From 187ea02a504645ab665ee63a12c71f4dfd6b0743 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Sun, 5 Apr 2020 23:00:29 -0700 Subject: [PATCH] feature: Add Spells from UA Spells and Magic Tattoos - Add missing monsters from WDotMM - Move UA Centaurs and Minotaurs into its own file --- Collections/Complete.xml | 3 +- Collections/CorePlusUA-NoHomebrew.xml | 1 + Collections/CorePlusUnreleasedUA.xml | 1 + FightClub5eXML/CHANGELOG.md | 8 + FightClub5eXML/Sources/Adventures.xml | 253 ++++++++++++++++++ .../2018-05-14_CentaursAndMinotaurs.xml | 94 +++++++ .../2020-03-26_SpellsAndTattoos.xml | 198 ++++++++++++++ .../UnearthedArcana/UnearthedArcana.xml | 91 ------- 8 files changed, 557 insertions(+), 92 deletions(-) create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2018-05-14_CentaursAndMinotaurs.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2020-03-26_SpellsAndTattoos.xml diff --git a/Collections/Complete.xml b/Collections/Complete.xml index a4cc225..a54a859 100644 --- a/Collections/Complete.xml +++ b/Collections/Complete.xml @@ -45,7 +45,8 @@ - + + diff --git a/Collections/CorePlusUA-NoHomebrew.xml b/Collections/CorePlusUA-NoHomebrew.xml index 48d7d65..9b5338f 100644 --- a/Collections/CorePlusUA-NoHomebrew.xml +++ b/Collections/CorePlusUA-NoHomebrew.xml @@ -45,4 +45,5 @@ + diff --git a/Collections/CorePlusUnreleasedUA.xml b/Collections/CorePlusUnreleasedUA.xml index 72d7ace..5d43e9f 100644 --- a/Collections/CorePlusUnreleasedUA.xml +++ b/Collections/CorePlusUnreleasedUA.xml @@ -43,4 +43,5 @@ + diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index ee79dda..57ff2aa 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -1,5 +1,13 @@ ## CHANGE LOG +### 2020-04-06 + +Added Spells from UA Spells and Magic Tattoos + +Added missing monsters from WDotMM + +Removed duplicate Centaurs and Minotaurs from Unearthed Arcana + ### 2020-03-26 Added Explorer's Guide to Wildemount as a supplement source. diff --git a/FightClub5eXML/Sources/Adventures.xml b/FightClub5eXML/Sources/Adventures.xml index b92c17d..fcbbe0c 100644 --- a/FightClub5eXML/Sources/Adventures.xml +++ b/FightClub5eXML/Sources/Adventures.xml @@ -9661,6 +9661,102 @@ counterspell, crown of madness, hypnotic pattern, telekinesis + + Halaster Blackcloak + M + humanoid (human) + Chaotic Evil + 14 (17 with mage armor) + 246 (29d8+116) + walk 30 ft. + 10 + 18 + 18 + 24 + 18 + 18 + Int +14, Wis +11 + Arcana +21, History +21, Perception +11 + 21 + Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon + 23 + fire; lightning (granted by the blast scepter, see "Special Equipment" below) + + + + darkvision 120 ft. + + Special Equipment + Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet. + Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. + Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain's magical restrictions (see "Alterations to Magic"). + + + Arcane Recovery (1/Day) + When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower. + + + Legendary Resistance (3/Day) + If Halaster fails a saving throw, he can choose to succeed instead. + + + Rejuvenation + If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain. + + + Blast Scepter + Halaster uses his blast scepter to cast thunderwave as a 4th-level spell. Each creature in a 15-foot cube originating from him must make a DC 16 Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed + + + Halaster can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Halaster regains spent legendary actions at the start of its turn. + + + Cast Spell + Halaster casts a spell of 3rd level or lower. + + + Spell Ward (Costs 2 Actions) + Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot. + + + Lair Actions + On initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects: + • Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa. + • Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door or an archway previously removed in this way. + • Halaster deactivates or reactivates one of Undermountain's magic gates. The gate must be within 120 feet of him. + + + Regional Effects + When Halaster is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon: + • A magical scrying sensor appears, taking the form of a ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was in its space. The eye can't be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required). + • A minor illusory effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor. + • Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An apparition can't be harmed, and it doesn't acknowledge creatures or objects in any way. It can't be dispelled but is suppressed within an antimagic field. + + + Innate Spellcasting + Halaster's spellcasting ability is Intelligence (spell save DC 22). He can innately cast the following spells, requiring no material components: + At will: disguise self, invisibility + 1/day: fly, lightning bolt + + + Spellcasting + Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can't do so again until he finishes a short or long rest. Halaster has the following wizard spells prepared: + Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): mage armor, magic missile, shield, silent image + • 2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock + • 3rd level (3 slots): counterspell, dispel magic, fireball + • 4th level (3 slots): confusion, hallucinatory terrain, polymorph + • 5th level (3 slots): Bigby's hand, geas, wall of force + • 6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion + • 7th level (2 slots): finger of death, symbol, teleport + • 8th level (1 slots): maze, mind blank + • 9th level (1 slots): meteor swarm, wish + + 4, 3, 3, 3, 3, 2, 2, 1, 1 + disguise self, invisibility, fly, lightning bolt, dancing lights, fire bolt, light, mage hand, prestidigitation, mage armor, magic missile, shield, silent image, arcane lock, cloud of daggers, darkvision, knock, counterspell, dispel magic, fireball, confusion, hallucinatory terrain, polymorph, Bigby's hand, geas, wall of force, chain lightning, globe of invulnerability, programmed illusion, finger of death, symbol, teleport, maze, mind blank, meteor swarm, wish + Source: Waterdeep: Dungeon of the Mad Mage p. 310 + + Harpy Matriarch M @@ -11467,6 +11563,41 @@ + + Living Unseen Servant + M + construct + Unaligned + 10 + 4 (1d8) + walk 30 ft. + 2 + 10 + 11 + 1 + 10 + 1 + + Perception +2, Stealth +4 + 12 + understands one language (usually Common) but can't speak + 0 + + poison + + exhaustion, paralyzed, petrified, poisoned, unconscious + blindsight 60 ft. (blind beyond this radius) + + Invisibility + The unseen servant is invisible. + + + Slam + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 1 bludgeoning damage. + + Source: Waterdeep: Dungeon of the Mad Mage p. 313 + + Lizardfolk Commoner M @@ -12593,6 +12724,80 @@ + + Muiral + L + monstrosity + Chaotic Evil + 16 (natural armor) + 195 (23d10+69) + walk 50 ft. + 19 + 11 + 16 + 18 + 13 + 18 + Con +8, Int +9 + Arcana +9, Athletics +9, Perception +6, Stealth +5 + 16 + Common, Dwarvish, Elvish, Goblin, Undercommon + 13 + + + + + darkvision 120 ft. + + Legendary Resistance (3/Day) + If Muiral fails a saving throw, he can choose to succeed instead. + + + Multiattack + Muiral makes three attacks: two with his longsword and one with his sting. + + + Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. + Longsword|9|2d8+4 + + + Sting + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 9 (1d10 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. + Sting|9|1d10+4 + + + Muiral can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Muiral regains spent legendary actions at the start of its turn. + + + Cast Cantrip + Muiral casts a cantrip. + + + Lunging Attack (Costs 2 Actions) + Muiral makes one longsword attack that has a reach of 10 feet. + + + Retreating Strike (Costs 3 Actions) + Muiral moves up to his speed without provoking opportunity attacks. Before the move, he can make one longsword attack. + + + Spellcasting + Muiral is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: + Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp + • 1st level (4 slots): expeditious retreat, fog cloud, magic missile, shield + • 2nd level (3 slots): darkness, knock, see invisibility, spider climb + • 3rd level (3 slots): animate dead, counterspell, lightning bolt + • 4th level (3 slots): greater invisibility, polymorph + • 5th level (2 slots): animate objects, wall of force + • 6th level (1 slots): create undead, flesh to stone + • 7th level (1 slots): finger of death + + 4, 3, 3, 3, 2, 1, 1 + dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp, expeditious retreat, fog cloud, magic missile, shield, darkness, knock, see invisibility, spider climb, animate dead, counterspell, lightning bolt, greater invisibility, polymorph, animate objects, wall of force, create undead, flesh to stone, finger of death + Source: Waterdeep: Dungeon of the Mad Mage p. 314 + + Mwaxanaré M @@ -15347,6 +15552,54 @@ + + Shadow Assassin + M + undead + Chaotic Evil + 14 + 78 (12d8+24) + walk 40 ft. + 6 + 19 + 14 + 13 + 12 + 14 + Dex +8, Int +5 + Perception +9, Stealth +12 + 19 + understands the languages it knew in life but can't speak + 9 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + radiant + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Amorphous + The assassin can move through a space as narrow as 1 inch wide without squeezing. + + + Shadow Stealth + While in dim light or darkness, the assassin can take the Hide action as a bonus action. + + + Sunlight Weakness + While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws. + + + Multiattack + The assassin makes two Shadow Blade attacks. + + + Shadow Blade + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target's Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse 1d4 hours later. + Shadow Blade|8|1d6+4 + + Source: Waterdeep: Dungeon of the Mad Mage p. 316 + + Shaldoor H diff --git a/FightClub5eXML/Sources/UnearthedArcana/2018-05-14_CentaursAndMinotaurs.xml b/FightClub5eXML/Sources/UnearthedArcana/2018-05-14_CentaursAndMinotaurs.xml new file mode 100644 index 0000000..06b3d71 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2018-05-14_CentaursAndMinotaurs.xml @@ -0,0 +1,94 @@ + + + + Centaur + M + 40 + Str 2, Wis 1 + + Survival + + Charge + If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 1 + + + Hooves + Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Equine Build + You count as one size larger when determining your carrying capacity and the weight you can push or drag. + In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. + Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + powerful build + + + Survivor + You have proficiency in the Survival skill. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hybrid Nature + You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Languages + You can speak, read, and write Common and Sylvan. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + + Minotaur + M + 30 + Str 2, Con 1 + + Intimidation + + Horns + Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Goring Rush + Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hammering Horns + Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Menacing + You have proficiency in the Intimidation skill. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Hybrid Nature + You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + Languages + You can speak, read, and write Common and Minotaur. + + Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2020-03-26_SpellsAndTattoos.xml b/FightClub5eXML/Sources/UnearthedArcana/2020-03-26_SpellsAndTattoos.xml new file mode 100644 index 0000000..94bbdc9 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2020-03-26_SpellsAndTattoos.xml @@ -0,0 +1,198 @@ + + + + Acid Stream + 1 + EV + NO + + Self (30-foot line) + V, S, M (a bit of rotten food) + Concentration, up to 1 minute + Sorcerer, Wizard + A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns. + At Higher Levels: + When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2 + 3d4 + 4d4 + 5d4 + 6d4 + 7d4 + 8d4 + 9d4 + 10d4 + 11d4 + + + Otherworldly Form + 6 + T + NO + + Self + V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) + Concentration, up to 1 minute + Cleric, Sorcerer, Warlock, Wizard + Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: + • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). + • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). + • Spectral wings appear on your back, giving you a flying speed of 40 feet. + • You have a +2 bonus to AC. + • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. + • 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. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2 + + + Spirit Shroud + 3 + N + NO + + Self + V, S + Concentration, up to 1 minute + Cleric, Paladin, Warlock, Wizard + You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable, and they are good or evil (your choice). + Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can't regain hit points until the start of your next turn. + In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. + At Higher Levels: + When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 2 + 1d8 + 2d8 + 3d8 + 4d8 + 5d8 + 6d8 + 7d8 + + + Summon Aberrant Spirit + 4 + C + NO + + 90 feet + V, S, M (a pickled tentacle and an eyeball in a crystal vial worth at least 400 gp) + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard + You call forth a spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. + At Higher Levels: + When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3 + + + Summon Bestial Spirit + 2 + C + NO + + 90 feet + V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp) + Concentration, up to 1 hour + Druid, Ranger + You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature's stat block. The creature disappears when it drops to 0 hit points or when the spell ends. +The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. +At Higher Levels: +When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. +Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 3 + + + Summon Celestial Spirit + 5 + C + NO + + 90 feet + V, S, M (a golden reliquary worth at least 500 gp) + Concentration, up to 1 hour + Cleric, Paladin + You call forth a spirit from the Upper Planes. The spirit manifests physically in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. + At Higher Levels: + When you cast this spell using a spell slot of 6th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4 + + + Summon Elemental Spirit + 4 + C + NO + + 90 feet + V, S, M (air, a pebble, ash, and water inside a crystal vial worth at least 400 gp) + Concentration, up to 1 hour + Druid, Sorcerer, Wizard + You call forth a spirit from the Elemental Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. + At Higher Levels: + When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 4 + + + Summon Fey Spirit + 3 + C + NO + + 90 feet + V, S, M (a gilded flower worth at least 300 gp) + Concentration, up to 1 hour + Bard, Druid, Sorcerer, Warlock, Wizard + You call forth a spirit from the Feywild. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Deceitful, Furious, or Joyful. The creature physically resembles a satyr, a dryad, or an elf (your choice) marked by the chosen mood, which also determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. + At Higher Levels: + When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 5 + + + Summon Fiendish Spirit + 6 + C + NO + + 90 feet + V, S, M (humanoid blood inside a ruby vial worth at least 600 gp) + Concentration, up to 1 hour + Warlock, Wizard + You call forth a fiendish spirit from the Lower Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. + At Higher Levels: + When you cast this spell using a spell slot of 7th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 6 + + + Summon Shadow Spirit + 3 + C + NO + + 90 feet + V, S, M (tears inside a crystal vial worth at least 300 gp) + Concentration, up to 1 hour + Sorcerer, Warlock, Wizard + You call forth a shadowy spirit from the Shadowfell. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. + At Higher Levels: + When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7 + + + Summon Undead Spirit + 3 + N + NO + + 90 feet + V, S, M (a gilded humanoid skull worth at least 300 gp) + Concentration, up to 1 hour + Warlock, Wizard + You call forth a restless spirit from beyond the grave. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. + The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. + At Higher Levels: + When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell's level in its stat block. + Source: Unearthed Arcana: 2020 Spells And Magic Tattoos p. 7 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml b/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml index 50442fb..03c1218 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml @@ -216,53 +216,6 @@ Source: Unearthed Arcana: Elf Subraces, p. 1 - - Centaur - M - 40 - Str 2, Wis 1 - - Survival - - Charge - If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 1 - - - Hooves - Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Equine Build - You count as one size larger when determining your carrying capacity and the weight you can push or drag. - In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. - Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - powerful build - - - Survivor - You have proficiency in the Survival skill. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Hybrid Nature - You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Languages - You can speak, read, and write Common and Sylvan. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - Dragonborn Revenant (Black) M @@ -1108,50 +1061,6 @@ Source: Sword Coast Adventurer's Guide, p. 118 - - Minotaur - M - 30 - Str 2, Con 1 - - Intimidation - - Horns - Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Goring Rush - Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Hammering Horns - Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Menacing - You have proficiency in the Intimidation skill. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Hybrid Nature - You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - - Languages - You can speak, read, and write Common and Minotaur. - - Source: Unearthed Arcana: Centaurs and Minotaurs, p. 2 - - Tiefling Revenant M