually considered hunting dogs." + ], + "type": "entries" + } + ] } ] } @@ -353,11 +379,16 @@ "entries": [ "", { - "name": "Credits", + "type": "section", "entries": [ - "Dogfolk race is based on the resource {@link Dogfolk|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." - ], - "type": "entries" + { + "name": "Shepherd Dog", + "entries": [ + "Shepherd dogs excel at protecting, guiding, and leading groups-most often livestock or those seeking spiritual guidance. These breeds are often drawn towards being clerics, monks and druids. Many shepherd dogs are herders,ike collies, heelers, corgis, and cattle dogs, but many live stock guardian breeds like great pyreness, shepherds,sheepdogs, and some mastiffs may also fall into this category." + ], + "type": "entries" + } + ] } ] } @@ -369,7 +400,7 @@ "raceSource": "DogFolkRace", "ability": [ { - "dex": 2, + "dex": 1, "con": 1 } ], @@ -382,7 +413,7 @@ "type": "section", "entries": [ { - "name": "Terrier", + "name": "Terrier Dog", "entries": [ "Terriers are unusually scrappy and spirited, able toper severe despite threat of or actual, serious injury. This quality is often called \"game\" or \"gameness\". They are risk-takers and tend towards less lawful, violent, or dangerous life paths. Naturally, breeds with terrier in their name usually belong to the group, but it also includes bull-type terriers that can be easily confused for guard dogs. Bulldogs and pitbulls,for instance, also fall into terrier groups, as well as dachshunds." ], @@ -394,7 +425,7 @@ "name": "Ability Score Increase", "type": "entries", "entries": [ - "Your Dexterity score increases by1 and Constitution score increases by 1." + "Your Dexterity score increases by 1 and Constitution score increases by 1." ] }, { @@ -426,11 +457,16 @@ "entries": [ "", { - "name": "Credits", + "type": "section", "entries": [ - "Dogfolk race is based on the resource {@link Dogfolk|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." - ], - "type": "entries" + { + "name": "Terrier Dog", + "entries": [ + "Terriers are unusually scrappy and spirited, able toper severe despite threat of or actual, serious injury. This quality is often called \"game\" or \"gameness\". They are risk-takers and tend towards less lawful, violent, or dangerous life paths. Naturally, breeds with terrier in their name usually belong to the group, but it also includes bull-type terriers that can be easily confused for guard dogs. Bulldogs and pitbulls,for instance, also fall into terrier groups, as well as dachshunds." + ], + "type": "entries" + } + ] } ] } @@ -474,7 +510,7 @@ { "name": "Size", "entries": [ - "Your size is Small, instead of Medium like most other dogfolk." + "Your size is Small." ], "type": "entries" }, @@ -502,16 +538,16 @@ ], "additionalSpells": [ { - "known": { - "1": [ - "calm Emotions#2" - ] + "innate": { + "1": { + "rest": { + "1": [ + "calm Emotions|phb" + ] + } + } }, - "ability": { - "choose": [ - "cha" - ] - } + "ability": "cha" } ], "traitTags": [ @@ -521,11 +557,16 @@ "entries": [ "", { - "name": "Credits", + "type": "section", "entries": [ - "Dogfolk race is based on the resource {@link Dogfolk|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." - ], - "type": "entries" + { + "name": "Toy Dog", + "entries": [ + "Despite being the smallest dogfolk, toy dogs arguably have the largest personality and are skilled leaders, bards, and spellcasters. Toy dogs include breeds like pugs,pomeranians, chihuahuas, maltese, bichons, and chinese crested, but often any diminutive dogfolk can be considered a toy dog." + ], + "type": "entries" + } + ] } ] } @@ -558,7 +599,7 @@ "name": "Ability Score Increase", "type": "entries", "entries": [ - "Your Strength score increases by1 and your Constitution score increases by 1." + "Your Strength score increases by 1 and your Constitution score increases by 1." ] }, { @@ -603,11 +644,16 @@ "entries": [ "", { - "name": "Credits", + "type": "section", "entries": [ - "Dogfolk race is based on the resource {@link Dogfolk|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." - ], - "type": "entries" + { + "name": "Working Dog", + "entries": [ + "Working dogs are some of the largest and strongest dogfolk and are often laborers or warriors. Often instead of training animals, dogfolk will have working dogfolk pull vehicles such as carts or sleds. Additionally, these breeds are very well suited for tasks such as search and rescue and couriering. There is often considerable overlap between working dog, guard dog, and shepherd dog breeds, from whom working breeds are believe to be descendant from. Spitz breeds, malamutes, huskies, mountain dogs, saint bernards, newfoundlands, and some larger mastiffs and shepherds are usually considered working dogs." + ], + "type": "entries" + } + ] } ] } @@ -640,7 +686,7 @@ "type": "section", "entries": [ { - "name": "Mutts", + "name": "Mutt Dog", "entries": [ "Mutts, mongrels, or mixed-breeds are dogfolk whose breed is difficult to determine or define due to cross-breeding.Although dogfolk are genetically diverse, they can successfully breed with any other dogfolk, regardless of breed. It used to be taboo to mix breeds due to a desire to maintain the presence of distinct breeds, but cross-breeding has become more acceptable in dog culture." ], @@ -698,11 +744,16 @@ "entries": [ "", { - "name": "Credits", + "type": "section", "entries": [ - "Dogfolk race is based on the resource {@link Dogfolk|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." - ], - "type": "entries" + { + "name": "Mutt Dog", + "entries": [ + "Mutts, mongrels, or mixed-breeds are dogfolk whose breed is difficult to determine or define due to cross-breeding.Although dogfolk are genetically diverse, they can successfully breed with any other dogfolk, regardless of breed. It used to be taboo to mix breeds due to a desire to maintain the presence of distinct breeds, but cross-breeding has become more acceptable in dog culture." + ], + "type": "entries" + } + ] } ] } diff --git a/race/StrayChowChow; Dogfolk2 (Hunden).json b/race/StrayChowChow; Dogfolk2 (Hunden).json new file mode 100644 index 000000000..18afad261 --- /dev/null +++ b/race/StrayChowChow; Dogfolk2 (Hunden).json @@ -0,0 +1,804 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "DogFolkRace2", + "abbreviation": "DogFolkRace2", + "full": "Hunden - 5e Dog Race with breed group subraces", + "authors": [ + "StrayChowChow" + ], + "convertedBy": [ + "p4535992" + ], + "version": "3.0", + "color": "a39853", + "url": "https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf" + } + ], + "optionalFeatureTypes": { + "OF:DogFolkRace2:RACE": "Race Hunden" + }, + "dependencies": { + "language": [ + "COMLanguage" + ] + }, + "dateAdded": 1659384262, + "dateLastModified": 1723321998, + "_dateLastModifiedHash": "54efc0a35c" + }, + "race": [ + { + "name": "Hunden", + "source": "DogFolkRace2", + "ability": [ + { + "dex": 1 + } + ], + "size": [ + "M" + ], + "speed": { + "walk": 30 + }, + "entries": [ + "Your hunden character has a number of traits in common with all other hunden.", + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Dexterity score increases by 1." + ] + }, + { + "name": "Age", + "type": "entries", + "entries": [ + "Hundens have a shorter lifespan than humans, rarely making it past 30 years old. However, they mature quickly, within 1 or 2 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Hundens are eager to please and so lean towards lawful and good alignments, but are vulnerable to chaotic and evil alignments if raised with abuse or neglect." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Your size is Medium or Small, depending on your specific breed. You choose the size when you gain your breed subrace, although some subraces are restricted to one size." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "name": "Bark", + "entries": [ + "When you roll initiative and you are not surprised, you can choose to bark. Your bark warns allies of the presence of threats and negates surprise for all allies within 60 feet of you that can hear you. Once you use this feature, you can't do so again until you finish a long rest." + ], + "type": "entries" + }, + { + "name": "Bite", + "entries": [ + "You have sharp canine teeth that you can use to make unarmed strikes. On a hit, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike." + ], + "type": "entries" + }, + { + "name": "Canine Scent", + "entries": [ + "You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell." + ], + "type": "entries" + }, + { + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common|PHB}, and you can speak {@language Hund|COMLanguage}, which is a verbal language consisting primarily of barks, howls, and growls." + ], + "type": "entries" + }, + { + "name": "Breed (Subraces)", + "entries": [ + "Hundens are extremely genetically diverse and come in many different breeds. Choose one of these breed groups that your hunden belongs to." + ], + "type": "entries" + } + ], + "languageProficiencies": [ + { + "common": true, + "hund": true + } + ], + "age": { + "mature": 2, + "max": 30 + }, + "traitTags": [ + "Uncommon Race" + ], + "fluff": { + "entries": [ + "Hundens are a race of furred humanoids bearing a strong resemblance to the domestic dog. No one is quite sure of how exactly hundens are related to dogs. Some believe they are descended from werewolves; however, hundens live in the moment and such knowledge has been lost to time. Hundens are diverse and varied, and they credit their successful civilization to the wide range of skill, talent, and ability that different hundens possess. They form strong pack bonds, often among family, but many choose their pack among other hundens or even other races.", + { + "type": "inset", + "name": "Breeds and Breed Groups", + "entries": [ + "The breed groups outlined are broad and many breeds can fit in to more than one category. For example, livestock guardian dogs could fit in the Guard category or the Shepherd category. Choose the category you feel best represents your individual hunden's heritage or strengths.", + "You can use {@i Tasha's Cauldron of Everything} (pg. 8) or {@i Mordenkainen Presents: Monsters of The Multiverse} (pg. 5) to customize your lineage by applying the Ability Score Increases to different ability scores to suit your breed better." + ] + }, + "Hunden race is based on the resource {@link Hunden|https://www.gmbinder.com/share/-MP7bpfRrZR1trGaUoGf}. Please credit if you repost elsewhere." + ] + } + } + ], + "subrace": [ + { + "name": "Guard Breed", + "source": "DogFolkRace2", + "raceName": "Hunden", + "raceSource": "DogFolkRace2", + "ability": [ + { + "str": 2 + } + ], + "size": [ + "M" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Guard Breed", + "entries": [ + "Guardians are protective and vigilant, capable of noticing, deterring, and neutralizing threats. This leads them to excel as sentries and soldiers. They are physically intimidating, and that is backed up by power in combat. Guard breeds are some of the most loyal of hundens, but also sometimes the most stubborn." + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Strength score increases by 2." + ] + }, + { + "name": "Size", + "entries": [ + "Your size is Medium." + ], + "type": "entries" + }, + { + "name": "Beware", + "entries": [ + "You gain proficiency in the Intimidation skill." + ], + "type": "entries" + }, + { + "name": "Lockjaw", + "entries": [ + "You can grapple a creature using your mouth, without needing a free hand. When you have a creature grappled in this way, you can not use your Bite." + ], + "type": "entries" + }, + { + "name": "Watchdog", + "entries": [ + "When you make a Wisdom (Perception) check to notice hiding creatures or a creature makes a Dexterity (Stealth) check to hide or remain hidden from you, you are considered proficient in the Perception skill and add double your proficiency bonus, instead of your normal proficiency bonus." + ], + "type": "entries" + } + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "traitTags": [ + "Uncommon Race" + ], + "fluff": { + "entries": [ + "", + { + "type": "section", + "entries": [ + { + "name": "Guard Breed", + "entries": [ + "Guardians are protective and vigilant, capable of noticing, deterring, and neutralizing threats. This leads them to excel as sentries and soldiers. They are physically intimidating, and that is backed up by power in combat. Guard breeds are some of the most loyal of hundens, but also sometimes the most stubborn." + ], + "type": "entries" + } + ] + } + ] + } + }, + { + "name": "Hunting Breed", + "source": "DogFolkRace2", + "raceName": "Hunden", + "raceSource": "DogFolkRace2", + "ability": [ + { + "dex": 1, + "wis": 1 + } + ], + "size": [ + "M", + "S" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Hunting Breed", + "entries": [ + "Hunting breeds, or hounds, are the most at home in nature; tracking, hunting, and retrieving wild game. They are highly focused with sharp senses and are very agile to keep up with game in rough natural terrain." + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Dexterity score increases by 1 and your Wisdom score increases by 1." + ] + }, + { + "name": "Size", + "entries": [ + "Your size is Medium or Small. You choose the size when you gain this subrace." + ], + "type": "entries" + }, + { + "name": "Pointer", + "entries": [ + "You can cast the {@spell Locate Animals or Plants|PHB} spell with this trait. When you cast the spell this way, your own fur is a valid material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher." + ], + "type": "entries" + }, + { + "name": "Trackhound", + "entries": [ + "When you make a Wisdom (Survival) check to track, you are considered proficient in the skill and add double your proficiency bonus, instead of your normal proficiency bonus." + ], + "type": "entries" + } + ], + "additionalSpells": [ + { + "innate": { + "1": { + "rest": { + "1": [ + "Locate Animals or Plants|phb" + ] + } + } + }, + "ability": "wis" + } + ], + "traitTags": [ + "Uncommon Race" + ], + "fluff": { + "entries": [ + "", + { + "type": "section", + "entries": [ + { + "name": "Hunting Breed", + "entries": [ + "Hunting breeds, or hounds, are the most at home in nature; tracking, hunting, and retrieving wild game. They are highly focused with sharp senses and are very agile to keep up with game in rough natural terrain." + ], + "type": "entries" + } + ] + } + ] + } + }, + { + "name": "Shepherd Breed", + "source": "DogFolkRace2", + "raceName": "Hunden", + "raceSource": "DogFolkRace2", + "ability": [ + { + "wis": 2 + } + ], + "size": [ + "M", + "S" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Shepherd Breed", + "entries": [ + "Shepherds excel at protecting, guiding, and leading groups; most often livestock, though some take spiritual or governmental roles and consider their congregation their charge. They are wise and empathetic, sensitive to the needs of their flock or pack." + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Wisdom score increases by 2." + ] + }, + { + "name": "Size", + "entries": [ + "Your size is Medium or Small. You choose the size when you gain this subrace." + ], + "type": "entries" + }, + { + "name": "Field Commander", + "entries": [ + "You can cast {@spell command|PHB} as a 1st-level spell with this trait. When you use this version of command, you can only issue commands to 'flee' or 'halt'. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast them with this trait (choose when you select this race)." + ], + "type": "entries" + }, + { + "name": "Livestock Whisperer", + "entries": [ + "You can communicate simple ideas to any Beast. It can understand your words, though you have no special ability to understand it in return." + ], + "type": "entries" + } + ], + "additionalSpells": [ + { + "innate": { + "1": { + "rest": { + "1": [ + "command|phb" + ] + } + } + }, + "ability": { + "choose": [ + "cha", + "wis", + "int" + ] + } + } + ], + "traitTags": [ + "Uncommon Race" + ], + "fluff": { + "entries": [ + "", + { + "type": "section", + "entries": [ + { + "name": "Shepherd Breed", + "entries": [ + "Shepherds excel at protecting, guiding, and leading groups; most often livestock, though some take spiritual or governmental roles and consider their congregation their charge. They are wise and empathetic, sensitive to the needs of their flock or pack." + ], + "type": "entries" + } + ] + } + ] + } + }, + { + "name": "Terrier Breed", + "source": "DogFolkRace2", + "raceName": "Hunden", + "raceSource": "DogFolkRace2", + "ability": [ + { + "dex": 1, + "con": 1 + } + ], + "size": [ + "S", + "M" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Terrier Breed", + "entries": [ + "Terriers are scrappy and spirited, able to persevere despite threat of or actual, serious injury. This quality is often called \"game\" and benefits their instinct to exterminate vermin and pests in dangerous burrows. They are risk-takers and tend towards more \"underground\" lifestyles." + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Dexterity score increases by 1 and Constitution score increases by 1." + ] + }, + { + "name": "Size", + "entries": [ + "Your size is Medium or Small. You choose the size when you gain this subrace." + ], + "type": "entries" + }, + { + "name": "Feisty", + "entries": [ + "You have advantage on saving throws you make to avoid or end the frightened condition on yourself." + ], + "type": "entries" + }, + { + "name": "Gamebred", + "entries": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest." + ], + "type": "entries" + } + ], + "traitTags": [ + "Uncommon Race" + ], + "fluff": { + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Terrier Breed", + "entries": [ + "Terriers are scrappy and spirited, able to persevere despite threat of or actual, serious injury. This quality is often called \"game\" and benefits their instinct to exterminate vermin and pests in dangerous burrows. They are risk-takers and tend towards more \"underground\" lifestyles." + ], + "type": "entries" + } + ] + } + ] + } + }, + { + "name": "Toy Breed", + "source": "DogFolkRace2", + "raceName": "Hunden", + "raceSource": "DogFolkRace2", + "ability": [ + { + "cha": 2 + } + ], + "size": [ + "S" + ], + "speed": { + "walk": 25 + }, + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Toy Breed", + "entries": [ + "Despite being the smallest hundens, toy breeds arguably have the largest personalities and are skilled politicians, entertainers, and merchants. Toy breeds have cute, juvenile features and this puppy-like visage tends to invoke a desire to nurture and protect the tiny and vulnerable toy hunden." + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Charisma score increases by 2." + ] + }, + { + "name": "Size", + "entries": [ + "Your size is Small." + ], + "type": "entries" + }, + { + "name": "Speed", + "entries": [ + "Your walking speed is 25 feet, due to your small stature." + ], + "type": "entries" + }, + { + "name": "Puppy Dog Eyes", + "entries": [ + "You can cast {@spell charm person|PHB} as a 1st-level spell. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.", + "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell when you cast it with this trait (choose when you select this race)." + ], + "type": "entries" + }, + { + "name": "Underfoot Scamper", + "entries": [ + "You can move through the space of any creature that is of a size larger than yours." + ], + "type": "entries" + } + ], + "additionalSpells": [ + { + "known": { + "1": [ + "charm person|phb" + ] + }, + "ability": { + "choose": [ + "cha", + "wis", + "int" + ] + } + } + ], + "traitTags": [ + "Uncommon Race" + ], + "fluff": { + "entries": [ + "", + { + "type": "section", + "entries": [ + { + "name": "Toy Breed", + "entries": [ + "Despite being the smallest hundens, toy breeds arguably have the largest personalities and are skilled politicians, entertainers, and merchants. Toy breeds have cute, juvenile features and this puppy-like visage tends to invoke a desire to nurture and protect the tiny and vulnerable toy hunden." + ], + "type": "entries" + } + ] + } + ] + } + }, + { + "name": "Working Breed", + "source": "DogFolkRace2", + "raceName": "Hunden", + "raceSource": "DogFolkRace2", + "ability": [ + { + "con": 2 + } + ], + "size": [ + "M" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Working Breed", + "entries": [ + "Workers have bounds of energy and are often the laborers on which other dogs rely. They have strong drive and put their all into whatever work they do. They are also well suited to work in the field such as search and rescue, long distance couriering, cargo transport, messengers, and mercy or relief work in wartime. Instead of training animals, hundens will commonly have working breeds pull vehicles such as carts or sleds." + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Your Constitution score increases by 2." + ] + }, + { + "name": "Size", + "entries": [ + "Your size is Medium." + ], + "type": "entries" + }, + { + "name": "Blue Collar.", + "entries": [ + "You have proficiency in the Athletics skill." + ], + "type": "entries" + }, + { + "name": "Boundless Energy", + "entries": [ + "You have advantage on ability checks and saving throws you make against the exhaustion condition." + ], + "type": "entries" + }, + { + "name": "Mush", + "entries": [ + "You have proficiency with {@filter Vehicles (land)|items|source=phb;dmg|miscellaneous=mundane|type=vehicle (land)} and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift." + ], + "type": "entries" + } + ], + "traitTags": [ + "Uncommon Race", + "Powerful Build" + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "fluff": { + "entries": [ + "", + { + "type": "section", + "entries": [ + { + "name": "Working Breed", + "entries": [ + "Workers have bounds of energy and are often the laborers on which other dogs rely. They have strong drive and put their all into whatever work they do. They are also well suited to work in the field such as search and rescue, long distance couriering, cargo transport, messengers, and mercy or relief work in wartime. Instead of training animals, hundens will commonly have working breeds pull vehicles such as carts or sleds." + ], + "type": "entries" + } + ] + } + ] + } + }, + { + "name": "Mixed Breed", + "source": "DogFolkRace2", + "raceName": "Hunden", + "raceSource": "DogFolkRace2", + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis" + ], + "count": 2 + } + } + ], + "size": [ + "S", + "M" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "name": "Mixed Breed", + "entries": [ + "Mutts, mongrels, or mixed breeds are hundens whose breed is difficult to determine or define due to cross-breeding or other factors. Although hundens are genetically diverse, they can successfully breed with any other hunden, regardless of breed. In fact, mutts tend to be healthier than purebred breeds, living longer and suffering less often from disease." + ], + "type": "entries" + } + ] + }, + { + "name": "Ability Score Increase", + "type": "entries", + "entries": [ + "Two different ability scores of your choice increase by 1." + ] + }, + { + "name": "Size", + "entries": [ + "Your size is either Medium or Small. You choose the size when you gain this subrace." + ], + "type": "entries" + }, + { + "name": "Hybrid Vigor", + "entries": [ + "You have advantage on saving throws against disease." + ], + "type": "entries" + }, + { + "name": "Mutt-Blood", + "entries": [ + "You have proficiency in two of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Persuasion, or Survival." + ], + "type": "entries" + } + ], + "traitTags": [ + "Uncommon Race" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "acrobatics", + "animal handling", + "athletics", + "intimidation", + "persuasion", + "survival" + ], + "count": 2 + } + } + ], + "fluff": { + "entries": [ + "", + { + "type": "section", + "entries": [ + { + "name": "Working Breed", + "entries": [ + "Workers have bounds of energy and are often the laborers on which other dogs rely. They have strong drive and put their all into whatever work they do. They are also well suited to work in the field such as search and rescue, long distance couriering, cargo transport, messengers, and mercy or relief work in wartime. Instead of training animals, hundens will commonly have working breeds pull vehicles such as carts or sleds." + ], + "type": "entries" + } + ] + } + ] + } + } + ] +} diff --git a/race/That_Kael; Awakened Shrub Race.json b/race/That_Kael; Awakened Shrub Race.json index c73a78d0e..d851a1232 100644 --- a/race/That_Kael; Awakened Shrub Race.json +++ b/race/That_Kael; Awakened Shrub Race.json @@ -19,7 +19,7 @@ } ], "optionalFeatureTypes": { - "RACE:SAU": "Race Saurian" + "OF:TKASR:RACE": "Awakened Shrub Race" }, "dateAdded": 1659384262, "dateLastModified": 1723321998, diff --git a/race/Web Community; Community Homebrew Races.json b/race/Web Community; Community Homebrew Races.json index bfb049537..079c5af33 100644 --- a/race/Web Community; Community Homebrew Races.json +++ b/race/Web Community; Community Homebrew Races.json @@ -17,6 +17,11 @@ "targetSchema": "1.7.0" } ], + "dependencies": { + "language": [ + "COMLanguage" + ] + }, "dateAdded": 1604252046, "dateLastModified": 1723321998, "_dateLastModifiedHash": "c6b011a269" diff --git a/race/starlightwalker; Elf Lythari.json b/race/starlightwalker; Elf Lythari.json index 35b4d3a66..1b932ac2e 100644 --- a/race/starlightwalker; Elf Lythari.json +++ b/race/starlightwalker; Elf Lythari.json @@ -17,7 +17,7 @@ } ], "optionalFeatureTypes": { - "RACE:LYTRace": "Race Lythari" + "OF:LYTRace:RACE": "Race Lythari" }, "dateAdded": 1721587857, "dateLastModified": 1721587857, diff --git a/spell/Barnaby Lamper; Oriq Guide to Blood Magic - 30 Sanguimancy Spells.json b/spell/Barnaby Lamper; Oriq Guide to Blood Magic - 30 Sanguimancy Spells.json new file mode 100644 index 000000000..d1a789950 --- /dev/null +++ b/spell/Barnaby Lamper; Oriq Guide to Blood Magic - 30 Sanguimancy Spells.json @@ -0,0 +1,3008 @@ +{ + "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", + "_meta": { + "sources": [ + { + "json": "OGtBMSpell", + "abbreviation": "OGtBMSpell", + "full": "Oriq Guide to Blood Magic: 30 Sanguimancy Spells", + "authors": [ + "Barnaby Lamper" + ], + "convertedBy": [ + "p4535992" + ], + "url": "https://www.dmsguild.com/product/492849/Oriq-Guide-to-Blood-Magic-30-Sanguimancy-Spells--Arcane-Academy--Arcane-Academy", + "version": "2024.08.28", + "color": "f13f5c" + } + ], + "dateAdded": 1724842185, + "dateLastModified": 1724842185, + "spellSchools": { + "SA": { + "full": "Sanguimancy", + "short": "Sang.", + "color": "780606" + } + } + }, + "variantrule": [ + { + "name": "Sanguimancy Spell School", + "source": "OGtBMSpell", + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/YbrTJYL.jpg" + } + } + ] + } + ], + "spell": [ + { + "name": "Blood Aegis", + "level": 1, + "school": "N", + "subschools": [ + "Sanguimancy" + ], + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you would take damage" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You enchant your own blood to reinforce your blood, protecting you from harm. As a reaction when you take damage, you can immediately gain Temporary Hit Points equal to {@dice 1d10} + your spellcasting ability modifier. These Temporary Hit Points last until the start of your next turn and while you still have them you don't need to make {@status concentration} checks when you take damage.", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For each hit dice expended this way you may roll it and add it to the Temporary Hit Points you gain." + ], + "source": "OGtBMSpell", + "page": 4, + "components": { + "v": true, + "s": true, + "m": "a drop of your own blood" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/YbrTJYL.jpg" + } + } + ] + } + }, + { + "name": "Blood Boil", + "level": 7, + "school": "N", + "subschools": [ + "Sanguimancy" + ], + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose a 20-foot radius sphere centred on a point within range. Each creature of your choice within it must make a Constitution saving throw or have their blood boil in their veins, watching it leave as red smoke from their nose and mouth. On a failed save, a creature takes {@damage 7d10} necrotic damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half as much damage and isn't {@condition incapacitated}. A creature dies if reduced to 0 hit points by this necrotic damage. This spell has no effect on constructs and the undead. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend seven hit dice to empower it. If you do so, increase the radius of the sphere to 30ft. " + ], + "source": "OGtBMSpell", + "page": 4, + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "incapacitated" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/YbrTJYL.jpg" + } + } + ] + } + }, + { + "name": "Blood Puppeteer", + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You gain temporary control over a creature's movements by manipulating its blood. Choose one humanoid that you can see within range. The target must make a Strength saving throw. On a failed save, you gain part control of the target's body and may choose to either control its movement or to have it make a melee attack against a creature of your choice (other than itself) on each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ", + "{@b Crimson Price.} When you cast this spell you may choose to expend hit dice to empower it up to half your level (rounded up). For every two hit dice expended this way you may target one additional humanoid but must make the same choice to control the movement or make a melee attack with all affected creatures. The humanoids must be within 30 feet of each other when you target them. " + ], + "source": "OGtBMSpell", + "page": 4, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "a drop of blood from your finger" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/YbrTJYL.jpg" + } + } + ] + } + }, + { + "name": "Blood Rain", + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "The air roils into crimson clouds in a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of raining blood falls from the clouds. When the clouds appear, each creature in the cylinder must make a Dexterity saving throw, taking {@damage 4d10} necrotic 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 clouds, you can move them up to 60 feet as a bonus action on your turn. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every five hit dice expended this way the necrotic damage increases by an extra {@dice d10}. " + ], + "source": "OGtBMSpell", + "page": 5, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a vial of blood from a powerful creature, such as a vampire or dragon worth at least 100 gp", + "consume": true, + "cost": 10000 + } + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Sfg2pVC.jpg" + } + } + ] + } + }, + { + "name": "Blood Sacrifice", + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "radius", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You siphon the life essence of your enemies and redistribute it amongst your allies. All creatures within a 20-foot-radius sphere centred on a point you can see must make a Constitution saving throw. On a failed save, each target takes {@damage 3d6} necrotic damage, and for each damaged creature you or a creature of your choice within 30ft gains temporary hit points equal to the total damage dealt to that creature. On a successful save, each target takes half damage, and no temporary hit points are gained. This spell has no effect on constructs and the undead. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every three hit dice expended this way you may increase the necrotic damage dealt by {@dice 1d6} " + ], + "source": "OGtBMSpell", + "page": 5, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "a straw doll and a pin" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/Sfg2pVC.jpg" + } + } + ] + } + }, + { + "name": "Blood Siphon", + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You pull a stream of blood from a creature within range, siphoning its vital fluid to heal yourself. Choose one creature that has blood within range. The target must make a Constitution saving throw. On a failed save, the target takes {@damage 2d8} necrotic damage, and you regain hit points equal to half the necrotic damage dealt. On a successful save, the target takes half damage, and you do not regain any hit points. This spell has no effect on constructs and the undead. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For each hit dice you expend you may roll an extra {@damage d8} necrotic damage. " + ], + "source": "OGtBMSpell", + "page": 6, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/eqOqPV5.jpg" + } + } + ] + } + }, + { + "name": "Bloodstorm", + "level": 8, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A roiling storm of blood appears in a 20-foot-radius sphere centred on a point within range threatening to turn all inside into viscera. The storm spreads around corners and heavily obscures all within it. When the storm appears, each creature in it must make a Dexterity saving throw. A creature takes {@damage 10d6} necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. Every time a small or larger creature dies within the storm, the damage increases by {@damage 1d6} necrotic damage. At the start of your turn, you may move the storm 10 ft in a direction of your choice. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend eight hit dice to empower it. If you do so, increase the radius of the sphere to 30ft. " + ], + "source": "OGtBMSpell", + "page": 6, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/eqOqPV5.jpg" + } + } + ] + } + }, + { + "name": "Channel Blood Avatar", + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You channel the titanic might of the Blood Avatar, imbuing your very flesh with the heart of Sanguimancy. Until the spell ends, you can't cast spells, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain resistance to bludgeoning, piercing and slashing damage.", + "You have advantage on attack rolls made with melee weapons.", + "Your unnamed strikes deal {@damage 1d8} damage + your spell casting bonus.", + "When you hit a target with a weapon attack, that target takes an extra {@damage 2d6} necrotic damage and you regain hit points equal to the necrotic damage dealt.", + "You have proficiency in Strength and Constitution saving throws." + ] + }, + "You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.", + "Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw taking {@damage 5d6} force damage on a failed save or half as much on a successful save. If this spell ends because you are at 0 hit points you instead immediately fail a death saving throw.", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every five hit dice expended this way your AC increases by 1 for the duration of the spell." + ], + "source": "OGtBMSpell", + "page": 7, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "A shard of crystallized Sanguimancy worth at least 500 gp", + "consume": true, + "cost": 50000 + } + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FYmh5nv.jpg" + } + } + ] + } + }, + { + "name": "Crimson Bond: Blood Brothers", + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You form a mystical connection with a willing creature by binding your blood and lifeforce with theirs. For the duration, you and the bonded creature can telepathically communicate with each other if you are within 1 mile of each other. Additionally, as a bonus action, you and the bonded creature can sense the current hit points and emotional state of the other creature. While you are both within 60ft of each other, when the bonded creature would take damage, you may use your reaction to take that damage for them. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every two hit dice expended this way you may target one additional Creature to bond to. " + ], + "source": "OGtBMSpell", + "page": 7, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "a drop of blood from both the caster and the target" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FYmh5nv.jpg" + } + } + ] + } + }, + { + "name": "Crimson Bond: Control Monster", + "level": 8, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You bind yourself to a creature you can see within range, resting control of their very blood from them and moving their body with their mind trapped inside. It must succeed on a Constitution saving throw or lose control of its own body to you. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If you do not choose to take control of the target, their body stands limply and it can take no action or movement of its own, though it will still attempt to defend itself physically if attacked. Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. This spell has no effect on constructs and the undead. ", + "You may use your reaction to end the spell early, causing the targets blood to rebel against their body as you leave. The target immediately takes {@damage 10d10} necrotic damage and the spell ends on them. This reaction may be taken before the target rolls to repeat their saving throw but cannot be made after a successful save that ends the spell. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend eight hit dice to empower it. If you do so, once a turn when a creature affected by this spell passes the Constitution saving throw for taking damage you can choose it to fail instead. " + ], + "source": "OGtBMSpell", + "page": 8, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FYmh5nv.jpg" + } + } + ] + } + }, + { + "name": "Crimson Bond: Control Person", + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You bind yourself to a humanoid you can see within range, resting control of their very blood from them and moving their body with their mind trapped inside. It must succeed on a Constitution saving throw or lose control of its own body to you. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If you do not choose to take control of the target, their body stands limply and it can take no action or movement of its own, though it will still attempt to defend itself physically if attacked. Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. This spell has no effect on constructs and the undead. ", + "You may use your reaction to end the spell early, causing the target's blood to rebel against their body as you leave. The target immediately takes {@damage 5d10} necrotic damage and the spell ends on them. This reaction may be taken before the target rolls to repeat their saving throw but cannot be made after a successful save that ends the spell. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every five hit dice expended this way the spell's duration is increased by a factor of 10. " + ], + "source": "OGtBMSpell", + "page": 8, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FYmh5nv.jpg" + } + } + ] + } + }, + { + "name": "Crimson Bond: One Blood", + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You bind yourself by the Heart of the Multiverse itself to another willing creature letting you walk as one body and blood. You touch a willing creature that is not a Construct or Undead and establish a blood pact with them. For the next 24 hours you can telepathically communicate with each other over any distance if you're on the same plane of existence, and a the two of you share the following benefits while within 120 ft of each other:", + { + "type": "list", + "items": [ + "{@b Life Blood:} When either creature takes damage, the other can choose to take the damage instead. ", + "{@b Shared Strength:} Each creature gains a bonus to their saving throws equal to the other creatures Constitution modifier (minimum +0) ", + "{@b Hearts as One:} When one creature is under the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned, or Unconscious conditions and the other, the other creature is not, the other creature may use their action to end one condition on that creature." + ] + }, + "If one creature drops to 0 hit points, the other creature must succeed on a Constitution saving throw against your spell save DC or also drop to 0 hit points. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend seven hit dice to empower it. If you do so, both creatures gain all benefits of this spell so long as they are on the same plane of existence as each other, regardless of the distance between them." + ], + "source": "OGtBMSpell", + "page": 9, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a blood ritual circle inscribed with your blood and 100 gp worth of rare inks", + "consume": true, + "cost": 10000 + } + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + } + ] + } + }, + { + "name": "Crimson Bond: Shared Agony", + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You link the life forces of two creatures within range, binding one to the suffering of the other. Choose two creatures within range that are not constructs or undead. If either target is unwilling, they must make a Wisdom Saving throw. If neither creature passes their save, one of the creatures is bound to the other sharing creature for the duration. Whenever the sharing creature takes damage, the bound creature takes psychic damage equal to half the amount of damage taken. The bound creature also has disadvantage on all attack rolls against the sharing creature. While bound both creatures must make a Wisdom save each time, they attempt to move more than 60ft away from each other or start their turns more than 60ft apart. If either creature drops to 0 hit points, the spell ends. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every four hit dice expended this way you may increase the spell DC of this spell by 1 for its duration. " + ], + "source": "OGtBMSpell", + "page": 10, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "wet clay figurines that are squished together" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/2oDhyTf.jpg" + } + } + ] + } + }, + { + "name": "Crimson Rebirth", + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You infuse a dead creature's body with the power of Sanguimancy, restoring its biology for the spirit to return in a horrific rebirth. You touch a dead creature that has been dead for no more than 24 hours and has a body mostly intact. The creature returns to life with full hit points and all mortal wounds are healed, but it doesn't restore missing body parts, and its flesh appears blood-soaked, and its eyes glow red for the next 24 hours. During this time the creature is under the effects of Blood Fury and has advantage on melee attack rolls, and its melee attacks deal an extra {@damage 1d6} necrotic damage. However, when it starts its turn with less than its maximum hit points it must make a Wisdom saving throw (using your spell save DC). On a failed save, it attacks the nearest creature to it, friend or foe. Blood Fury ends after 24 hours.", + "{@b Crimson Price.} When you cast this spell, you may choose to expend six hit dice to empower it. If you do so you may choose to either give the target advantage on its Wisdom saves against Blood Fury or increase the necrotic damage it deals on melee attack rolls by {@dice 1d6}. You must choose which to do when the spell is cast." + ], + "source": "OGtBMSpell", + "page": 10, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "10 pints of fresh blood or a humanoid corpse that has been dead for no longer than an hour, which the spell consumes" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ZRci5EE.jpg" + } + } + ] + } + }, + { + "name": "Crimson Ward", + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel", + "trigger" + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You inscribe a protective ward made of blood and ruby dust on a surface, such as a door, chest, or wall or upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the ward. The ward can cover an area up to 5 feet square. ", + "The ward is nearly {@condition invisible} once dry and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The ward triggers when a creature other than ones you designate upon casting come within 5ft if it is on a surface or open the object if it is cast on an openable object. IF you use another creature's blood as the material components you may instead choose for it to activate only when that creature meets either condition. ", + "When triggered, the ward erupts in snaking trails of Sanguimancy. The triggering creature must make a Constitution saving throw, taking {@damage 4d10} necrotic damage on a failed save, or half as much damage on a successful one. The ward also siphons life force from the triggering creature, granting you temporary hit points equal to half the necrotic damage dealt and alerting you to which ward has been triggered. These temporary hit points last for up to 8 hours. Once triggered, the ward is consumed and disappears. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every three hit dice expended this way you may increase the necrotic damage dealt by {@dice 1d10} " + ], + "source": "OGtBMSpell", + "page": 11, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a vial of blood mixed with powdered ruby worth at least 100 gp", + "consume": true, + "cost": 10000 + } + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ZRci5EE.jpg" + } + } + ] + } + }, + { + "name": "Curse of the Blood Moon", + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You invoke the power of the blood moon, causing the blood of your enemies to turn against them under its strange power. Choose up to three creatures within range that are not constructs or undead. Each target must make a Charisma saving throw. On a failed save, the target is cursed with the Blood Moon's influence for the duration. While the target is cursed and conscious, it takes {@damage 4d6} necrotic damage at the start of each of its turns as its blood begins to boil. Additionally, whenever the cursed target deals damage to another creature, it takes psychic damage equal to half the damage dealt. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every five hit dice expended this way you may increase the spell DC of this spell by 1 for its duration. " + ], + "source": "OGtBMSpell", + "page": 11, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a shard of a blood-red gemstone worth 250 gp", + "consume": true, + "cost": 25000 + } + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ZRci5EE.jpg" + } + } + ] + } + }, + { + "name": "Exsanguinate", + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You target a creature that you can see within range deleting its blood with a thought as you remove its connection to the life blood of the multiverse. The target must make a Constitution saving throw. On a failed save the creature takes {@damage 20d12} necrotic damage and cannot regain hit points by any means until it finishes a long rest (it gains no other benefits from this long rest). A creature reduced to 0 hit points by this damage dies immediately and can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on constructs and the undead. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend nine hit dice to empower it. If you do so, the target has disadvantage on its Constitution save. " + ], + "source": "OGtBMSpell", + "page": 12, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "a platinum scalpel with an atomic edge" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/G74Byn1.jpg" + } + } + ] + } + }, + { + "name": "Haemorrhage", + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "All creatures within a 10-foot-radius sphere centred on a point you can see feel the titanic pulse of another heartbeat as their blood surges to the point where their body can't hold it. Each creature in the sphere must succeed on a Constitution saving throw or begin to bleed for the spell's duration, until they receive magical healing, or a creature takes an action to staunch the bleeding with a successful DC 10 Wisdom (Medicine) check. A creature that is caused to bleed by this spell takes {@damage 1d6} necrotic damage at the start of each of its turns. This spell has no effect on constructs and the undead. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). If you do so, a creature that fails its Constitution Save will also immediately take an extra {@dice d6} of necrotic damage for each hit dice expended. A creature that passed the save will take half as much of this damage. " + ], + "source": "OGtBMSpell", + "page": 12, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/G74Byn1.jpg" + } + } + ] + } + }, + { + "name": "Reality Haemorrhage", + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 1000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You shatter the walls of reality within a 60-foot-radius sphere centred on a point within range, disconnecting it from the flow of the multiverse in a flood of life blood as the veins of reality seep in to try and repair it. For the duration, the spell's area is difficult terrain, and no creature can regain hit points by any means while in the spell's area. Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Strength saving throw, then a Constitution saving throw. A creature that fails the Strength saving throw is {@condition restrained} until the start of its next turn as they are caught by the veins in the growing reality clot. A creature that fails the Constitution saving throw takes {@damage 10d10} necrotic damage, or half as much on a successful save. A creature that dies within the area of the spell has its body consumed in the healing process of reality, destroying it completely, though the shape or features of their body may be present in rock formations or the bark of trees when the spell ends. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend nine hit dice to empower it. If you do so, you are not affected by any part of the spell. " + ], + "source": "OGtBMSpell", + "page": 13, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "a perfect shard of Sanguimancy that you crush" + }, + "conditionInflict": [ + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/G74Byn1.jpg" + } + } + ] + } + }, + { + "name": "Mass Blood Puppeteer", + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Tendrils of blood flow from each of your fingers to up to 10 humanoids you can see within range. Each target must make a Strength saving throw or have you gain control over their movements by manipulating its blood. On a failed save, you gain part control of the target's body and may choose to either control its movement or to have it make a melee attack against a creature of your choice (other than itself) on each of its turns. You must make the same choice to control the movement or make a melee attack with all affected creatures each turn. Each time the target takes damage, it makes a new Strength saving throw against the spell. If the saving throw succeeds, the spell ends on them. This spell has no effect on constructs and the undead. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend six hit dice to empower it. If you do so, the first time a creature affected by this spell passes the Strength saving throw for taking damage you can choose it to fail instead. " + ], + "source": "OGtBMSpell", + "page": 13, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "a drop of blood from each of the caster's fingers" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/hWoMyH5.jpg" + } + } + ] + } + }, + { + "name": "Power Word: Bleed", + "level": 8, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You speak a word of power that overwhelms the natural healing of one creature you can see within range. If the target has 100 hit points or fewer they begin to bleed from any cut, scratch, or orifice as their blood refuses to flow or clot even by magical means. Otherwise, the spell has no effect. While a target is bleeding, they lose 50 hit points at the start of each of their turns. This bleeding continues until it is stopped even if the target is raised from the dead. The bleeding can only be stopped by the target having a healing spell of 7th level or higher cast on them. If cast this way the target (and any other creature targeted by the healing spell) gains no benefits from it other than stopping the bleeding. This spell has no effect on constructs and the undead ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend eight hit dice to empower it. If you do so, this spell will affect the target if it has 150 hit points or fewer instead of 100 hit points. " + ], + "source": "OGtBMSpell", + "page": 14, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/hWoMyH5.jpg" + } + } + ] + } + }, + { + "name": "Sanguimancer's Wrath", + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You channel your anger and fury into your blood, forging it into a deadly weapon that takes the form you choose. When you cast the spell, you can make a melee spell attack⁠⁠ against a creature within 5 feet of the weapon. On a hit, the target takes necrotic damage equal to {@dice 3d8} + your spellcasting ability modifier. This attack scores a critical hit if the number on the {@dice d20} is 19 or higher. ", + "As a bonus action on your turn⁠, you can move the weapon up to 25 feet and repeat the attack⁠ against a creature within 5 feet of it. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every four hit dice expended this way you may roll an extra {@damage d8} necrotic damage. " + ], + "source": "OGtBMSpell", + "page": 14, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/hWoMyH5.jpg" + } + } + ] + } + }, + { + "name": "Sanguine Blade", + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You draw your own blood out into a thin crimson blade that drinks as it cuts. The Sanguine Blade appears in your hand as a longsword, shortsword, or dagger (your choice) made of flowing blood with which you are considered proficient. The weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks. When you hit a creature with this weapon that is not a construct or undead, deal an extra {@damage 1d6} necrotic damage and you regain hit points equal to the necrotic damage dealt. In addition, when you use the blade to attack a creature that has less than half its maximum hit points remaining, you make the attack roll with advantage. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every two hit dice expended this way the extra necrotic damage increases by {@dice 1d6}. " + ], + "source": "OGtBMSpell", + "page": 15, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/FjIYYkz.jpg" + } + } + ] + } + }, + { + "name": "Sanguine Torrent", + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You unleash a torrent of blood that floods a 30-foot cone, battering and draining the life force of those caught in it. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 5d8} necrotic damage and is knocked {@condition prone}. On a successful save, a creature takes half damage and is not knocked {@condition prone}. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every three hit dice expended this way you may increase the necrotic damage dealt by {@dice 1d8} " + ], + "source": "OGtBMSpell", + "page": 15, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "the preserved heart of an animal" + }, + "conditionInflict": [ + "prone" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/awtiCyw.jpg" + } + } + ] + } + }, + { + "name": "Summon Blood Avatar", + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You connect to the beating heart of the multiverse and open a way for the Blood Avatar to step out of the lifeblood, bringing its retribution to a world that keeps wounding itself. You summon the {@creature Blood Avatar|OGtBMSpell} to an unoccupied space you can see within range causing it to erupt through reality in a wave of life blood. The Avatar is reabsorbed back into the life blood when it drops to 0 hit points. ", + "Roll initiative for the Avatar, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a telepathic command to it, telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. If you stop {@status concentration||concentrating} on the spell before it reaches its full duration you are no longer able to command the Avatar, the Avatar does not disappear and remains for the full duration seeking to destroy every living sentient thing around it as a blood cell destroys an infection. ", + "{@b Crimson Price.} When the Blood Avatar drops to 0 hit points for the first time you may choose to expend all your remaining hit dice to empower it. If you do so the Avatar does not drop to 0 hit points and regains hit points equal to twice the roll of the expended hit dice. " + ], + "source": "OGtBMSpell", + "page": 16, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a blood diamond worth at least 5,000 gp and a restrained or willing sentient creature that the spell will consume, or the presence of a planar snarl", + "consume": true, + "cost": 500000 + } + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/LDz8yV3.jpg" + } + } + ] + } + }, + { + "name": "Summon Blood Pacted Spirit", + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You call forth the spirit bound to you by a blood pact. It manifests in an unoccupied space that you can see within range. This corporeal form uses the {@creature Blood Pacted Spirit|OGtBMSpell} stat block. When you cast the spell, choose Mage hunter, Blood Elemental, or Daemogoth. The creature resembles that kind of creature, 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. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every four hit dice expended this way the spirit's Hit points increase by 10 and its AC increases by 1. For every eight hit dice expended this way the spirit is able to make an extra attack when using its multiattack. " + ], + "source": "OGtBMSpell", + "page": 18, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a vials of the blood of an elemental, fiend, and monstrosity inside a gold container marked with your blood worth at least 400gp", + "consume": true, + "cost": 40000 + } + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/LDz8yV3.jpg" + } + } + ] + } + }, + { + "name": "Transport via Blood", + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You link your own blood to the veins of the multiverse and travel through their crimson corridors to another exit of your choice. Choose a creature you have a vial of blood for. You and up to eight willing creatures who are touching are transported through your blood and arrive in the closest unoccupied spaces next to the creature, appearing magically from its blood. The chosen creature is not hurt or damaged by this spell but may suffer a minor cut or nosebleed from it. This spell fails if the targeted creature is dead or is on a different plane of existence. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend seven hit dice to empower it. If you do so, this spell will succeed even if the creature is dead or on another plane of existence. " + ], + "source": "OGtBMSpell", + "page": 19, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "a vial of blood of the creature you are teleporting to which the spell consumes" + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/zZYnDhL.jpg" + } + } + ] + } + }, + { + "name": "Vampiric Chain", + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A red chain of blood magic leaps from your hand and latches onto the neck of a creature within range, attempting to drain them of their life force. The creature must make a Dexterity Saving throw or have the chain wrap around their neck and bite into their artery. While they have the chain around their neck the creature deals only half damage with melee and ranged weapon attacks until the spell ends, has their speed halved, and at the start of each of their turns takes necrotic damage equal to your spellcasting modifier and you regain hit points equal to the necrotic damage dealt. This spell has no effect on constructs and the undead. ", + "At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For every three hit dice expended this way you may target one additional creature. The creatures must be within 60 feet of each other when you target them." + ], + "source": "OGtBMSpell", + "page": 19, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/zZYnDhL.jpg" + } + } + ] + } + }, + { + "name": "Veins of the Earth", + "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause the earth within a 30-foot radius centred on a point you can see into a network of pulsing veins of Sanguimancy. The area becomes difficult terrain, and whenever a creature starts its turn or moves into, it must make a Dexterity saving throw. On a failed save, the creature takes {@damage 5d10} necrotic damage and cannot regain hit points by any means until the start of its next turn as the veins lash out and drain its life force. On a successful save, the creature takes half as much damage and can heal as normal. ", + "As a bonus action on each of your turns, you can cause the veins to constrict around a creature within the area, forcing it to make a Strength saving throw. On a failed save, the creature is dragged to the ground and {@condition restrained} and takes an additional {@damage 3d10} necrotic damage at the start of each of its turns until it breaks free. The creature can use its action to make a Strength check against your spell save DC to end the restraint. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend six hit dice to empower it. If you do so all necrotic damage dealt by the spell increases by an extra {@dice d10}." + ], + "source": "OGtBMSpell", + "page": 20, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": "a vial of your own blood poured onto the ground" + }, + "conditionInflict": [ + "restrained" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/pUPgOc6.jpg" + } + } + ] + } + }, + { + "name": "Vital Surge", + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You overclock your own body to make it stronger and faster. For the duration, any time you make a Strength or Dexterity check or Saving throw you may choose to add a {@dice d4} to the result. If you do so you take necrotic damage equal to the number rolled on the {@dice d4}. ", + "{@b Crimson Price.} When you cast this spell, you may choose to expend hit dice to empower it up to half your level (rounded up). For each hit dice expended this way you may increase the duration by 1 hour. " + ], + "source": "OGtBMSpell", + "page": 20, + "subschools": [ + "Sanguimancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a blood red ruby worth at least 50gp", + "consume": true, + "cost": 5000 + } + }, + "fluff": { + "entries": [ + { + "type": "section", + "name": "Sanguimancy Spell School", + "entries": [ + { + "type": "entries", + "name": "What is Sanguimancy ?", + "entries": [ + "Sanguimancy is the magic of blood, of blood pacts, and its power to maintain life as well as destroy it. Amongst the halls of arcane research in Strixhaven university it is regarded as a dark, or forbidden magic as it uses the casters vitality to increase their magic in a short destructive burst, often at the risk of their own safety and other around them. While this \"shortcut\" to power does attract the arrogant and malicious, its proponents claim that Sanguimancy itself is not \"evil\" as a concept but just a tool to be used by its wielders." + ] + }, + { + "type": "entries", + "name": "Where does it come from ?", + "entries": [ + "Sanguimancy does not draw its power from anyone planes weave of magic, but instead the Lifeblood of the Multiverse that flows though everything. It is the power that causes hearts to beat and life to flow and repairs the damage when planes are injured so that life can continue to live within them. However just as our own blood objects to pathogens within it, the lifeblood reacts similarly to anything that threatens life in the multiverse. And this often includes complex life like humanoids, especially the ones messing around with magic." + ] + }, + { + "type": "entries", + "name": "The Crimson Price", + "entries": [ + "Sanguimancy spells are not upcast using higher level spell slots. Instead, the caster may increase their potency by paying the Crimson Price: expending hit dice to increase their magic at the cost of their natural healing later." + ] + }, + { + "type": "inset", + "name": "The Crimson Price for NPC's", + "entries": [ + "The spells in this supplement are written with player characters levels and short rest loops in mind. There fore if a DM wishes to give Sanguimancy spells to an NPC we recommend using these adjustments to the Crimson Price rules:", + "NPC's may expend hit dice on their Crimson Price equal to the highest-level spell they can cast.", + "When an NPC uses a Crimson Price, they must roll half the hit dice expended (rounding up) and take the total as damage that cannot be reduced in any way. This damage does not cause concentration checks." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/pUPgOc6.jpg" + } + } + ] + } + } + ] +} diff --git a/spell/Heroes from the Dark Realm; Wizard School of Nethermancy.json b/spell/Heroes from the Dark Realm; Wizard School of Nethermancy.json index aea0f2cc2..b7f433944 100644 --- a/spell/Heroes from the Dark Realm; Wizard School of Nethermancy.json +++ b/spell/Heroes from the Dark Realm; Wizard School of Nethermancy.json @@ -33,10 +33,10 @@ { "name": "Wizard School of Nethermancy", "subclassFeatures": [ - "Wizard School of Nethermancy|Wizard||Nethermancy|HFDRWizardSchoolofNethermancy|2", - "Shadowsight|Wizard||Nethermancy|HFDRWizardSchoolofNethermancy|6", - "Protection From the Shadows|Wizard||Nethermancy|HFDRWizardSchoolofNethermancy|10", - "Being of Darkness|Wizard||Nethermancy|HFDRWizardSchoolofNethermancy|14" + "Wizard School of Nethermancy|Wizard|PHB|Nethermancy|HFDRWizardSchoolofNethermancy|2", + "Shadowsight|Wizard|PHB|Nethermancy|HFDRWizardSchoolofNethermancy|6", + "Protection From the Shadows|Wizard|PHB|Nethermancy|HFDRWizardSchoolofNethermancy|10", + "Being of Darkness|Wizard|PHB|Nethermancy|HFDRWizardSchoolofNethermancy|14" ], "source": "HFDRWizardSchoolofNethermancy", "shortName": "Nethermancy", @@ -58,11 +58,11 @@ "Nethermancy was created when wizards fled to Shadowfell hundreds of years ago and searched through the plane's many secrets. The original nethermancers found shadow magic as the reason for the Shadowfell's creation. The strength of shadow magic derives from the dark energy that the primordials rejected when they first gave form to substance. Nethermancers focus on pulling raw shadow from their environment and then forcing it into arcane forces to create magical effects.", { "type": "refSubclassFeature", - "subclassFeature": "Nethermancy Savant|Wizard||Nethermancy|HFDRWizardSchoolofNethermancy|2" + "subclassFeature": "Nethermancy Savant|Wizard|PHB|Nethermancy|HFDRWizardSchoolofNethermancy|2" }, { "type": "refSubclassFeature", - "subclassFeature": "Being of the Shadow|Wizard||Nethermancy|HFDRWizardSchoolofNethermancy|2" + "subclassFeature": "Being of the Shadow|Wizard|PHB|Nethermancy|HFDRWizardSchoolofNethermancy|2" } ] }, diff --git a/spell/Web Community; Community Spells Collection.json b/spell/Web Community; Community Spells Collection.json index e0862e8e3..c2bed1866 100644 --- a/spell/Web Community; Community Spells Collection.json +++ b/spell/Web Community; Community Spells Collection.json @@ -22,6 +22,65 @@ "_dateLastModifiedHash": "1145d62478" }, "spell": [ + { + "name": "Puppet", + "source": "COMSpells", + "page": 3, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being {@condition charmed}." + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "savingThrow": [ + "constitution" + ], + "affectsCreatureType": [ + "humanoid" + ], + "miscTags": [ + "SGT" + ], + "areaTags": [ + "ST" + ] + }, { "name": "Ivaldi", "source": "COMSpells", @@ -337,7 +396,7 @@ } }, { - "name": "Shocking bolt (Strahd's New spells)", + "name": "Shocking bolt", "source": "COMSpells", "page": 0, "level": 2, @@ -391,7 +450,7 @@ "entries": [ { "type": "entries", - "name": "Shocking bolt (Strahd's New spells)", + "name": "Shocking bolt", "entries": [ "{@link The Real Devil Strahd|https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil}", "{@atk rs} +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage." @@ -421,7 +480,7 @@ } }, { - "name": "Ground Fog (Strahd's New spells)", + "name": "Ground Fog", "source": "COMSpells", "page": 0, "level": 2, @@ -483,7 +542,7 @@ "entries": [ { "type": "entries", - "name": "Ground Fog (Strahd's New spells)", + "name": "Ground Fog", "entries": [ "{@link The Real Devil Strahd|https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil}", "The ground fog spreads around corners, and heavily obscures the ground beneath, as well as anything it covers, such as a Tiny creature, a prone human, or a hidden pit.", @@ -508,7 +567,7 @@ } }, { - "name": "Rain of Terror (Strahd's New spells)", + "name": "Rain of Terror", "source": "COMSpells", "page": 0, "level": 2, @@ -578,7 +637,7 @@ "entries": [ { "type": "entries", - "name": "Rain of Terror (Strahd's New spells)", + "name": "Rain of Terror", "entries": [ "{@link The Real Devil Strahd|https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil}", "You cause a terrifying rain to begin falling from the sky within a 100-foot-radius centered on you. All creatures other than you within this radius suffer disadvantage on all saving throws versus fear effects.", @@ -619,7 +678,7 @@ } }, { - "name": "Shadow Bind (Strahd's New spells)", + "name": "Shadowbind", "source": "COMSpells", "page": 0, "level": 4, @@ -675,7 +734,7 @@ "entries": [ { "type": "entries", - "name": "Shadow Bind (Strahd's New spells)", + "name": "Shadowbind", "entries": [ "{@link The Real Devil Strahd|https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil}", "You target up to six creatures that you can see.", @@ -705,7 +764,7 @@ } }, { - "name": "Strahd's baneful Attractor (Strahd's New spells)", + "name": "Strahd's baneful Attractor", "source": "COMSpells", "page": 0, "level": 4, @@ -759,7 +818,7 @@ "entries": [ { "type": "entries", - "name": "Strahd's baneful Attractor (Strahd's New spells)", + "name": "Strahd's baneful Attractor", "entries": [ "{@link The Real Devil Strahd|https://www.dmsguild.com/product/226077/The-Real-Devil-Strahd--A-CR27-Version-of-the-Devil}", "You cause spells to divert from their original paths to strike your target. Upon casting this spell , you surround the target with a 15-foot-diameter invisible aura that attracts spells aimed at nearby creatures.", diff --git a/subclass/DonavanRex; Witcher Subclasses.json b/subclass/DonavanRex; Witcher Subclasses.json index 84ab07580..1766cd7bb 100644 --- a/subclass/DonavanRex; Witcher Subclasses.json +++ b/subclass/DonavanRex; Witcher Subclasses.json @@ -18,7 +18,7 @@ } ], "optionalFeatureTypes": { - "WITFEAT": "Witcher Subclasses; Feature Options" + "OF:WITSUBCL:WITFEAT": "Witcher Subclasses; Feature Options" }, "dateAdded": 1720173712, "dateLastModified": 1720173712, @@ -344,7 +344,7 @@ "The School of the Bear is the hardiest of all the schools. Gain proficiency in {@skill Athletics} if you do not have it already. Gain an extra 1 hit point per level." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ], "skillProficiencies": [ { @@ -360,7 +360,7 @@ "The School of the Cat is skilled in taking their enemies by surprise. Gain proficiency in {@skill Stealth} if you do not have it already. If you attack a surprised creature, you deal an extra {@dice 3d6} damage with the first attack that hits." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ], "skillProficiencies": [ { @@ -376,7 +376,7 @@ "The School of the Crane practices the use of firearms, using them to effectively combat flying enemies. Gain proficiency in firearms. When you take the attack action with a melee weapon, you may make an attack with a firearm that has the light property as a bonus action." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ], "weaponProficiencies": [ { @@ -392,7 +392,7 @@ "The School of the Griffin is the most diplomatic of the schools, prioritizing relations with other intelligent creatures in their training. Gain proficiency in {@skill Persuasion} and {@skill Insight} if you do not have these skills already. When using a crossbow, attacking from within 5 ft. of an enemy does not impose disadvantage." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ], "skillProficiencies": [ { @@ -409,7 +409,7 @@ "Gain proficiency in {@skill Sleight of Hand} and poisoner's tools if you do not have them already. You know how to make Viper poison. Using 5gp worth of materials from any herbalist shop (or an appropriate Survival check if the DM allows) and 1 hour of work, you can make 6 charges of this poison. You may use an action to apply this poison to a bladed weapon or 3 pieces of ammunition, causing the weapon to deal an extra {@dice 2d6} poison damage on its next hit. Upon application, the poison expires after 1 minute." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ], "skillProficiencies": [ { @@ -430,7 +430,7 @@ "The School of the Wolf takes pride in their knowledge of this world's monsters. Gain advantage on {@skill arcana}, {@skill History}, {@skill Investigation}, and {@skill Religion} checks made to recall information about Aberrations, Monstrosities, and Dragons. Also, you gain advantage on {@skill Survival} checks made to track these creatures." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -441,7 +441,7 @@ "You launch a blast of force from your palm. All creatures in a 15 ft. cone must succeed on a Strength saving throw or be pushed back 10 ft. and knocked prone. On a success, the creature is pushed back 10 feet but not knocked {@condition prone}." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -452,7 +452,7 @@ "A wave of fire washes over your enemies. All creatures in front of you must make a Constitution saving throw or take 3d6 fire damage, or half as much on a successful save. All flammable objects in this cone not being worn or carried are ignited." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -463,7 +463,7 @@ "You create a circle to slow down your enemies and make them vulnerable. Set a point within 30 feet of you. The ground in a 15 ft. radius of this point becomes difficult terrain for all creatures except you, and creatures that have resistance to non-magical damage do not have that resistance while inside the circle." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -474,7 +474,7 @@ "You create a translucent shield around yourself to absorb damage. You gain 15 temporary hit points. These temporary hit points last until the end of your next turn." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -485,7 +485,7 @@ "You influence the mind of a creature before you. Choose a creature within 15 feet of you that can see or hear you. The creature must succeed on a Wisdom saving throw or become charmed by you. A creature charmed by you can be told to do a single action or task, as long as that task is not directly harmful to it or a creature it is allied with, and as long as the task can be completed within 1 minute. After completing the action or task, the creature does not automatically know it was charmed by you. If the creature succeeds on the check, it knows that you attempted to charm it. You may not use this Sign in combat." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -496,7 +496,7 @@ "You launch a blast of force from your palm. All creatures in a 15 ft. cone must succeed on a Strength saving throw or be pushed back 10 ft. and knocked prone. On a success, the creature is pushed back 10 feet but not knocked prone, and take {@dice 3d6} cold damage in addition to the other effects, or half damage upon succeeding." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -507,7 +507,7 @@ "A wave of fire washes over your enemies. All creatures in front of you must make a Constitution saving throw or take {@dice 6d6} fire damage, or half as much on a successful save. All flammable objects in this cone not being worn or carried are ignited." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -518,7 +518,7 @@ "You create a circle to slow down your enemies and make them vulnerable. Set a point within 30 feet of you. The ground in a 25 ft. radius of this point becomes difficult terrain for all creatures except you and creatures that you assign, and creatures that have resistance to non-magical damage do not have that resistance while inside the circle." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -529,7 +529,7 @@ "You create a translucent shield around yourself to absorb damage. You gain 15 temporary hit points. These temporary hit points last until the end of your next turn. If your temporary hit points from this Sign are reduced to zero, the shield explodes, dealing {@dice 3d6} force damage to all creatures within 5 feet of you, not including you." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -540,7 +540,7 @@ "You influence the mind of a creature before you. Choose a creature within 15 feet of you that can see or hear you. The creature must succeed on a Wisdom saving throw or become charmed by you. A creature charmed by you can be told to do a single action or task, as long as that task is not directly harmful to it or a creature it is allied with, and as long as the task can be completed within 1 minute. After completing the action or task, the creature does not automatically know it was charmed by you. If the creature succeeds on the check, it knows that you attempted to charm it. You may use this Sign in combat to force a creature that fails the Wisdom save to use its reaction to make a melee attack against another creature within its immediate reach." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -551,7 +551,7 @@ "Temporary hit points granted by the Quen Sign are increased to 20. When your Quen Sign's temporary hit points are reduced to 0 and it explodes, roll {@dice 1d6}. On a 6, another shield appears instantaneously. This can only happen once per turn." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -562,7 +562,7 @@ "You gain the Sneak Attack feature. Once per turn, you can deal an extra {@dice 3d6} damage to one creature you hit with an Attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -573,7 +573,7 @@ "You have learned to create a handheld bomb. You can throw this bomb as an action to a square within 60 feet of you. All creatures within 15 feet of that square must succeed on a Dexterity saving throw or take 8d6 fire damage and 8d6 bludgeoning damage. You must complete a long rest before you can use this feature again." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -584,7 +584,7 @@ "The number of times you can use your Witcher Signs increases by 2." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -595,7 +595,7 @@ "You can now apply poison to your weapons as a bonus action, and when rolling for damage, you ignore resistance to poison damage." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] }, { @@ -606,7 +606,7 @@ "You have learned to make special oils that aid you in your hunts. You can use a bonus action to coat a melee weapon or 4 pieces of ammunition in a special oil made to be used against Aberrations, Monstrosities, and Dragons. The oil makes the weapon or ammunition magical for 1 minute for purposes of overcoming resistance. In addition, if you hit an Aberration, Monstrosity, or Dragon with a weapon or piece of ammunition that is covered in this oil, they take an additional 2d6 poison damage. This damage cannot be reduced in any way." ], "featureType": [ - "WITFEAT" + "OF:WITSUBCL:WITFEAT" ] } ]