fix: Add martial property to items

pull/107/head
Chris Jennewein 2020-11-25 14:56:58 -07:00
parent 94965f9998
commit 1b7c984396
9 changed files with 469 additions and 469 deletions

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@ -51,7 +51,7 @@ Source: Curse of Strahd p. 221</text>
<text>The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven—or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. <text>The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven—or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. Hold Vampires: As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.
Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
Source: Curse of Strahd p. 222</text> Source: Curse of Strahd p. 222</text>

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@ -3897,7 +3897,7 @@ Source: Dungeon Master's Guide p. 187</text>
<property></property> <property></property>
<text>You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. <text>You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table A Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 187</text> Source: Dungeon Master's Guide p. 187, Player's Handbook p. 153</text>
<roll>2d4+2</roll> <roll>2d4+2</roll>
</item> </item>
<item> <item>

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@ -96,7 +96,7 @@ Source: Eberron: Rising from the Last War p. 244</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>3</weight> <weight>3</weight>
<property>F,R</property> <property>F,R,M</property>
<dmg1>1d4</dmg1> <dmg1>1d4</dmg1>
<dmgType>S</dmgType> <dmgType>S</dmgType>
<text>This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. <text>This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.

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@ -112,7 +112,7 @@ Source: Explorer's Guide to Wildemount p. 152</text>
<type>M</type> <type>M</type>
<weight>7</weight> <weight>7</weight>
<value>30.0</value> <value>30.0</value>
<property>H,2H</property> <property>H,2H,M</property>
<dmg1>1d12</dmg1> <dmg1>1d12</dmg1>
<dmgType>S</dmgType> <dmgType>S</dmgType>
<text>You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points. <text>You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.
@ -197,7 +197,7 @@ Source: Explorer's Guide to Wildemount p. 266</text>
<type>M</type> <type>M</type>
<weight>2</weight> <weight>2</weight>
<value>15.0</value> <value>15.0</value>
<property>V</property> <property>V,M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmg2>1d10</dmg2> <dmg2>1d10</dmg2>
<dmgType>B</dmgType> <dmgType>B</dmgType>
@ -261,7 +261,7 @@ Source: Explorer's Guide to Wildemount p. 271</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>2</weight> <weight>2</weight>
<property>V</property> <property>V,M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmg2>1d10</dmg2> <dmg2>1d10</dmg2>
<dmgType>B</dmgType> <dmgType>B</dmgType>
@ -348,7 +348,7 @@ Source: Explorer's Guide to Wildemount p. 272</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>3</weight> <weight>3</weight>
<property>F,R</property> <property>F,R,M</property>
<dmg1>1d4</dmg1> <dmg1>1d4</dmg1>
<dmgType>S</dmgType> <dmgType>S</dmgType>
<text>This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. <text>This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.
@ -609,7 +609,7 @@ Source: Explorer's Guide to Wildemount p. 277</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>2</weight> <weight>2</weight>
<property>F</property> <property>F,M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmgType>P</dmgType> <dmgType>P</dmgType>
<text>The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. <text>The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.
@ -727,7 +727,7 @@ Source: Explorer's Guide to Wildemount p. 273</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>4</weight> <weight>4</weight>
<property></property> <property>M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmgType>P</dmgType> <dmgType>P</dmgType>
<text>Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. <text>Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.
@ -801,7 +801,7 @@ Source: Explorer's Guide to Wildemount p. 270</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>2</weight> <weight>2</weight>
<property></property> <property>M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmgType>P</dmgType> <dmgType>P</dmgType>
<text>Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. <text>Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.

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@ -5,7 +5,7 @@
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>2</weight> <weight>2</weight>
<property>V</property> <property>V,M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmg2>1d10</dmg2> <dmg2>1d10</dmg2>
<dmgType>B</dmgType> <dmgType>B</dmgType>
@ -28,7 +28,7 @@ Source: Mythic Odysseys of Theros p. 198</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>4</weight> <weight>4</weight>
<property>T,V</property> <property>T,V,M</property>
<dmg1>1d6</dmg1> <dmg1>1d6</dmg1>
<dmg2>1d8</dmg2> <dmg2>1d8</dmg2>
<dmgType>P</dmgType> <dmgType>P</dmgType>
@ -149,7 +149,7 @@ Source: Mythic Odysseys of Theros p. 200</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>3</weight> <weight>3</weight>
<property>F,R</property> <property>F,R,M</property>
<dmg1>1d4</dmg1> <dmg1>1d4</dmg1>
<dmgType>S</dmgType> <dmgType>S</dmgType>
<text>Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod. <text>Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod.

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@ -47,7 +47,7 @@ Source: Tales from the Yawning Portal p. 228</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>2</weight> <weight>2</weight>
<property>F,L</property> <property>F,L,M</property>
<dmg1>1d6</dmg1> <dmg1>1d6</dmg1>
<dmgType>P</dmgType> <dmgType>P</dmgType>
<text>You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. <text>You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
@ -109,7 +109,7 @@ Source: Tales from the Yawning Portal p. 228</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>3</weight> <weight>3</weight>
<property>V</property> <property>V,M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmg2>1d10</dmg2> <dmg2>1d10</dmg2>
<dmgType>S</dmgType> <dmgType>S</dmgType>

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@ -526,7 +526,7 @@ Source: Tasha's Cauldron of Everything p. 125</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>2</weight> <weight>2</weight>
<property></property> <property>M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmgType>B</dmgType> <dmgType>B</dmgType>
<text>The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. <text>The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

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@ -102,7 +102,7 @@ Source: Tomb of Annihilation p. 141</text>
<detail>martial Weapon, Melee Weapon</detail> <detail>martial Weapon, Melee Weapon</detail>
<type>M</type> <type>M</type>
<weight>3</weight> <weight>3</weight>
<property>V</property> <property>V,M</property>
<dmg1>1d8</dmg1> <dmg1>1d8</dmg1>
<dmg2>1d10</dmg2> <dmg2>1d10</dmg2>
<dmgType>S</dmgType> <dmgType>S</dmgType>