diff --git a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-BloodHunter-2020.xml b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-BloodHunter-2020.xml index e69de29..dc5ab65 100644 --- a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-BloodHunter-2020.xml +++ b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-BloodHunter-2020.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-CollegeOfTheMaestro-1.2.xml b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-CollegeOfTheMaestro-1.2.xml index e69de29..dc5ab65 100644 --- a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-CollegeOfTheMaestro-1.2.xml +++ b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-CollegeOfTheMaestro-1.2.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-Gunslinger-1.3.xml b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-Gunslinger-1.3.xml index e69de29..a92625c 100644 --- a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-Gunslinger-1.3.xml +++ b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-Gunslinger-1.3.xml @@ -0,0 +1,439 @@ + + + + + Fighter + + + Martial Archetype: Gunslinger + Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether the duelist of infantry martial weapons were seemingly perfected long ago, and the true challenge is to master them. + However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms. + This archetype focuses on the ability to design, craft and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present. + Should this path of powder, fire and metal call to you, keep your wits about you, hold onto your convictions as a fighter, and let skill meet luck to guide your bullets to strike true. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 1 + + + + + + Firearm Proficiency (Gunslinger) + Starting from when you choose this archetype at 3rd level, you gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Gunsmith (Gunslinger) + Upon choosing this archetype at 3rd level, you gain proficiency in Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Firearm Properties + Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of their property. These properties replace the optional ones presented in the DM guide. Firearms are ranged weapons. + RELOAD. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. + MISFIRE. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm. + SCATTER. An attack is made against each creature within a 30 ft. cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack cannot be affected by any of your shot features. + EXPLOSIVE. Upon a hit, everything within 5 ft. of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Adept Marksman (Gunslinger) + When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms. + Trick Shots: You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. + You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a trick shot, you can also replace one trick shot you know with a different one. + + Grit: You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You gain all expended grit points after a short or long rest. + + Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effect. The saving throw DC is calculated as follows: + Trick Shot save DC = 8 + your proficiency bonus + Dexterity Modifier + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Quickdraw (Gunslinger) + When you reach 7th level, you add your proficiency to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Rapid Repair (Gunslinger) + Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Lightning Reload (Gunslinger) + Starting at 15th level, you can reload any firearm as a bonus action. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Vicious Intent (Gunslinger) + At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll with a firearm. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Hemorrrhaging Critical (Gunslinger) + Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + + + Trick Shot: Bullying Shot + Fighter: Gunslinger Martial Archetype + You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When making a Charisma (Intimidation) check, you can expend one grit point to gain advantage on the roll. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + Trick Shot: Dazing Shot + Fighter: Gunslinger Martial Archetype + When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constiution saving throw or suffer disadvantage on attacks until the end of your next turn. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + Trick Shot: Deadeye Shot + Fighter: Gunslinger Martial Archetype + When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + Trick Shot: Disarming Shot + Fighter: Gunslinger Martial Archetype + When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object pushed 10 feet away from you. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + Trick Shot: Forceful Shot + Fighter: Gunslinger Martial Archetype + When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + Trick Shot: Piercing Shot + Fighter: Gunslinger Martial Archetype + When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + Trick Shot: Violent Shot + Fighter: Gunslinger Martial Archetype + When you make a fireman attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage per grit point spent when determining the damage. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + + Trick Shot: Winging Shot + Fighter: Gunslinger Martial Archetype + When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + + + Bad News + R + 25 + Bad News is a high-powered rifle with extremely long range and an explosive round. It is a special firearm that can only be crafted by an experienced gunsmith. + + Misfire (3): This firearm misfires on an attack roll of a 3 or lower. + + Ammunition: 10g (5) The ammunition of a firearm is destroyed upon use. Gunslinger firearms use bullets and gunpowder. + + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. + + Reload (1): This weapon holds 1 rounds of ammunition. After the final shot has been fired, you must use an action to reload. + + Two-Handed: This weapon requires two hands to use. + + Explosive: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + 2d12 + + P + A,LD,2H + 200/800 + + + Bullet (Bad News) + A + 0.1 + 2 + All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below. + + Price (#): 10g (5) + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + + + Bullet (Blunderbuss) + A + 0.1 + 1 + All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below. + + Price (#): 5g (5) + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + + + Bullet (Hand Mortar) + A + 0.2 + 0.2 + All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below. + + Price (#): 10g (1) + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + + + Bullet (Musket) + A + 0.1 + 0.25 + All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below. + + Price (#): 5g (20) + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + + + Bullet (Palm Pistol) + A + 0.1 + 0.1 + All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below. + + Price (#): 2g (20) + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + + + Bullet (Pepperbox) + A + 0.1 + 0.2 + All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below. + + Price (#): 4g (20) + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + + + Bullet (Pistol) + A + 0.1 + 0.2 + All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below. + + Price (#): 4g (20) + + Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + + + Blunderbuss + R + 10 + 300 + A blunderbuss is a powerful firearm that fires a number of smaller projectiles in a small arc, but has limited range. + + Misfire (2): This firearm misfires on an attack roll of a 2 or lower. + + Ammunition: 5g (5) The ammunition of a firearm is destroyed upon use. Gunslinger firearms use bullets and gunpowder. + + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. + + Reload (1): This weapon holds 1 rounds of ammunition. After the final shot has been fired, you must use an action to reload. + + Two-Handed: This weapon requires two hands to use. + + Explosive: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + 2d8 + + P + A,LD + 15/60 + + + Hand Mortar + R + 10 + + A hand mortar is a small firearm that fires a small explosive round that detonates on impact and deals fire damage on a successful hit. It is a special firearm that can only be crafted by an experienced gunsmith. + + Misfire (2): This firearm misfires on an attack roll of a 2 or lower. + + Ammunition: 10g (1) The ammunition of a firearm is destroyed upon use. Gunslinger firearms use bullets and gunpowder. + + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. + + Reload (1): This weapon holds 1 rounds of ammunition. After the final shot has been fired, you must use an action to reload. + + Two-Handed: This weapon requires two hands to use. + + Explosive: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + 2d8 + + F + A,LD + 30/60 + + + Musket + R + 10 + 300 + A musket is a long rifle with that fires a single projectile and deals moderate damage. + + Misfire (2): This firearm misfires on an attack roll of a 2 or lower. + + Ammunition: 5g (20) The ammunition of a firearm is destroyed upon use. Gunslinger firearms use bullets and gunpowder. + + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. + + Reload (1): This weapon holds 1 rounds of ammunition. After the final shot has been fired, you must use an action to reload. + + Two-Handed: This weapon requires two hands to use. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + 1d12 + + P + A,LD,2H + 120/480 + + + Palm Pistol + R + 1 + 50 + A palm pistol is a small pistol that is easily concealed and fires a single projectile. + + Misfire (1): This firearm misfires on an attack roll of 1. + + Ammunition: 2g (20) The ammunition of a firearm is destroyed upon use. Gunslinger firearms use bullets and gunpowder. + + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. + + Reload (1): This weapon holds 1 rounds of ammunition. After the final shot has been fired, you must use an action to reload. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + 1d12 + + P + A,LD + 40/160 + + + Pepperbox + R + 5 + 250 + A pepperbox is pistol with six chambers in a rotating cylinder. It fires a single bullet from the top chamber and then rotates to the next loaded chamber. + + Misfire (2): This firearm misfires on an attack roll of a 2 or lower. + + Ammunition: The ammunition of a firearm is destroyed upon use. Gunslinger firearms use bullets and gunpowder. + + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. + + Reload (6): This weapon holds 6 rounds of ammunition. After the final shot has been fired, you must use an action to reload. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 3 + + 1d10 + P + A,LD + 80/320 + + + Pistol + R + 3 + 150 + A pistol is a handheld firearm that fires a single projectile. + + Misfire (1): This firearm misfires on a '1'. + + Ammunition: The ammunition of a firearm is destroyed upon use. Gunslinger firearms use bullets and gunpowder. + + If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. + + Reload (4): This weapon holds 4 rounds of ammunition. After the final shot has been fired, you must use an action to reload. + + Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 + + 1d10 + P + A,LD + 60/240 + + + \ No newline at end of file diff --git a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-TaldoreiCampaignGuide-1.1.xml b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-TaldoreiCampaignGuide-1.1.xml index e69de29..dc5ab65 100644 --- a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-TaldoreiCampaignGuide-1.1.xml +++ b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-TaldoreiCampaignGuide-1.1.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-TotemOfTheDuck-1.0.xml b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-TotemOfTheDuck-1.0.xml index e69de29..dc5ab65 100644 --- a/FightClub5eXML/Sources/ThirdParty/MatthewMercer-TotemOfTheDuck-1.0.xml +++ b/FightClub5eXML/Sources/ThirdParty/MatthewMercer-TotemOfTheDuck-1.0.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file