feature: Add Races and Feats
This commit is contained in:
55
FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml
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55
FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<race>
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<name>Verdan</name>
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<size>M</size>
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<speed>30</speed>
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<ability>Con 1, Cha 2</ability>
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<proficiency>Persuasion</proficiency>
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<spellAbility></spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Acquisitions Incorporated p. 72</text>
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</trait>
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<trait>
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<name>Age</name>
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<text>Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation.
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</text>
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</trait>
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<trait>
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<name>Alignment</name>
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<text>Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.
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</text>
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</trait>
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<trait>
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<name>Size</name>
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<text>Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.
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</text>
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</trait>
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<trait>
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<name>Black Blood Healing</name>
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<text>The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
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</text>
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</trait>
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<trait>
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<name>Limited Telepathy</name>
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<text>You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
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</text>
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</trait>
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<trait>
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<name>Persuasive</name>
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<text>Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
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</text>
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</trait>
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<trait>
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<name>Telepathic Insight</name>
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<text>Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
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</text>
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</trait>
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<trait>
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<name>Language</name>
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<text>You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
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</text>
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</trait>
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</race>
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</compendium>
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50
FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml
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FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<race>
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<name>Goblin (Dankwood)</name>
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<size>S</size>
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<speed>30</speed>
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<ability>Dex 2, Con 1</ability>
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<proficiency></proficiency>
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<spellAbility></spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Adventure with Muk p. 35, Explorer's Guide to Wildemount p. 174</text>
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</trait>
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<trait>
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<name>Age</name>
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<text>Goblins reach adulthood at age 8 and live up to 60 years.
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</text>
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</trait>
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<trait>
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<name>Alignment</name>
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<text>Dankwood goblins are typically neutral or neutral good, though some mischievous dankwood goblins are chaotic neutral.
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</text>
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</trait>
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<trait>
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<name>Size</name>
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<text>Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
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</text>
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</trait>
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<trait>
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<name>Darkvision</name>
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<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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</text>
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</trait>
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<trait>
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<name>Speak with Small Beasts</name>
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<text>Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
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</text>
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</trait>
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<trait>
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<name>Nimble Escape</name>
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<text>You can take the Disengage or Hide action as a bonus action on each of your turns.
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</text>
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</trait>
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<trait>
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<name>Languages</name>
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<text>You can speak, read, and write Common and Goblin.
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</text>
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</trait>
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</race>
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</compendium>
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545
FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml
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545
FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<race>
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<name>Aarakocra (DMG)</name>
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<size>M</size>
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<speed>20</speed>
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<ability>Dex 2, Wis 2</ability>
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<proficiency></proficiency>
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<spellAbility></spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Dungeon Master's Guide p. 282</text>
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</trait>
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<trait>
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<name>Dive Attack</name>
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<text>If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
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</text>
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</trait>
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<trait>
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<name>Talons</name>
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<text>You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
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</text>
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</trait>
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<trait>
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<name>Language</name>
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<text>You can speak, read, and write Auran.
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</text>
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</trait>
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</race>
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<race>
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<name>Aasimar (DMG)</name>
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<size>M</size>
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<speed>30</speed>
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<ability>Wis 1, Cha 2</ability>
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<proficiency></proficiency>
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<spellAbility>Charisma</spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Dungeon Master's Guide p. 286, Explorer's Guide to Wildemount p. 166</text>
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</trait>
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<trait>
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<name>Age</name>
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<text>Aasimar (DMG) mature at the same rate as humans but live a few years longer.
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</text>
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</trait>
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<trait>
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<name>Alignment</name>
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<text>Due to their celestial heritage, Aasimar (DMG) are often good. However, some Aasimar (DMG) fall into evil, rejecting their heritage.
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</text>
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</trait>
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<trait>
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<name>Size</name>
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<text>Aasimar (DMG) are built like well-proportioned humans. Your size is Medium.
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</text>
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</trait>
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<trait>
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<name>Darkvision</name>
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<text>Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
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</text>
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</trait>
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<trait>
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<name>Celestial Resistance</name>
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<text>You have resistance to necrotic and radiant damage.
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</text>
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</trait>
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<trait>
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<name>Celestial Legacy</name>
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<text>You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
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</text>
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</trait>
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<trait>
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<name>Language</name>
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<text>You can speak, read, and write Common and Celestial.
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</text>
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</trait>
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</race>
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<race>
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<name>Bullywug (DMG)</name>
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<size>M</size>
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<speed>20</speed>
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<ability>Int -2, Cha -2</ability>
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<proficiency></proficiency>
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<spellAbility></spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Dungeon Master's Guide p. 282</text>
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</trait>
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<trait>
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<name>Amphibious</name>
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<text>You can breathe air and water.
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</text>
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</trait>
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<trait>
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<name>Speak with Frogs and Toads</name>
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<text>You can communicate simple concepts to frogs and toads when you speak in Bullywug (DMG).
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</text>
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</trait>
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<trait>
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<name>Swamp Camouflage</name>
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<text>You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
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</text>
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</trait>
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<trait>
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<name>Standing Leap</name>
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<text>Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
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</text>
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</trait>
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<trait>
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<name>Languages</name>
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<text>You can speak, read, and write Bullywug (DMG).
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</text>
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</trait>
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</race>
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<race>
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<name>Gnoll (DMG)</name>
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<size>M</size>
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<speed>30</speed>
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<ability>Str 2, Int -2</ability>
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<proficiency></proficiency>
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<spellAbility></spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Dungeon Master's Guide p. 282</text>
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</trait>
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<trait>
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<name>Bite</name>
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<text>Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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</text>
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</trait>
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<trait>
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<name>Darkvision</name>
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<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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</text>
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</trait>
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<trait>
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<name>Rampage</name>
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<text>When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
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</text>
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</trait>
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</race>
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<race>
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<name>Gnome (Deep) (DMG)</name>
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<size>M</size>
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<speed>20</speed>
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<ability>Str 1, Dex 2</ability>
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<proficiency></proficiency>
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<spellAbility>Intelligence</spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Dungeon Master's Guide p. 282</text>
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</trait>
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<trait>
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<name>Innate Spellcasting</name>
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<text>You have an innate ability to cast the following spells, requiring no material components:
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• At will: nondetection (self only)
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• 1/day each: blindness/deafness, blur, disguise self
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Intelligence is your spellcasting ability for these spells.
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</text>
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</trait>
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<trait>
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<name>Gnome Cunning</name>
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<text>You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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</text>
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</trait>
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<trait>
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<name>Superior Darkvision</name>
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<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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</text>
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</trait>
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<trait>
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<name>Languages</name>
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<text>You can speak, read, and write Gnomish, Terran, and Undercommon.
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</text>
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</trait>
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</race>
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<race>
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<name>Goblin (DMG)</name>
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<size>S</size>
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<speed>30</speed>
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<ability>Str -2, Dex 2</ability>
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<proficiency></proficiency>
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<spellAbility></spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Dungeon Master's Guide p. 282</text>
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</trait>
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<trait>
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<name>Nimble Escape</name>
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<text>You can take the Disengage or Hide action as a bonus action on each of your turns.
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</text>
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</trait>
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<trait>
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<name>Darkvision</name>
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<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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</text>
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</trait>
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<trait>
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<name>Languages</name>
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<text>You can speak, read, and write Common and Goblin (DMG).
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</text>
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</trait>
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</race>
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<race>
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<name>Grimlock (DMG)</name>
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<size>M</size>
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<speed>30</speed>
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<ability>Str 2, Cha -2</ability>
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<proficiency></proficiency>
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<spellAbility></spellAbility>
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<trait>
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<name>Description</name>
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<text>Source: Dungeon Master's Guide p. 282</text>
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</trait>
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<trait>
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<name>Blindsight</name>
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<text>You have no eyes, and cannot be blinded. You can perceive your surroundings within 30 ft., or 10 ft. while deafened. You are considered blind beyond this radius.
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</text>
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</trait>
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<trait>
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<name>Keen Hearing and Smell</name>
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<text>You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
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</text>
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</trait>
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<trait>
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<name>Stone Camouflage</name>
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<text>You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
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</text>
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</trait>
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<trait>
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<name>Languages</name>
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<text>You can speak, read, and write Undercommon.
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</text>
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</trait>
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</race>
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<race>
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<name>Hobgoblin (DMG)</name>
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<size>M</size>
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<speed>30</speed>
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<ability></ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Martial Advantage</name>
|
||||||
|
<text>Once per turn, you can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 ft. of an ally of yours that isn't incapacitated.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Kenku (DMG)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Ambusher</name>
|
||||||
|
<text>In the first round of a combat, you have advantage on attack rolls against any creature who is surprised.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mimicry</name>
|
||||||
|
<text>You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can read and write Common and Auran, but you can only speak using your Mimicry trait.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Kobold (DMG)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Str -4</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Pack Tactics</name>
|
||||||
|
<text>You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sunlight Sensitivity</name>
|
||||||
|
<text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Draconic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Kuo-Toa (DMG)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability></ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Otherworldly Perception</name>
|
||||||
|
<text>You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Slippery</name>
|
||||||
|
<text>You have advantage on ability checks and saving throws made to escape a grapple.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sunlight Sensitivity</name>
|
||||||
|
<text>While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Superior Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Undercommon.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Lizardfolk (DMG)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Int -2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hold Breath</name>
|
||||||
|
<text>You can hold your breath for up to 15 minutes at a time.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Armor</name>
|
||||||
|
<text>Your scales function as natural armor, granting you a +3 bonus to Armor Class.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Draconic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Merfolk (DMG)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>10</speed>
|
||||||
|
<ability></ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Aquan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Orc (DMG)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Int -2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Aggressive</name>
|
||||||
|
<text>As a bonus action, you can move up to your speed toward a hostile creature that you can see.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Orc (DMG).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Skeleton (DMG)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Int -4, Cha -4</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Brittle Bones</name>
|
||||||
|
<text>You are vulnerable to bludgeoning damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Undead Nature</name>
|
||||||
|
<text>You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can't speak, but you can understand the languages you knew in life.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Troglodyte (DMG)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 2, Int -4, Cha -4</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Chameleon Skin</name>
|
||||||
|
<text>You have advantage on Dexterity (Stealth) checks made to hide.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Stench</name>
|
||||||
|
<text>Any creature other than a Troglodyte (DMG) that starts its turn within 5 ft. of you must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all Troglodyte (DMG)s for 1 hour.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sunlight Sensitivity</name>
|
||||||
|
<text>While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Armor</name>
|
||||||
|
<text>Your thick hide grants you a +1 bonus to Armor Class.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Troglodyte (DMG).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Zombie (DMG)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1, Con 2, Int -6, Wis -4, Cha -4</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Undead Fortitude</name>
|
||||||
|
<text>If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Undead Nature</name>
|
||||||
|
<text>You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can't speak, but you can understand the languages you knew in life.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
@@ -0,0 +1,33 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Aberrant Dragonmark</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
|
||||||
|
• You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
|
||||||
|
• When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
|
||||||
|
You also develop a random flaw from the Aberrant Dragonmark Flaws table.
|
||||||
|
Aberrant Dragonmark Flaws
|
||||||
|
d8 | Flaw
|
||||||
|
1 | Your mark is a source of constant physical pain.
|
||||||
|
2 | Your mark whispers to you. Its meaning can be unclear.
|
||||||
|
3 | When you're stressed, the mark hisses audibly.
|
||||||
|
4 | The skin around the mark is burned, scaly, or withered.
|
||||||
|
5 | Animals are uneasy around you.
|
||||||
|
6 | You have a mood swing any time you use your mark.
|
||||||
|
7 | Your looks change slightly whenever you use the mark.
|
||||||
|
8 | You have horrific nightmares after you use your mark.
|
||||||
|
|
||||||
|
Source: Eberron: Rising from the Last War p. 52, Wayfinder's Guide to Eberron p. 112</text>
|
||||||
|
<modifier category="ability score">Constitution +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Revenant Blade</name>
|
||||||
|
<prerequisite>Elf</prerequisite>
|
||||||
|
<text>You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
|
||||||
|
• A double-bladed scimitar has the finesse property when you wield it.
|
||||||
|
Source: Eberron: Rising from the Last War p. 22, Wayfinder's Guide to Eberron p. 74</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
@@ -0,0 +1,653 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Bugbear</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Dex 1</ability>
|
||||||
|
<proficiency>Stealth</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 25</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Bugbears reach adulthood at age 16 and live up to 80 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Bugbears live on the fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Long-Limbed</name>
|
||||||
|
<text>When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sneaky</name>
|
||||||
|
<text>You are proficient in the Stealth skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Surprise Attack</name>
|
||||||
|
<text>If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Changeling</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 17, Wayfinder's Guide to Eberron p. 60</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shapechanger</name>
|
||||||
|
<text>As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
|
||||||
|
You stay in the new form until you use an action to revert to your true form or until you die.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Changeling Instincts</name>
|
||||||
|
<text>You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and two other languages of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Goblin</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 26, Explorer's Guide to Wildemount p. 174</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Goblins reach adulthood at age 8 and live up to 60 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>In Eberron, goblins are usually neutral. They tend to look out for themselves, preferably without drawing unwanted attention from any larger, more powerful people.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fury of the Small</name>
|
||||||
|
<text>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Nimble Escape</name>
|
||||||
|
<text>You can take the Disengage or Hide action as a bonus action on each of your turns.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Half-Orc (Mark of Finding)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 1, Wis 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Wisdom</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 41, Wayfinder's Guide to Eberron p. 98</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hunter's Intuition</name>
|
||||||
|
<text>When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Finder's Magic</name>
|
||||||
|
<text>You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Spells of the Mark</name>
|
||||||
|
<text>Mark of Finding Spells
|
||||||
|
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.
|
||||||
|
Spell Level | Spells
|
||||||
|
1st | faerie fire, longstrider
|
||||||
|
2nd | locate animals or plants, locate object
|
||||||
|
3rd | clairvoyance, speak with plants
|
||||||
|
4th | divination, locate creature
|
||||||
|
5th | commune with nature
|
||||||
|
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Hobgoblin</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Int 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 26, Explorer's Guide to Wildemount p. 175</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Martial Training</name>
|
||||||
|
<text>You are proficient with two martial weapons of your choice and with light armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Saving Face</name>
|
||||||
|
<text>Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Kalashtar</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Wis 2, Cha 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 29, Wayfinder's Guide to Eberron p. 62</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Kalashtar mature and age at the same rate as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dual Mind</name>
|
||||||
|
<text>You have advantage on all Wisdom saving throws.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mental Discipline</name>
|
||||||
|
<text>You have resistance to psychic damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mind Link</name>
|
||||||
|
<text>You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
|
||||||
|
When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Severed from Dreams</name>
|
||||||
|
<text>Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Quori, and one other language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Orc</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 31</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Orcs reach adulthood at age 12 and live up to 50 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Aggressive</name>
|
||||||
|
<text>As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Primal Intuition</name>
|
||||||
|
<text>You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Orc.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (Beasthide)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Str 1</ability>
|
||||||
|
<proficiency>Athletics</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Athlete</name>
|
||||||
|
<text>You have proficiency in the Athletics skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speed</name>
|
||||||
|
<text>Your base walking speed is 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
|
||||||
|
Once you shift, you can't do so again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (Longtooth)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Dex 1</ability>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fierce</name>
|
||||||
|
<text>You have proficiency in the Intimidation skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speed</name>
|
||||||
|
<text>Your base walking speed is 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
|
||||||
|
Once you shift, you can't do so again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (Swiftstride)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Cha 1</ability>
|
||||||
|
<proficiency>Acrobatics</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Graceful</name>
|
||||||
|
<text>You have proficiency in the Acrobatics skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speed</name>
|
||||||
|
<text>Your base walking speed is 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
|
||||||
|
Once you shift, you can't do so again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (Wildhunt)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Wis 2, Dex 1</ability>
|
||||||
|
<proficiency>Survival</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 34, Wayfinder's Guide to Eberron p. 64</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Tracker</name>
|
||||||
|
<text>You have proficiency in the Survival skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speed</name>
|
||||||
|
<text>Your base walking speed is 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
|
||||||
|
Once you shift, you can't do so again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Warforged</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Eberron: Rising from the Last War p. 35, Wayfinder's Guide to Eberron p. 67</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Constructed Resilience</name>
|
||||||
|
<text>You were created to have remarkable fortitude, represented by the following benefits:
|
||||||
|
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
|
||||||
|
• You don't need to eat, drink, or breathe.
|
||||||
|
• You are immune to disease.
|
||||||
|
• You don't need to sleep, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sentry's Rest</name>
|
||||||
|
<text>When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Integrated Protection</name>
|
||||||
|
<text>Your body has built-in defensive layers, which can be enhanced with armor:
|
||||||
|
• You gain a +1 bonus to Armor Class.
|
||||||
|
• You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
|
||||||
|
• While you live, your armor can't be removed from your body against your will.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Specialized Design</name>
|
||||||
|
<text>You gain one skill proficiency and one tool proficiency of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one other language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Orc</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Explorer's Guide to Wildemount p. 178</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Orcs reach adulthood at age 16, and live up to 80 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Aggressive</name>
|
||||||
|
<text>As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Primal Intuition</name>
|
||||||
|
<text>You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Orc.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
317
FightClub5eXML/Sources/GuildmastersGuideToRavnica/races-ggr.xml
Normal file
317
FightClub5eXML/Sources/GuildmastersGuideToRavnica/races-ggr.xml
Normal file
@@ -0,0 +1,317 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Centaur</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>40</speed>
|
||||||
|
<ability>Str 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Guildmasters' Guide to Ravnica p. 15</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Centaurs mature and age at about the same rate as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey</name>
|
||||||
|
<text>Your creature type is fey, rather than humanoid.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Charge</name>
|
||||||
|
<text>If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hooves</name>
|
||||||
|
<text>Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Equine Build</name>
|
||||||
|
<text>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 equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Survivor</name>
|
||||||
|
<text>You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Goblin</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Guildmasters' Guide to Ravnica p. 16, Explorer's Guide to Wildemount p. 174</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fury of the Small</name>
|
||||||
|
<text>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Nimble Escape</name>
|
||||||
|
<text>You can take the Disengage or Hide action as a bonus action on each of your turns.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Loxodon</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Guildmasters' Guide to Ravnica p. 17</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Loxodon Serenity</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed or frightened.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Armor</name>
|
||||||
|
<text>You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Trunk</name>
|
||||||
|
<text>You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
|
||||||
|
Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Smell</name>
|
||||||
|
<text>Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Loxodon.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Minotaur</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.
|
||||||
|
Source: Guildmasters' Guide to Ravnica p. 18</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Horns</name>
|
||||||
|
<text>Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Goring Rush</name>
|
||||||
|
<text>Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hammering Horns</name>
|
||||||
|
<text>Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Imposing Presence</name>
|
||||||
|
<text>You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Minotaur.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Simic Hybrid</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Guildmasters' Guide to Ravnica p. 20</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium, within the normal range of your humanoid base race.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and your choice of Elvish or Vedalken.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Animal Enhancement</name>
|
||||||
|
<text>Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
|
||||||
|
At 1st level, choose one of the following options:
|
||||||
|
• Manta Glide: You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
|
||||||
|
• Nimble Climber: You have a climbing speed equal to your walking speed.
|
||||||
|
• Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed.
|
||||||
|
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
|
||||||
|
• Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
|
||||||
|
• Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
|
||||||
|
• Acid Spit: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Vedalken</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Guildmasters' Guide to Ravnica p. 21</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Vedalken are usually lawful and non-evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Vedalken Dispassion</name>
|
||||||
|
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tireless Precision</name>
|
||||||
|
<text>You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.
|
||||||
|
Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Partially Amphibious</name>
|
||||||
|
<text>By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Vedalken, and one other language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
55
FightClub5eXML/Sources/LocathahRising/races-lr.xml
Normal file
55
FightClub5eXML/Sources/LocathahRising/races-lr.xml
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Locathah</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Dex 1</ability>
|
||||||
|
<proficiency>Athletics, Perception</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Locathah Rising p. 24</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Armor</name>
|
||||||
|
<text>You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Observant & Athletic</name>
|
||||||
|
<text>You have proficiency in the Athletics and Perception skills.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Leviathan Will</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Limited Amphibiousness</name>
|
||||||
|
<text>You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Language</name>
|
||||||
|
<text>You can speak, read, and write Aquan and Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
10
FightClub5eXML/Sources/MordenkainensTomeOfFoes/feats-mtf.xml
Normal file
10
FightClub5eXML/Sources/MordenkainensTomeOfFoes/feats-mtf.xml
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Svirfneblin Magic</name>
|
||||||
|
<prerequisite>Gnome (Deep)</prerequisite>
|
||||||
|
<text>You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
|
||||||
|
Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
|
||||||
|
Source: Mordenkainen's Tome of Foes p. 114</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
96
FightClub5eXML/Sources/MordenkainensTomeOfFoes/races-mtf.xml
Normal file
96
FightClub5eXML/Sources/MordenkainensTomeOfFoes/races-mtf.xml
Normal file
@@ -0,0 +1,96 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Gith (Githyanki)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 1, Str 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Intelligence</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Mordenkainen's Tome of Foes p. 96</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Decadent Mastery</name>
|
||||||
|
<text>You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Martial Prodigy</name>
|
||||||
|
<text>You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Githyanki Psionics</name>
|
||||||
|
<text>You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
|
||||||
|
When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.
|
||||||
|
Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Gith reach adulthood in their late teens and live for about a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Gith are taller and leaner than humans, with most a slender 6 feet in height.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Gith.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Gith (Githzerai)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 1, Wis 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Wisdom</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Mordenkainen's Tome of Foes p. 96</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mental Discipline</name>
|
||||||
|
<text>You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Githzerai Psionics</name>
|
||||||
|
<text>You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
|
||||||
|
When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
|
||||||
|
Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Gith reach adulthood in their late teens and live for about a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Gith are taller and leaner than humans, with most a slender 6 feet in height.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Gith.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
285
FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml
Normal file
285
FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml
Normal file
@@ -0,0 +1,285 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Centaur (Theros)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>40</speed>
|
||||||
|
<ability>Str 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Mythic Odysseys of Theros p. 18</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Centaurs mature and age at about the same rate as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Pheres centaurs tend to be slightly larger than Lagonna centaurs. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey</name>
|
||||||
|
<text>Your creature type is fey, rather than humanoid.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Charge</name>
|
||||||
|
<text>If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hooves</name>
|
||||||
|
<text>Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Equine Build</name>
|
||||||
|
<text>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 equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Survivor</name>
|
||||||
|
<text>You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Leonin</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>35</speed>
|
||||||
|
<ability>Str 1, Con 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Mythic Odysseys of Theros p. 20</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Leonin mature and age at about the same rate as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Claws</name>
|
||||||
|
<text>Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hunter's Instincts</name>
|
||||||
|
<text>You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Daunting Roar</name>
|
||||||
|
<text>As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Leonin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Minotaur (Theros)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.
|
||||||
|
Source: Mythic Odysseys of Theros p. 22</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Minotaurs mature and age at about the same rate as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Horns</name>
|
||||||
|
<text>Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Goring Rush</name>
|
||||||
|
<text>Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hammering Horns</name>
|
||||||
|
<text>Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Imposing Presence</name>
|
||||||
|
<text>You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Minotaur.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Satyr</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>35</speed>
|
||||||
|
<ability>Cha 2, Dex 1</ability>
|
||||||
|
<proficiency>Performance, Persuasion</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Mythic Odysseys of Theros p. 24</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Satyrs mature and age at about the same rate as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey</name>
|
||||||
|
<text>Your creature type is fey, rather than humanoid.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Ram</name>
|
||||||
|
<text>You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>You have advantage on saving throws against spells and other magical effects.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mirthful Leaps</name>
|
||||||
|
<text>Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Reveler</name>
|
||||||
|
<text>You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Triton (Theros)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1, Cha 1, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Mythic Odysseys of Theros p. 26</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Tritons reach maturity around age 15 and can live up to 200 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Tritons tend toward neutrality. Their culture encourages them to be mindful of life's currents, knowing when to harness fate's tides and when to flow along with them.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swim Speed</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Control Air and Water</name>
|
||||||
|
<text>A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Emissary of the Sea</name>
|
||||||
|
<text>Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Guardians of the Depths</name>
|
||||||
|
<text>Adapted to even the most extreme ocean depths, you have resistance to cold damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Primordial.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
66
FightClub5eXML/Sources/OneGrungAbove/races-oga.xml
Normal file
66
FightClub5eXML/Sources/OneGrungAbove/races-oga.xml
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Grung</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Dex 2, Con 1</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: One Grung Above p. 4</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Grungs stand between 2½ and 3½ feet tall and average about 30 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Arboreal Alertness</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Poison Immunity</name>
|
||||||
|
<text>You're immune to poison damage and the poisoned condition.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Poisonous Skin</name>
|
||||||
|
<text>Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||||
|
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Standing Leap</name>
|
||||||
|
<text>Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Water Dependency</name>
|
||||||
|
<text>If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Grung.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
24
FightClub5eXML/Sources/PlaneShift/feats-ps-k.xml
Normal file
24
FightClub5eXML/Sources/PlaneShift/feats-ps-k.xml
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Quicksmithing</name>
|
||||||
|
<prerequisite>Intelligence 13 or higher</prerequisite>
|
||||||
|
<text>You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether.
|
||||||
|
When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.
|
||||||
|
If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.
|
||||||
|
In addition, you have proficiency with artisan's tools (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.
|
||||||
|
When you create a device, choose one of the following options:
|
||||||
|
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
|
||||||
|
Fire Starter: This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
|
||||||
|
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
|
||||||
|
Source: Plane Shift: Kaladesh p. 13</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Servo Crafting</name>
|
||||||
|
<prerequisite>Intelligence 13 or higher</prerequisite>
|
||||||
|
<text>You are skilled in the creation of servos—tiny constructs that function as personal assistants. You can cast the find familiar spell as a ritual, creating a servo to serve as your familiar instead of an animal. A servo's statistics appear in the "Artifact Creatures" section of this document. In every other way, a servo familiar functions as described in the find familiar spell.
|
||||||
|
You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice.
|
||||||
|
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own.
|
||||||
|
Source: Plane Shift: Kaladesh p. 13</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
9
FightClub5eXML/Sources/PlaneShift/feats-ps-x.xml
Normal file
9
FightClub5eXML/Sources/PlaneShift/feats-ps-x.xml
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Vampiric Exultation</name>
|
||||||
|
<prerequisite>Vampire (Ixalan)</prerequisite>
|
||||||
|
<text>As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest.
|
||||||
|
Source: Plane Shift: Ixalan p. 14</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
282
FightClub5eXML/Sources/PlaneShift/races-ps-a.xml
Normal file
282
FightClub5eXML/Sources/PlaneShift/races-ps-a.xml
Normal file
@@ -0,0 +1,282 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Aven (Hawk-Headed)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Dex 2, Wis 2</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Amonkhet p. 16</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hawkeyed</name>
|
||||||
|
<text>You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Flight</name>
|
||||||
|
<text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Aven.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Aven (Ibis-Headed)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Dex 2, Int 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Amonkhet p. 16</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Kefnet's Blessing</name>
|
||||||
|
<text>You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Flight</name>
|
||||||
|
<text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Aven.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Human (Amonkhet)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability></ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Amonkhet p. 14</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens. Most human initiates have completed the trials and found a glorious or inglorious death before they turn 30. Viziers can enjoy longer service to their gods, in theory living up to a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Ability Score Increase</name>
|
||||||
|
<text>Two different ability scores of your choice increase by 1.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Skills</name>
|
||||||
|
<text>You gain proficiency in one skill of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Feat</name>
|
||||||
|
<text>You gain one feat of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Khenra</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>35</speed>
|
||||||
|
<ability>Dex 2, Str 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Amonkhet p. 17</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Khenra have similar builds to humans. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Khenra Weapon Training</name>
|
||||||
|
<text>You have proficiency with the khopesh (longsword), spear, and javelin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Khenra Twins</name>
|
||||||
|
<text>If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Khenra.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Minotaur (Amonkhet)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Amonkhet p. 19</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Weapon</name>
|
||||||
|
<text>You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Menacing</name>
|
||||||
|
<text>You gain proficiency in the Intimidation skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Relentless Endurance</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Savage Attacks</name>
|
||||||
|
<text>When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Minotaur.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Naga</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Int 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Amonkhet p. 21</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most naga are either neutral or neutral evil in alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speed Burst</name>
|
||||||
|
<text>By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Weapons</name>
|
||||||
|
<text>Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.
|
||||||
|
If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
|
||||||
|
If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Poison Immunity</name>
|
||||||
|
<text>You are immune to poison damage and can't be poisoned.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Poison Affinity</name>
|
||||||
|
<text>You gain proficiency with the poisoner's kit.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Naga.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
45
FightClub5eXML/Sources/PlaneShift/races-ps-d.xml
Normal file
45
FightClub5eXML/Sources/PlaneShift/races-ps-d.xml
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Aven</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Dex 2, Wis 2</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Dominaria p. 6</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Like humans, aven reach adulthood in their late teens and can live into their 80s.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Aven are inclined toward the lawful good alignment of the Church of Serra
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Flight</name>
|
||||||
|
<text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Aven.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hawkeyed</name>
|
||||||
|
<text>You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
171
FightClub5eXML/Sources/PlaneShift/races-ps-i.xml
Normal file
171
FightClub5eXML/Sources/PlaneShift/races-ps-i.xml
Normal file
@@ -0,0 +1,171 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Human (Innistrad) (Gavony)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Innistrad p. 8</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Ability Score Increase</name>
|
||||||
|
<text>Your ability scores each increase by 1.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens and live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Human (Innistrad) (Kessig)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>40</speed>
|
||||||
|
<ability>Dex 1, Wis 1</ability>
|
||||||
|
<proficiency>Survival</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Innistrad p. 8</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Forest Folk</name>
|
||||||
|
<text>You have proficiency in the Survival skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fleet of Foot</name>
|
||||||
|
<text>Your base walking speed is 40 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sure-footed</name>
|
||||||
|
<text>When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Spring Attack</name>
|
||||||
|
<text>When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens and live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Human (Innistrad) (Nephalia)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 1, Cha 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Innistrad p. 8</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Breadth of Knowledge</name>
|
||||||
|
<text>You gain proficiency in any combination of four skills or with four tools of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens and live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Human (Innistrad) (Stensia)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1, Con 1</ability>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Innistrad p. 8</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Daunting</name>
|
||||||
|
<text>You have proficiency in the Intimidation skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tough</name>
|
||||||
|
<text>Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens and live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
294
FightClub5eXML/Sources/PlaneShift/races-ps-k.xml
Normal file
294
FightClub5eXML/Sources/PlaneShift/races-ps-k.xml
Normal file
@@ -0,0 +1,294 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Aetherborn</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2</ability>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Kaladesh p. 17</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Aetherborn come into being as adults and live no more than a few years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Born of Aether</name>
|
||||||
|
<text>You have resistance to necrotic damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Menacing</name>
|
||||||
|
<text>You have proficiency in the Intimidation skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and two other languages of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Gift of the Aetherborn</name>
|
||||||
|
<text>An unknown aetherborn, desperately seeking a means to extend their short life, discovered a process of transformation that prolonged their existence—by giving them the ability to feed on the life essence of other beings. Since then, other aetherborn have learned and carried out this monstrous transformation, and aetherborn with this "gift" have become a small minority among an already small population.
|
||||||
|
A gifted aetherborn has the ability to drain the life essence of other beings. Similar to the way heat is transferred from a warm object to a cold one, a gifted aetherborn need only touch another living being with a clawed hand to draw life essence out, fueling their own continued existence while draining strength and vitality from their victim.
|
||||||
|
For many aetherborn, living as they do for indulgence and instant gratification, the concepts of "want" and "need" are virtually synonymous. But Aetherborn with this gift understand what it is to truly need, for they develop a hunger for life essence that far exceeds any desires they might have felt before their transformation. A gifted aetherborn who abstains from this feeding deteriorates even more rapidly than other aetherborn, while enduring unspeakable agony caused by the deprivation of life energy.
|
||||||
|
At the DM's option, an aetherborn character can research methods of achieving this dark "gift." The process is similar to inventing and manufacturing a rare magic item (see "Inventing and Manufacturing Devices" earlier in this document). But rather than aether, the process requires a variety of rare unguents and unusual ingredients that make up the cost of researching and undergoing the transformation.
|
||||||
|
An aetherborn with this gift gains the Drain Life ability: a natural attack that deals 1d6 necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by 1d6 per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Dwarf (Kaladesh)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Con 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Kaladesh p. 19</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Dwarves stand around 5 feet tall and average about 150 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speed</name>
|
||||||
|
<text>Your speed is not reduced by wearing heavy armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to life underground in your race's ancient past, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Resilience</name>
|
||||||
|
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Toughness</name>
|
||||||
|
<text>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Artisan's Expertise</name>
|
||||||
|
<text>You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Elf (Kaladesh) (Bishatar and Tirahar)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>35</speed>
|
||||||
|
<ability>Dex 2, Wis 1</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Kaladesh p. 21</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fleet of Foot</name>
|
||||||
|
<text>Your ground speed increases to 35 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mask of the Wild</name>
|
||||||
|
<text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Elf Weapon Training</name>
|
||||||
|
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Trance</name>
|
||||||
|
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
|
||||||
|
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Elf (Kaladesh) (Vadahar)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Wis 1</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility>Wisdom</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Kaladesh p. 21</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cantrip</name>
|
||||||
|
<text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Extra Language</name>
|
||||||
|
<text>You can speak, read, and write one extra language of your choosing.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Elf Weapon Training</name>
|
||||||
|
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Trance</name>
|
||||||
|
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
|
||||||
|
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Vedalken (Kaladesh)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Kaladesh p. 23</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Vedalken (Kaladesh) mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Vedalken (Kaladesh) are most often lawful and rarely evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Vedalken (Kaladesh) are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Vedalken (Kaladesh). The Vedalken (Kaladesh) language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Vedalken Cunning</name>
|
||||||
|
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Aether Lore</name>
|
||||||
|
<text>Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
322
FightClub5eXML/Sources/PlaneShift/races-ps-x.xml
Normal file
322
FightClub5eXML/Sources/PlaneShift/races-ps-x.xml
Normal file
@@ -0,0 +1,322 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Goblin (Ixalan)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Dex 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Ixalan p. 16</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Agile Climber</name>
|
||||||
|
<text>You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common (if it exists in your campaign) and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Human (Ixalan)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Ixalan p. 11</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens and live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice. Or, if your campaign uses the optional rules for languages found in the previous section, your national origin determines your native language: Itzocan for the Sun Empire, Coalition pidgin for the Brazen Coalition, or Vampire for the Legion of Dusk. You still speak one additional language of your choice, and Common if it exists in your campaign.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Merfolk (Ixalan) (Blue)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 1, Int 2</ability>
|
||||||
|
<proficiency>History, Nature</proficiency>
|
||||||
|
<spellAbility>Intelligence</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Ixalan p. 12</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cantrip</name>
|
||||||
|
<text>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Lore of the Waters</name>
|
||||||
|
<text>You gain proficiency in the History and Nature skills.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most merfolk are neutral, living in close harmony with nature.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swimming</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common (if it exists in your campaign), Merfolk, and one additional language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Merfolk (Ixalan) (Green)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 1, Wis 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Wisdom</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Ixalan p. 12</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cantrip</name>
|
||||||
|
<text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mask of the Wild</name>
|
||||||
|
<text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most merfolk are neutral, living in close harmony with nature.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swimming</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common (if it exists in your campaign), Merfolk, and one additional language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Orc (Ixalan)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Ixalan p. 15</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most orcs lean toward chaotic alignments, and many serve on pirate ships that encourage an inclination toward evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Orcs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Menacing</name>
|
||||||
|
<text>You gain proficiency in the Intimidation skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Relentless Endurance</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Savage Attacks</name>
|
||||||
|
<text>When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common (if it exists in your campaign) and Orc.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Siren</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Cha 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Ixalan p. 17</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Siren's Song</name>
|
||||||
|
<text>You know the friends cantrip and can cast it without material components.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Flight</name>
|
||||||
|
<text>You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your flying speed if you are encumbered.)
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common (if it exists in your campaign) and Siren.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Vampire (Ixalan)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Ixalan p. 14</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Vampires don't mature and age in the same way that other races do.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Vampires are the same size and build as humans. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Bloodthirst</name>
|
||||||
|
<text>You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Feast of Blood</name>
|
||||||
|
<text>When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Vampiric Resistance</name>
|
||||||
|
<text>You have resistance to necrotic damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common (if it exists in your campaign) and Vampire.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
607
FightClub5eXML/Sources/PlaneShift/races-ps-z.xml
Normal file
607
FightClub5eXML/Sources/PlaneShift/races-ps-z.xml
Normal file
@@ -0,0 +1,607 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Elf (Zendikar) (Joraga Nation)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>35</speed>
|
||||||
|
<ability>Wis 2, Dex 1</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 19</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mask of the Wild</name>
|
||||||
|
<text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Elf Weapon Training</name>
|
||||||
|
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fleet of Foot</name>
|
||||||
|
<text>Your ground speed increases to 35 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Elf (Zendikar) (Mul Daya Nation)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Wis 2, Str 1</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility>Wisdom</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 19</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mul Daya Magic</name>
|
||||||
|
<text>You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sunlight Sensitivity</name>
|
||||||
|
<text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Elf Weapon Training</name>
|
||||||
|
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Superior Darkvision</name>
|
||||||
|
<text>Your Darkvision has a radius of 120 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Elf (Zendikar) (Tajuru Nation)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Wis 2, Cha 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 18</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Skill Versatility</name>
|
||||||
|
<text>You have proficiency with any combination of two other skills or tools of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Goblin (Zendikar) (Grotag Tribe)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Con 2</ability>
|
||||||
|
<proficiency>Animal Handling</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 17</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Grotag Tamer</name>
|
||||||
|
<text>You have proficiency in the Animal Handling skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Grit</name>
|
||||||
|
<text>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Goblin (Zendikar) (Lavastep Tribe)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Con 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 17</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Lavastep Grit</name>
|
||||||
|
<text>You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Grit</name>
|
||||||
|
<text>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Goblin (Zendikar) (Tuktuk Tribe)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Con 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 17</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tuktuk Cunning</name>
|
||||||
|
<text>You have proficiency with thieves' tools.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Grit</name>
|
||||||
|
<text>You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Human (Zendikar)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability></ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 9</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens and live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: vampire curses, Elvish musical expressions, merfolk scholarly jargon, and so on.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Kor</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Wis 1</ability>
|
||||||
|
<proficiency>Athletics, Acrobatics</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 10</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Kor mature at the same rate as humans and live about as long.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Brave</name>
|
||||||
|
<text>You have advantage on saving throws against being frightened.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Climbing</name>
|
||||||
|
<text>You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Kor Climbing</name>
|
||||||
|
<text>You have proficiency in the Athletics and Acrobatics skills.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, and communicate in the silent speech of the Kor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Lucky</name>
|
||||||
|
<text>When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Merfolk (Zendikar) (Cosi Creed)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 1, Int 1, Cha 2</ability>
|
||||||
|
<proficiency>Sleight Of Hand, Stealth</proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 13</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cantrip</name>
|
||||||
|
<text>You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Creed of the Trickster</name>
|
||||||
|
<text>You have proficiency in the Sleight of Hand and Stealth skills.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Merfolk are about the same size and build as humans. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swimming</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Merfolk, and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Merfolk (Zendikar) (Emeria Creed)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 1, Wis 2</ability>
|
||||||
|
<proficiency>Deception, Persuasion</proficiency>
|
||||||
|
<spellAbility>Wisdom</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 13</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cantrip</name>
|
||||||
|
<text>You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Wind Creed Manipulation</name>
|
||||||
|
<text>You have proficiency in the Deception and Persuasion skills.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Merfolk are about the same size and build as humans. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swimming</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Merfolk, and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Merfolk (Zendikar) (Ula Creed)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 1, Int 2</ability>
|
||||||
|
<proficiency>Survival</proficiency>
|
||||||
|
<spellAbility>Intelligence</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 13</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cantrip</name>
|
||||||
|
<text>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Water Creed Navigation</name>
|
||||||
|
<text>You have proficiency with navigator's tools and in the Survival skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Merfolk are about the same size and build as humans. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swimming</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Merfolk, and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Vampire (Zendikar)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 1, Cha 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Plane Shift: Zendikar p. 14</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Vampires don't mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog's influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Vampires are about the same size and build as humans. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Blood Thirst</name>
|
||||||
|
<text>You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a zombie.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Vampire.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Vampiric Resistance</name>
|
||||||
|
<text>You have resistance to necrotic damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
351
FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml
Normal file
351
FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml
Normal file
@@ -0,0 +1,351 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Actor</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Skilled at mimicry and dramatics, you gain the following benefits:
|
||||||
|
• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
|
||||||
|
• You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
|
||||||
|
Source: Player's Handbook p. 165</text>
|
||||||
|
<modifier category="ability score">Charisma +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Alert</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Always on the lookout for danger, you gain the following benefits:
|
||||||
|
• You gain a +5 bonus to initiative.
|
||||||
|
• You can't be surprised while you are conscious.
|
||||||
|
• Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
|
||||||
|
Source: Player's Handbook p. 165</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Athlete</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have undergone extensive physical training to gain the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• When you are prone, standing up uses only 5 feet of your movement.
|
||||||
|
• Climbing doesn't cost you extra movement.
|
||||||
|
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
|
||||||
|
Source: Player's Handbook p. 165</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Charger</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
|
||||||
|
If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
|
||||||
|
Source: Player's Handbook p. 165</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Crossbow Expert</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Thanks to extensive practice with the crossbow, you gain the following benefits:
|
||||||
|
• You ignore the loading quality of crossbows with which you are proficient.
|
||||||
|
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
|
||||||
|
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
|
||||||
|
Source: Player's Handbook p. 165</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Defensive Duelist</name>
|
||||||
|
<prerequisite>Dexterity 13 or higher</prerequisite>
|
||||||
|
<text>When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
|
||||||
|
Source: Player's Handbook p. 165</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dual Wielder</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You master fighting with two weapons, gaining the following benefits:
|
||||||
|
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
|
||||||
|
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
|
||||||
|
• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
|
||||||
|
Source: Player's Handbook p. 165</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dungeon Delver</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
|
||||||
|
• You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
|
||||||
|
• You have advantage on saving throws made to avoid or resist traps.
|
||||||
|
• You have resistance to the damage dealt by traps.
|
||||||
|
• Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
|
||||||
|
Source: Player's Handbook p. 166</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Durable</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Hardy and resilient, you gain the following benefits:
|
||||||
|
• When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
|
||||||
|
Source: Player's Handbook p. 166</text>
|
||||||
|
<modifier category="ability score">Constitution +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Elemental Adept</name>
|
||||||
|
<prerequisite>The ability to cast at least one spell</prerequisite>
|
||||||
|
<text>When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
|
||||||
|
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
|
||||||
|
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
|
||||||
|
Source: Player's Handbook p. 166</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Grappler</name>
|
||||||
|
<prerequisite>Strength 13 or higher</prerequisite>
|
||||||
|
<text>You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
|
||||||
|
• You have advantage on attack rolls against a creature you are grappling.
|
||||||
|
• You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Great Weapon Master</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
|
||||||
|
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
|
||||||
|
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Healer</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
|
||||||
|
• When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
|
||||||
|
• As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Heavily Armored</name>
|
||||||
|
<prerequisite>Proficiency with medium armor</prerequisite>
|
||||||
|
<text>You have trained to master the use of heavy armor, gaining the following benefits:
|
||||||
|
• You gain proficiency with heavy armor.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
<modifier category="ability score">Strength +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Heavy Armor Master</name>
|
||||||
|
<prerequisite>Proficiency with heavy armor</prerequisite>
|
||||||
|
<text>You can use your armor to deflect strikes that would kill others. You gain the following benefits:
|
||||||
|
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
<modifier category="ability score">Strength +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Inspiring Leader</name>
|
||||||
|
<prerequisite>Charisma 13 or higher</prerequisite>
|
||||||
|
<text>You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Keen Mind</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
|
||||||
|
• You always know which way is north.
|
||||||
|
• You always know the number of hours left before the next sunrise or sunset.
|
||||||
|
• You can accurately recall anything you have seen or heard within the past month.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Lightly Armored</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have trained to master the use of light armor, gaining the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• You gain proficiency with light armor.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Linguist</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have studied languages and codes, gaining the following benefits:
|
||||||
|
• You learn three languages of your choice.
|
||||||
|
• You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Lucky</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have inexplicable luck that seems to kick in at just the right moment.
|
||||||
|
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
|
||||||
|
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
|
||||||
|
You regain your expended luck points when you finish a long rest.
|
||||||
|
Source: Player's Handbook p. 167</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Mage Slayer</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
|
||||||
|
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
|
||||||
|
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
|
||||||
|
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Magic Initiate</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
|
||||||
|
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
|
||||||
|
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 wizard.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Martial Adept</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
|
||||||
|
• You learn two maneuvers of your choice from among those available to the fighter archetype in the fighter class. 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 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.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Medium Armor Master</name>
|
||||||
|
<prerequisite>Proficiency with medium armor</prerequisite>
|
||||||
|
<text>You have practiced moving in medium armor to gain the following benefits:
|
||||||
|
• Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
|
||||||
|
• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Mobile</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You are exceptionally speedy and agile. You gain the following benefits:
|
||||||
|
• Your speed increases by 10 feet.
|
||||||
|
• When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
|
||||||
|
• When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Moderately Armored</name>
|
||||||
|
<prerequisite>Proficiency with light armor</prerequisite>
|
||||||
|
<text>You have trained to master the use of medium armor and shields, gaining the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• You gain proficiency with medium armor and shields.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Mounted Combatant</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
|
||||||
|
• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
|
||||||
|
• You can force an attack targeted at your mount to target you instead.
|
||||||
|
• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Observant</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Quick to notice details of your environment, you gain the following benefits:
|
||||||
|
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20
|
||||||
|
• If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
|
||||||
|
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Polearm Master</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You can keep your enemies at bay with reach weapons. You gain the following benefits:
|
||||||
|
• When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
|
||||||
|
• While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Resilient</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Choose one ability score. You gain the following benefits:
|
||||||
|
• You gain proficiency in saving throws using the chosen ability.
|
||||||
|
Source: Player's Handbook p. 168</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Ritual Caster</name>
|
||||||
|
<prerequisite>Intelligence or Wisdom 13 or higher</prerequisite>
|
||||||
|
<text>You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
|
||||||
|
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
|
||||||
|
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
|
||||||
|
Source: Player's Handbook p. 169</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Savage Attacker</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
|
||||||
|
Source: Player's Handbook p. 169</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Sentinel</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
|
||||||
|
• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
|
||||||
|
• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
|
||||||
|
• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
|
||||||
|
Source: Player's Handbook p. 169</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Sharpshooter</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
|
||||||
|
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
|
||||||
|
• Your ranged weapon attacks ignore half cover and three-quarters cover.
|
||||||
|
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Shield Master</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
|
||||||
|
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
|
||||||
|
• If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
|
||||||
|
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Skilled</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You gain proficiency in any combination of three skills or tools of your choice.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Skulker</name>
|
||||||
|
<prerequisite>Dexterity 13 or higher</prerequisite>
|
||||||
|
<text>You are expert at slinking through shadows. You gain the following benefits:
|
||||||
|
• You can try to hide when you are lightly obscured from the creature from which you are hiding.
|
||||||
|
• When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
|
||||||
|
• Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Spell Sniper</name>
|
||||||
|
<prerequisite>The ability to cast at least one spell</prerequisite>
|
||||||
|
<text>You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
|
||||||
|
• 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, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Tavern Brawler</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
|
||||||
|
• Increase your Strength or Constitution score by 1, to a maximum of 20
|
||||||
|
• You are proficient with improvised weapons.
|
||||||
|
• Your unarmed strike uses a d4 for damage.
|
||||||
|
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Tough</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>War Caster</name>
|
||||||
|
<prerequisite>The ability to cast at least one spell</prerequisite>
|
||||||
|
<text>You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
|
||||||
|
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
|
||||||
|
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
|
||||||
|
• When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Weapon Master</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have practiced extensively with a variety of weapons, gaining the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
|
||||||
|
Source: Player's Handbook p. 170</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
832
FightClub5eXML/Sources/PlayersHandbook/races-phb.xml
Normal file
832
FightClub5eXML/Sources/PlayersHandbook/races-phb.xml
Normal file
@@ -0,0 +1,832 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Dragonborn</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Cha 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 32</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Draconic Ancestry</name>
|
||||||
|
<text>Draconic Ancestry
|
||||||
|
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
|
||||||
|
Dragon | Damage Type | Breath Weapon
|
||||||
|
Black | Acid | 5 by 30 ft. line (Dex. save)
|
||||||
|
Blue | Lightning | 5 by 30 ft. line (Dex. save)
|
||||||
|
Brass | Fire | 5 by 30 ft. line (Dex. save)
|
||||||
|
Bronze | Lightning | 5 by 30 ft. line (Dex. save)
|
||||||
|
Copper | Acid | 5 by 30 ft. line (Dex. save)
|
||||||
|
Gold | Fire | 15 ft. cone (Dex. save)
|
||||||
|
Green | Poison | 15 ft. cone (Con. save)
|
||||||
|
Red | Fire | 15 ft. cone (Dex. save)
|
||||||
|
Silver | Cold | 15 ft. cone (Con. save)
|
||||||
|
White | Cold | 15 ft. cone (Con. save)
|
||||||
|
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Breath Weapon</name>
|
||||||
|
<text>You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
|
||||||
|
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
|
||||||
|
After you use your breath weapon, you can't use it again until you complete a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Damage Resistance</name>
|
||||||
|
<text>You have resistance to the damage type associated with your draconic ancestry.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Dwarf (Hill)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Con 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 20</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Toughness</name>
|
||||||
|
<text>Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speed</name>
|
||||||
|
<text>Your speed is not reduced by wearing heavy armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Resilience</name>
|
||||||
|
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Combat Training</name>
|
||||||
|
<text>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tool Proficiency</name>
|
||||||
|
<text>You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Stonecunning</name>
|
||||||
|
<text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Dwarf (Mountain)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Con 2, Str 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 20</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Armor Training</name>
|
||||||
|
<text>You have proficiency with light and medium armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speed</name>
|
||||||
|
<text>Your speed is not reduced by wearing heavy armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Resilience</name>
|
||||||
|
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dwarven Combat Training</name>
|
||||||
|
<text>You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tool Proficiency</name>
|
||||||
|
<text>You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Stonecunning</name>
|
||||||
|
<text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Elf (Drow)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Cha 1</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 24</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sunlight Sensitivity</name>
|
||||||
|
<text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Drow Magic</name>
|
||||||
|
<text>You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Drow Weapon Training</name>
|
||||||
|
<text>You have proficiency with rapier, shortsword, and hand crossbow.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Superior Darkvision</name>
|
||||||
|
<text>Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Trance</name>
|
||||||
|
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
|
||||||
|
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Elf (High)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Int 1</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility>Intelligence</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 23</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Elf Weapon Training</name>
|
||||||
|
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cantrip</name>
|
||||||
|
<text>You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Extra Language</name>
|
||||||
|
<text>You can speak, read, and write one extra language of your choosing.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Trance</name>
|
||||||
|
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
|
||||||
|
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Elf (Wood)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>35</speed>
|
||||||
|
<ability>Dex 2, Wis 1</ability>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 24</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Elf Weapon Training</name>
|
||||||
|
<text>You have proficiency with the longsword, shortsword, shortbow, and longbow.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fleet of Foot</name>
|
||||||
|
<text>Your base walking speed increases to 35 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mask of the Wild</name>
|
||||||
|
<text>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency in the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Trance</name>
|
||||||
|
<text>Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
|
||||||
|
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Gnome (Forest)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Int 2, Dex 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Intelligence</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 37</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Illusionist</name>
|
||||||
|
<text>You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speak with Small Beasts</name>
|
||||||
|
<text>Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Gnome Cunning</name>
|
||||||
|
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Gnome (Rock)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Int 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 37</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Artificer's Lore</name>
|
||||||
|
<text>Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tinker</name>
|
||||||
|
<text>You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
|
||||||
|
When you create a device, choose one of the following options:
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Gnome Cunning</name>
|
||||||
|
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Half-Elf</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 38</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fey Ancestry</name>
|
||||||
|
<text>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Skill Versatility</name>
|
||||||
|
<text>You gain proficiency in two skills of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Elvish, and one extra language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Half-Orc</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 40</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Menacing</name>
|
||||||
|
<text>You gain proficiency in the Intimidation skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Relentless Endurance</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Savage Attacks</name>
|
||||||
|
<text>When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Halfling (Lightfoot)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Dex 2, Cha 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 28</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Naturally Stealthy</name>
|
||||||
|
<text>You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Lucky</name>
|
||||||
|
<text>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Brave</name>
|
||||||
|
<text>You have advantage on saving throws against being frightened.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Halfling Nimbleness</name>
|
||||||
|
<text>You can move through the space of any creature that is of a size larger than yours.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Halfling (Stout)</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Dex 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 28</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Stout Resilience</name>
|
||||||
|
<text>You have advantage on saving throws against poison, and you have resistance against poison damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Lucky</name>
|
||||||
|
<text>When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Brave</name>
|
||||||
|
<text>You have advantage on saving throws against being frightened.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Halfling Nimbleness</name>
|
||||||
|
<text>You can move through the space of any creature that is of a size larger than yours.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Human</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 29</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens and live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Human (Variant)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability></ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 31</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Skills</name>
|
||||||
|
<text>You gain proficiency in one skill of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Feat</name>
|
||||||
|
<text>You gain one feat of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Humans reach adulthood in their late teens and live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Humans tend toward no particular alignment. The best and the worst are found among them.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Tiefling</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2, Int 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Player's Handbook p. 42</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Tieflings mature at the same rate as humans but live a few years longer.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Tieflings are about the same size and build as humans. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hellish Resistance</name>
|
||||||
|
<text>You have resistance to fire damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Infernal Legacy</name>
|
||||||
|
<text>You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Infernal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
228
FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml
Normal file
228
FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml
Normal file
@@ -0,0 +1,228 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Aarakocra</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>25</speed>
|
||||||
|
<ability>Dex 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Elemental Evil Player's Companion p. 5, Explorer's Guide to Wildemount p. 165</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Flight</name>
|
||||||
|
<text>You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Talons</name>
|
||||||
|
<text>Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Language</name>
|
||||||
|
<text>You can speak, read, and write Common, Aarakocra, and Auran.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Genasi (Air)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Dex 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Constitution</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Unending Breath</name>
|
||||||
|
<text>You can hold your breath indefinitely while you're not incapacitated.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mingle with the Wind</name>
|
||||||
|
<text>You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Independent and self-reliant, genasi tend toward a neutral alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Genasi (Earth)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Str 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Constitution</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Earth Walk</name>
|
||||||
|
<text>You can move across difficult terrain made of earth or stone without expending extra movement.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Merge with Stone</name>
|
||||||
|
<text>You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Independent and self-reliant, genasi tend toward a neutral alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Genasi (Fire)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Int 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Constitution</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fire Resistance</name>
|
||||||
|
<text>You have resistance to fire damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Reach to the Blaze</name>
|
||||||
|
<text>You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Independent and self-reliant, genasi tend toward a neutral alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Genasi (Water)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Constitution</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Elemental Evil Player's Companion p. 10, Explorer's Guide to Wildemount p. 170</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Acid Resistance</name>
|
||||||
|
<text>You have resistance to acid damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swim</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Call to the Wave</name>
|
||||||
|
<text>You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Independent and self-reliant, genasi tend toward a neutral alignment.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
61
FightClub5eXML/Sources/TheTortlePackage/races-ttp.xml
Normal file
61
FightClub5eXML/Sources/TheTortlePackage/races-ttp.xml
Normal file
@@ -0,0 +1,61 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Tortle</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Wis 1</ability>
|
||||||
|
<proficiency>Survival</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>The Tortle Package is considered part of Xanathar's Guide to Everything for Adventurers League character creation.
|
||||||
|
Source: The Tortle Package p. 3, Explorer's Guide to Wildemount p. 181</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Claws</name>
|
||||||
|
<text>Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hold Breath</name>
|
||||||
|
<text>You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Armor</name>
|
||||||
|
<text>Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shell Defense</name>
|
||||||
|
<text>You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Survival Instinct</name>
|
||||||
|
<text>You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Aquan and Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
141
FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020f.xml
Normal file
141
FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020f.xml
Normal file
@@ -0,0 +1,141 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Artificer Initiate (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You've learned some of an artificer's inventiveness, granting you the following benefits:
|
||||||
|
• You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the artificer spell list.
|
||||||
|
• You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
|
||||||
|
• You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 1</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Chef (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
|
||||||
|
• Increase your Constitution or Wisdom score by 1, to a maximum of 20
|
||||||
|
• You gain proficiency with cook's utensils if you don't already have it.
|
||||||
|
• As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
|
||||||
|
• With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 1</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Crusher (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You are practiced in the art of crushing your enemies, granting you the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
|
||||||
|
• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 1</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Eldritch Adept (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite.
|
||||||
|
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 1</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Fey Touched (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Your exposure to the Feywild or one of its denizens has left a magical mark on you. You gain the following benefits:
|
||||||
|
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||||
|
• You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Fighting Initiate (UA)</name>
|
||||||
|
<prerequisite>Proficiency with martial weapon</prerequisite>
|
||||||
|
<text>Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
|
||||||
|
Whenever you gain a level, you can replace this feat's fighting style with another one from the fighter class that you don't have.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Gunner (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have a quick hand and keen eye when employing firearms, granting you the following benefits:
|
||||||
|
• You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
|
||||||
|
• You ignore the loading property of firearms.
|
||||||
|
• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||||
|
<modifier category="ability score">Dexterity +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Metamagic Adept (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You've learned how to exert your will on your spells to alter how they function. You gain the following benefits:
|
||||||
|
• You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
|
||||||
|
• You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Piercer (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have achieved a penetrating precision in combat, granting you the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
|
||||||
|
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Poisoner (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You can prepare and deliver deadly poisons, gaining the following benefits:
|
||||||
|
• When you make a damage roll, you ignore resistance to poison damage.
|
||||||
|
• You can coat a weapon in poison as a bonus action, instead of an action.
|
||||||
|
• You gain proficiency with the Poisoner (UA)'s kit if you don't already have it. With one hour of work using a Poisoner (UA)'s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied, the poison retains potency for 1 minute, or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Practiced Expert (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have honed your proficiency with particular skills or tools, gaining the following benefits:
|
||||||
|
• You gain proficiency with one skill or tool of your choice.
|
||||||
|
• Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Shadow Touched (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:
|
||||||
|
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||||
|
• You learn the darkness spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Shield Training (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You've trained in the effective use of shields. You gain the following benefits:
|
||||||
|
• Increase your Strength or Dexterity or Constitution score by 1, to a maximum of 20
|
||||||
|
• You gain proficiency with shield.
|
||||||
|
• In combat, you can don or doff a shield as the free object interaction on your turn.
|
||||||
|
• If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Slasher (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You've learned where to cut to have the greatest results, granting you the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
|
||||||
|
• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Tandem Tactician (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
|
||||||
|
• You can use the Help action as a bonus action.
|
||||||
|
• When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Tracker (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have spent time hunting creatures and honed your skills, gaining the following benefits:
|
||||||
|
• You learn the hunter's mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.
|
||||||
|
• You have advantage on Wisdom (Survival) checks to track creatures
|
||||||
|
Source: Unearthed Arcana: 2020 Feats p. 3</text>
|
||||||
|
<modifier category="ability score">Wisdom +1</modifier>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
50
FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020por.xml
Normal file
50
FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020por.xml
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Metabolic Control (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have refined psionic control over your body's functions.
|
||||||
|
• Increase your Strength or Dexterity or Constitution score by 1, to a maximum of 20
|
||||||
|
• If your Psionic Talent die is available, you can take an action to channel your psionic power to nourish yourself for the next 24 hours, as if you consumed sufficient food and water for a day. When you take this action, your Psionic Talent die decreases by one die size.
|
||||||
|
• If your Psionic Talent die is available, you can meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one die size. You can't meditate in this way again until you finish a long rest.
|
||||||
|
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Telekinetic (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You learn to move things with your mind. You gain the following benefits:
|
||||||
|
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||||
|
• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
|
||||||
|
• As a bonus action, you can try to Telekinetic (UA)ally shove one creature you can see within 30 feet of you. When you do so, roll your Psionic Talent die, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved toward you or away from you a number of feet equal to 5 times the number you rolled. A creature can willingly fail this save.
|
||||||
|
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Telepathic (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You awaken the ability to mentally connect with others. You gain the following benefits:
|
||||||
|
• Increase your Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||||
|
• You can speak Telepathic (UA)ally to any creature you can see within 30 feet of you. Your Telepathic (UA) utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you Telepathic (UA)ally.
|
||||||
|
• If your Psionic Talent die is available, you can cast the detect thoughts spell, requiring no components. When you start casting the spell, your Psionic Talent die decreases by one die size. Your spellcasting ability for the spell is the ability increased by this feat.
|
||||||
|
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 8</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Tower of Iron Will (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Your mind's defenses are formidable. After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed.
|
||||||
|
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 9</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Wild Talent (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement.
|
||||||
|
You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
|
||||||
|
Psionic Talent Options: You can use your Psionic Talent die in the following ways:
|
||||||
|
• Psi-Boosted Ability.: When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
|
||||||
|
• Psi-Guided Strike.: Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die.
|
||||||
|
Changing the Die's Size: If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.
|
||||||
|
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
|
||||||
|
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don't get more than one die; use only the one with the largest starting size.
|
||||||
|
Psi Replenishment: As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.
|
||||||
|
Source: Unearthed Arcana: 2020 Psionic Options Revisited p. 9</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
123
FightClub5eXML/Sources/UnearthedArcana/feats-ua-e.xml
Normal file
123
FightClub5eXML/Sources/UnearthedArcana/feats-ua-e.xml
Normal file
@@ -0,0 +1,123 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Detection (UA)</name>
|
||||||
|
<prerequisite>Half-Elf</prerequisite>
|
||||||
|
<text>Your have the magical mark of Detection, the dragonmark of House Medani, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: detect magic, mage hand
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: detect thoughts
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Finding (UA)</name>
|
||||||
|
<prerequisite>Half-Orc, Human</prerequisite>
|
||||||
|
<text>Your have the magical mark of Finding, the dragonmark of House Tharashk, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mage hand
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: locate object
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: clairvoyance
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Handling (UA)</name>
|
||||||
|
<prerequisite>Human</prerequisite>
|
||||||
|
<text>Your have the magical mark of Handling, the dragonmark of House Vadalis, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: druidcraft, speak with animals
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: beast sense
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: conjure animals
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Healing (UA)</name>
|
||||||
|
<prerequisite>Halfling</prerequisite>
|
||||||
|
<text>Your have the magical mark of Healing, the dragonmark of House Jorasco, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: cure wounds, spare the dying
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: lesser restoration
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: revivify
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Hospitality (UA)</name>
|
||||||
|
<prerequisite>Halfling</prerequisite>
|
||||||
|
<text>Your have the magical mark of Hospitality, the dragonmark of House Ghallanda, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: friends, unseen servant
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: rope trick
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: Leomund's tiny hut
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Making (UA)</name>
|
||||||
|
<prerequisite>Human</prerequisite>
|
||||||
|
<text>Your have the magical mark of Making, the dragonmark of House Cannith, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: identify, mending
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: magic weapon
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: fabricate
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Passage (UA)</name>
|
||||||
|
<prerequisite>Human</prerequisite>
|
||||||
|
<text>Your have the magical mark of Passage, the dragonmark of House Orien, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: expeditious retreat, light
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: misty step
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: teleportation circle
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Scribing (UA)</name>
|
||||||
|
<prerequisite>Gnome</prerequisite>
|
||||||
|
<text>Your have the magical mark of Scribing, the dragonmark of House Sivis, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: comprehend languages, message
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: sending
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: tongues
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Sentinel (UA)</name>
|
||||||
|
<prerequisite>Human</prerequisite>
|
||||||
|
<text>Your have the magical mark of Sentinel, the dragonmark of House Deneith, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Wisdom as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: blade ward, compelled duel
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: blur
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: protection from energy
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Shadow (UA)</name>
|
||||||
|
<prerequisite>Elf</prerequisite>
|
||||||
|
<text>Your have the magical mark of Shadow, the dragonmark of House Phiarlan and House Thuranni, and are a member of one of those houses.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Charisma as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: dancing lights, disguise self
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: darkness
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: nondetection
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Storm (UA)</name>
|
||||||
|
<prerequisite>Half-Elf</prerequisite>
|
||||||
|
<text>Your have the magical mark of Storm, the dragonmark of House Lyrander, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: fog cloud, shocking grasp
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: gust of wind
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: sleet storm
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragonmark of Warding (UA)</name>
|
||||||
|
<prerequisite>Dwarf</prerequisite>
|
||||||
|
<text>Your have the magical mark of Warding, the dragonmark of House Kundarak, and are a member of that house.
|
||||||
|
You gain the ability to innately cast spells and cantrips, using Intelligence as your spellcasting ability. You cast each spell at its lowest level. Once you cast a given spell this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
|
||||||
|
Least Dragonmark: When you first take this feat, you gain the least dragonmark. You learn the following spells: alarm, resistance
|
||||||
|
Lesser Dragonmark: At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You learn the following spell: arcane lock
|
||||||
|
Greater Dragonmark: At 9th level and higher, your mark's power increases again, becoming a greater dragonmark. You learn the following spell: magic circle
|
||||||
|
Source: Unearthed Arcana: Eberron p. 5</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
86
FightClub5eXML/Sources/UnearthedArcana/feats-ua-f.xml
Normal file
86
FightClub5eXML/Sources/UnearthedArcana/feats-ua-f.xml
Normal file
@@ -0,0 +1,86 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Alchemist (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
|
||||||
|
• You gain proficiency with Alchemist (UA)'s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
|
||||||
|
• As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
|
||||||
|
• Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have Alchemist (UA)'s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore.
|
||||||
|
Source: Unearthed Arcana: Feats p. 4</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Blade Mastery (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:
|
||||||
|
• You gain a +1 bonus to attack rolls you make with the weapon.
|
||||||
|
• On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
|
||||||
|
• When you make an opportunity attack with the weapon, you have advantage on the attack roll.
|
||||||
|
Source: Unearthed Arcana: Feats p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Burglar (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
|
||||||
|
• You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
|
||||||
|
Source: Unearthed Arcana: Feats p. 4</text>
|
||||||
|
<modifier category="ability score">Dexterity +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Fell Handed (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
|
||||||
|
• You gain a +1 bonus to attack rolls you make with the weapon.
|
||||||
|
• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
|
||||||
|
• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
|
||||||
|
• If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
|
||||||
|
Source: Unearthed Arcana: Feats p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Flail Mastery (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:
|
||||||
|
• You gain a +1 bonus to attack rolls you make with a flail.
|
||||||
|
• As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shield. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
|
||||||
|
• When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
|
||||||
|
Source: Unearthed Arcana: Feats p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Gourmand (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
|
||||||
|
• You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
|
||||||
|
• As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
|
||||||
|
• During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
|
||||||
|
Source: Unearthed Arcana: Feats p. 4</text>
|
||||||
|
<modifier category="ability score">Constitution +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Master of Disguise (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
|
||||||
|
• You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
|
||||||
|
Source: Unearthed Arcana: Feats p. 4</text>
|
||||||
|
<modifier category="ability score">Charisma +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Spear Mastery (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:
|
||||||
|
• You gain a +1 bonus to attack rolls you make with a spear.
|
||||||
|
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.)
|
||||||
|
• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving.
|
||||||
|
• As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
|
||||||
|
Source: Unearthed Arcana: Feats p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Warhammer Master (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>This feat is presented as an illustrative example of a poorly-designed feat, and is not intended to be used in play. The Fell Handed feat is presented as a well-designed implementation of the same ideas, and should be used instead.
|
||||||
|
When you hit a creature with a warhammer, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
|
||||||
|
In addition, you can use your warhammer to knock away a foe's shield. If you hit a creature that's using a shield, you can have the attack deal no damage and force the creature to drop its shield.
|
||||||
|
Source: Unearthed Arcana: Feats p. 2</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
191
FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffr.xml
Normal file
191
FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffr.xml
Normal file
@@ -0,0 +1,191 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Barbed Hide (UA)</name>
|
||||||
|
<prerequisite>Tiefling</prerequisite>
|
||||||
|
<text>One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:
|
||||||
|
• Increase your Constitution or Charisma score by 1, to a maximum of 20
|
||||||
|
• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
|
||||||
|
• You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 1</text>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Bountiful Luck (UA)</name>
|
||||||
|
<prerequisite>Halfling</prerequisite>
|
||||||
|
<text>Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 1</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Critter Friend (UA)</name>
|
||||||
|
<prerequisite>Gnome (Forest)</prerequisite>
|
||||||
|
<text>Your friendship with animals mystically deepens. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 1</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragon Fear (UA)</name>
|
||||||
|
<prerequisite>Dragonborn</prerequisite>
|
||||||
|
<text>When angered, you radiate menace. You gain the following benefits:
|
||||||
|
• Increase your Strength or Charisma score by 1, to a maximum of 20
|
||||||
|
• Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragon Hide (UA)</name>
|
||||||
|
<prerequisite>Dragonborn</prerequisite>
|
||||||
|
<text>You inherited the might and majesty of your dragon ancestors. You gain the following benefits:
|
||||||
|
• Increase your Strength or Charisma score by 1, to a maximum of 20
|
||||||
|
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
• Your scales harden; you gain a +1 bonus to AC while you aren't wearing armor.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragon Wings (UA)</name>
|
||||||
|
<prerequisite>Dragonborn</prerequisite>
|
||||||
|
<text>You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Drow High Magic (UA)</name>
|
||||||
|
<prerequisite>Elf (Drow)</prerequisite>
|
||||||
|
<text>You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dwarf Resilience (UA)</name>
|
||||||
|
<prerequisite>Dwarf</prerequisite>
|
||||||
|
<text>You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
|
||||||
|
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||||
|
<modifier category="ability score">Constitution +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Elven Accuracy (UA)</name>
|
||||||
|
<prerequisite>Elf, Half-Elf</prerequisite>
|
||||||
|
<text>You have uncanny aim. You gain the following benefits:
|
||||||
|
• Whenever you have advantage on an attack roll, you can reroll one of the dice once.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||||
|
<modifier category="ability score">Dexterity +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Everybody's Friend (UA)</name>
|
||||||
|
<prerequisite>Half-Elf</prerequisite>
|
||||||
|
<text>You develop your magnetic personality to ease your way through the world. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||||
|
<modifier category="ability score">Charisma +1</modifier>
|
||||||
|
<proficiency>, Persuasion</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Fade Away (UA)</name>
|
||||||
|
<prerequisite>Gnome</prerequisite>
|
||||||
|
<text>You can draw on your magical heritage to escape danger. You gain the following benefits:
|
||||||
|
• When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 2</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Fey Teleportation (UA)</name>
|
||||||
|
<prerequisite>Elf (High)</prerequisite>
|
||||||
|
<text>Drawing on your fey ancestry, you have learned how to teleport. You gain the following benefits:
|
||||||
|
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Flames of Phlegethos (UA)</name>
|
||||||
|
<prerequisite>Tiefling</prerequisite>
|
||||||
|
<text>You learn to call on hellfire to serve your commands. You gain the following benefits:
|
||||||
|
• Increase your Intelligence or Charisma score by 1, to a maximum of 20
|
||||||
|
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
|
||||||
|
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Grudge-Bearer (UA)</name>
|
||||||
|
<prerequisite>Dwarf</prerequisite>
|
||||||
|
<text>You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:
|
||||||
|
• Increase your Strength or Constitution or Wisdom score by 1, to a maximum of 20
|
||||||
|
• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
|
||||||
|
• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
|
||||||
|
• Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Human Determination (UA)</name>
|
||||||
|
<prerequisite>Human</prerequisite>
|
||||||
|
<text>You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
|
||||||
|
• When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Infernal Constitution (UA)</name>
|
||||||
|
<prerequisite>Tiefling</prerequisite>
|
||||||
|
<text>Fiendish blood runs strong in you. You gain the following benefits:
|
||||||
|
• You have resistance to cold and poison damage.
|
||||||
|
• You have advantage on saving throws against being poisoned.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||||
|
<modifier category="ability score">Constitution +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Orcish Aggression (UA)</name>
|
||||||
|
<prerequisite>Half-Orc</prerequisite>
|
||||||
|
<text>As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 3</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Orcish Fury (UA)</name>
|
||||||
|
<prerequisite>Half-Orc</prerequisite>
|
||||||
|
<text>Your fury burns tirelessly. You gain the following benefits:
|
||||||
|
• Increase your Strength or Constitution score by 1, to a maximum of 20
|
||||||
|
• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
|
||||||
|
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Prodigy (UA)</name>
|
||||||
|
<prerequisite>Half-Elf, Human</prerequisite>
|
||||||
|
<text>You have a knack for learning new things. You gain the following benefits:
|
||||||
|
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Second Chance (UA)</name>
|
||||||
|
<prerequisite>Halfling</prerequisite>
|
||||||
|
<text>You have a knack for learning new things. You gain the following benefits:
|
||||||
|
• Increase your Dexterity or Constitution or Charisma score by 1, to a maximum of 20
|
||||||
|
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't do so again until you finish a short or long rest.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Squat Nimbleness (UA)</name>
|
||||||
|
<prerequisite>Dwarf, Gnome, Halfling</prerequisite>
|
||||||
|
<text>You are uncommonly nimble for your race. You gain the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• Increase your walking speed by 5 feet.
|
||||||
|
• You gain proficiency in the Acrobatics or Athletics skill. If you're already proficient in the skill, your proficiency bonus is doubled for any check you make with it.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Wonder Maker (UA)</name>
|
||||||
|
<prerequisite>Gnome (Rock)</prerequisite>
|
||||||
|
<text>You master the tinker techniques of your people. You gain the following benefits:
|
||||||
|
• Increase your Dexterity or Intelligence score by 1, to a maximum of 20
|
||||||
|
• When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
|
||||||
|
• When you make a device with your Tinker trait, you have the following additional options for what you make:
|
||||||
|
This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
|
||||||
|
This device makes doing sums easy.
|
||||||
|
This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
|
||||||
|
This pocket watch keeps accurate time.
|
||||||
|
When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Wood Elf Magic (UA)</name>
|
||||||
|
<prerequisite>Elf (Wood)</prerequisite>
|
||||||
|
<text>You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
|
||||||
|
Source: Unearthed Arcana: Feats For Races p. 4</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
179
FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffs.xml
Normal file
179
FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffs.xml
Normal file
@@ -0,0 +1,179 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Acrobat (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You become more nimble, gaining the following benefits:
|
||||||
|
• You gain proficiency in the Acrobat (UA)ics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• As a bonus action, you can make a DC 15 Dexterity (Acrobat (UA)ics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 1</text>
|
||||||
|
<modifier category="ability score">Dexterity +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Animal Handler (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You master the techniques needed to train and handle animals. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 1</text>
|
||||||
|
<modifier category="ability score">Wisdom +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Arcanist (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You study the arcane arts, gaining the following benefits:
|
||||||
|
• You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 1</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
<proficiency>Arcana</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Brawny (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You become stronger, gaining the following benefits:
|
||||||
|
• You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You count as if you were one size larger for the purpose of determining your carrying capacity.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 1</text>
|
||||||
|
<modifier category="ability score">Strength +1</modifier>
|
||||||
|
<proficiency>Athletics</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Diplomat (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You master the arts of diplomacy, gaining the following benefits:
|
||||||
|
• You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||||
|
<modifier category="ability score">Charisma +1</modifier>
|
||||||
|
<proficiency>Persuasion</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Empathic (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You possess keen insight into how other people think and feel. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||||
|
<modifier category="ability score">Wisdom +1</modifier>
|
||||||
|
<proficiency>Insight</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Historian (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Your study of history rewards you with the following benefits:
|
||||||
|
• You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
<proficiency>History</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Investigator (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You can take the Search action as a bonus action.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
<proficiency>Investigation</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Medic (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You master the physician's arts, gaining the following benefits:
|
||||||
|
• You gain proficiency in the Medic (UA)ine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medic (UA)ine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||||
|
<modifier category="ability score">Wisdom +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Menacing (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You become fearsome to others, gaining the following benefits:
|
||||||
|
• You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 2</text>
|
||||||
|
<modifier category="ability score">Charisma +1</modifier>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Naturalist (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Your extensive study of nature rewards you with the following benefits:
|
||||||
|
• You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
<proficiency>Nature</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Perceptive (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You hone your senses until they become razor sharp. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||||
|
<modifier category="ability score">Wisdom +1</modifier>
|
||||||
|
<proficiency>Perception</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Performer (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You master performance so that you can command any stage. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||||
|
<modifier category="ability score">Charisma +1</modifier>
|
||||||
|
<proficiency>Performance</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Quick-Fingered (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||||
|
<modifier category="ability score">Dexterity +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Silver-Tongued (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You develop your conversational skill to better deceive others. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 3</text>
|
||||||
|
<modifier category="ability score">Charisma +1</modifier>
|
||||||
|
<proficiency>Deception</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Stealthy (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You know how best to hide. You gain the following benefits:
|
||||||
|
• You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 4</text>
|
||||||
|
<modifier category="ability score">Dexterity +1</modifier>
|
||||||
|
<proficiency>Stealth</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Survivalist (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You master wilderness lore, gaining the following benefits:
|
||||||
|
• You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 4</text>
|
||||||
|
<modifier category="ability score">Wisdom +1</modifier>
|
||||||
|
<proficiency>Survival</proficiency>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Theologian (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>Your extensive study of religion rewards you with the following benefits:
|
||||||
|
• You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
|
||||||
|
• You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
|
||||||
|
Source: Unearthed Arcana: Feats For Skills p. 4</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
<proficiency>Religion</proficiency>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
21
FightClub5eXML/Sources/UnearthedArcana/feats-ua-frw.xml
Normal file
21
FightClub5eXML/Sources/UnearthedArcana/feats-ua-frw.xml
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Telekinetic (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You learn to move things with your mind. You gain the following benefits:
|
||||||
|
• You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.
|
||||||
|
• As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you.
|
||||||
|
Source: Unearthed Arcana: Fighter Rogue Wizard p. 8</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Telepathic (UA)</name>
|
||||||
|
<prerequisite></prerequisite>
|
||||||
|
<text>You awaken the ability to mentally connect with others. You gain the following benefits:
|
||||||
|
• You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion.
|
||||||
|
• You can communicate Telepathic (UA)ally with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you Telepathic (UA)ally.
|
||||||
|
Source: Unearthed Arcana: Fighter Rogue Wizard p. 8</text>
|
||||||
|
<modifier category="ability score">Intelligence +1</modifier>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
118
FightClub5eXML/Sources/UnearthedArcana/races-ua-cm.xml
Normal file
118
FightClub5eXML/Sources/UnearthedArcana/races-ua-cm.xml
Normal file
@@ -0,0 +1,118 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Centaur (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>40</speed>
|
||||||
|
<ability>Str 2, Wis 1</ability>
|
||||||
|
<proficiency>Survival</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Centaur (UA)s Minotaurs p. 1</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Centaur (UA)s mature and age at about the same rate as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Centaur (UA)s are inclined toward neutrality.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium, yet you tower over most other humanoids.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Charge</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hooves</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Equine Build</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Survivor</name>
|
||||||
|
<text>You have proficiency in the Survival skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hybrid Nature</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Minotaur (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>In 2015, Minotaur (UA)s appeared as a playtest option in Unearthed Arcana. Here is a revised set of traits for Minotaur (UA) player characters. These traits are suitable for Minotaur (UA)s on Krynn and in other D&D worlds where these people have avoided the demonic influence of Baphomet.
|
||||||
|
Source: Unearthed Arcana: Centaurs Minotaur (UA)s p. 2</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Minotaur (UA)s enter adulthood at around the age of 17 and can live up to 150 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most Minotaur (UA)s lean toward lawful alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Minotaur (UA)s average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Horns</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Goring Rush</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hammering Horns</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Menacing</name>
|
||||||
|
<text>You have proficiency in the Intimidation skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hybrid Nature</name>
|
||||||
|
<text>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.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Minotaur (UA).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
302
FightClub5eXML/Sources/UnearthedArcana/races-ua-e.xml
Normal file
302
FightClub5eXML/Sources/UnearthedArcana/races-ua-e.xml
Normal file
@@ -0,0 +1,302 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Changeling (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Cha 1</ability>
|
||||||
|
<proficiency>Deception</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eberron p. 1</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Changeling (UA)s are built much like humans, but a little leaner. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Duplicity</name>
|
||||||
|
<text>You gain proficiency in the Deception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shapechanger</name>
|
||||||
|
<text>As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and two other languages of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA) (Beasthide)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eberron p. 2</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifting, you gain a +1 bonus to AC.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA) (Beasthide)s are about the same size as humans. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
|
||||||
|
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Beasthide) subrace, described below.
|
||||||
|
You must finish a short or long rest before you can shift again.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA) (Cliffwalk)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Dex 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eberron p. 2</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifting, you gain a climb speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA) (Cliffwalk)s are about the same size as humans. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
|
||||||
|
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Cliffwalk) subrace, described below.
|
||||||
|
You must finish a short or long rest before you can shift again.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA) (Longstride)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Dex 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eberron p. 2</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifting, you can use the Dash action as a bonus action.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA) (Longstride)s are about the same size as humans. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
|
||||||
|
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Longstride) subrace, described below.
|
||||||
|
You must finish a short or long rest before you can shift again.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA) (Longtooth)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Str 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eberron p. 2</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA) (Longtooth)s are about the same size as humans. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
|
||||||
|
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Longtooth) subrace, described below.
|
||||||
|
You must finish a short or long rest before you can shift again.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA) (Razorclaw)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Dex 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eberron p. 2</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA) (Razorclaw)s are about the same size as humans. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
|
||||||
|
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Razorclaw) subrace, described below.
|
||||||
|
You must finish a short or long rest before you can shift again.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA) (Wildhunt)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eberron p. 3</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifting, you gain advantage on all Wisdom-based checks and saving throws.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA) (Wildhunt)s are about the same size as humans. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.
|
||||||
|
While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your Shifter (UA) (Wildhunt) subrace, described below.
|
||||||
|
You must finish a short or long rest before you can shift again.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Sylvan.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Warforged (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eberron p. 3</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Warforged (UA) are generally broader and heavier than humans. Your size is Medium
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Composite Plating</name>
|
||||||
|
<text>Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Living Construct</name>
|
||||||
|
<text>Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.
|
||||||
|
Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one other language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
94
FightClub5eXML/Sources/UnearthedArcana/races-ua-eag.xml
Normal file
94
FightClub5eXML/Sources/UnearthedArcana/races-ua-eag.xml
Normal file
@@ -0,0 +1,94 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Gith (UA) (Githyanki)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 1, Str 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Intelligence</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eladrin And Gith (UA) (Githyanki) p. 2</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Gith (UA) (Githyanki)yanki tend toward lawful evil. They are self-centered, violent, and arrogant, yet they remain the faithful servants of their lich-queen, Vlaakith. Renegade Gith (UA) (Githyanki)yanki tend toward chaos as they have forsaken her will.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Decadent Mastery</name>
|
||||||
|
<text>You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, Gith (UA) (Githyanki)yanki have bountiful time to master odd bits of knowledge.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Martial Prodigy</name>
|
||||||
|
<text>You are proficient with light and medium armor. Your people are ever ready for war.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Githyanki Psionics</name>
|
||||||
|
<text>You know the mage hand cantrip. When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.
|
||||||
|
Intelligence is your spellcasting ability for these spells. You can cast all of them without components.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Gith (UA) (Githyanki) reach adulthood in their late teens and live for about a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Gith (UA) (Githyanki) are taller and leaner than humans, with most a slender 6 feet in height.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Gith (UA) (Githyanki).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Gith (UA) (Githzerai)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 1, Wis 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Wisdom</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Eladrin And Gith (UA) (Githzerai) p. 3</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Gith (UA) (Githzerai)zerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Monastic Training</name>
|
||||||
|
<text>You gain a +1 bonus to AC while you aren't wearing medium or heavy armor and aren't using a shield. All Gith (UA) (Githzerai)zerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Githzerai Psionics</name>
|
||||||
|
<text>You know the mage hand cantrip. When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
|
||||||
|
Wisdom is your spellcasting ability for these spells. You can cast all of them without components.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Gith (UA) (Githzerai) reach adulthood in their late teens and live for about a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Gith (UA) (Githzerai) are taller and leaner than humans, with most a slender 6 feet in height.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Gith (UA) (Githzerai).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
36
FightClub5eXML/Sources/UnearthedArcana/races-ua-gh.xml
Normal file
36
FightClub5eXML/Sources/UnearthedArcana/races-ua-gh.xml
Normal file
@@ -0,0 +1,36 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Revenant (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Gothic Heroes p. 1</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Revenant Subrace</name>
|
||||||
|
<text>Having met a cruel and undeserved end, you have returned to the realm of the living. As a Revenant (UA), you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.
|
||||||
|
The Revenant (UA) subrace can be applied to any race that has a subrace, and replaces that race's existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.
|
||||||
|
Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Racial Adjustments</name>
|
||||||
|
<text>For races that don't have subrace options, taking on the Revenant (UA) subrace means making changes to your character's base traits, as follows. (This playtest article provides options only for human and dragonborn characters. Any other races which do not have subrace options should not be used with these Revenant (UA) subrace rules.)
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Relentless Nature</name>
|
||||||
|
<text>Your DM assigns a goal to you—typically, one related to your character's death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:
|
||||||
|
• If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
|
||||||
|
• If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
|
||||||
|
• You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.
|
||||||
|
When your goal is complete, you finally find rest. You die and cannot be restored to life.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
570
FightClub5eXML/Sources/UnearthedArcana/races-ua-roe.xml
Normal file
570
FightClub5eXML/Sources/UnearthedArcana/races-ua-roe.xml
Normal file
@@ -0,0 +1,570 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Changeling (UA Races of Eberron)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 1</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Changeling (UA Races of Eberron)s mature slightly faster than humans but share a similar lifespan—typically a century or less. While a Changeling (UA Races of Eberron) can shapeshift to conceal their age, the effects of aging still catch up to them.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Changeling (UA Races of Eberron)s hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Few Changeling (UA Races of Eberron)s embrace evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>In their natural forms, Changeling (UA Races of Eberron)s average between 5 and 6 feet in height, with a slender build. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Change Appearance</name>
|
||||||
|
<text>As an action, you can transform your appearance or revert to your natural form. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die.
|
||||||
|
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
|
||||||
|
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Changeling Instincts</name>
|
||||||
|
<text>You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Unsettling Visage</name>
|
||||||
|
<text>When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Divergent Persona</name>
|
||||||
|
<text>You gain proficiency with one tool of your choice. Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and two other languages of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Kalashtar (UA Races of Eberron)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 1, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 3</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Kalashtar (UA Races of Eberron) develop physically at the same rate as humans do and have similar lifespans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>The noble spirit tied to a Kalashtar (UA Races of Eberron) drives it toward lawful and good behavior. Most Kalashtar (UA Races of Eberron) combine self-discipline with compassion for all sentient beings, but some Kalashtar (UA Races of Eberron) resist the virtuous influence of their spirit.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Kalashtar (UA Races of Eberron) are similar in build to humans, though they are typically a few inches taller. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Dual Mind</name>
|
||||||
|
<text>When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mental Discipline</name>
|
||||||
|
<text>You have resistance to psychic damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mind Link</name>
|
||||||
|
<text>You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
|
||||||
|
As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and able to see you.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Psychic Glamour</name>
|
||||||
|
<text>Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Severed from Dreams</name>
|
||||||
|
<text>Kalashtar (UA Races of Eberron) sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Quori, and one other language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA Races of Eberron) (Beasthide)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Con 2</ability>
|
||||||
|
<proficiency>Athletics</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 6</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tough</name>
|
||||||
|
<text>You have proficiency with the Athletics skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Beasthide)s are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Beasthide)s tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive Shifter (UA Races of Eberron) (Beasthide)s toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Beasthide)s range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency with the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your Shifter (UA Races of Eberron) (Beasthide) subrace, described below.
|
||||||
|
Once you shift, you can't do so again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA Races of Eberron) (Longtooth)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Str 2</ability>
|
||||||
|
<proficiency>Intimidation</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 6</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fierce</name>
|
||||||
|
<text>You have proficiency with the Intimidation skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Longtooth)s are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Longtooth)s tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive Shifter (UA Races of Eberron) (Longtooth)s toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Longtooth)s range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency with the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your Shifter (UA Races of Eberron) (Longtooth) subrace, described below.
|
||||||
|
Once you shift, you can't do so again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA Races of Eberron) (Swiftstride)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>35</speed>
|
||||||
|
<ability>Dex 1, Dex 2, Cha 1</ability>
|
||||||
|
<proficiency>Acrobatics</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 6</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Graceful</name>
|
||||||
|
<text>You have proficiency with the Acrobatics skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swift Stride</name>
|
||||||
|
<text>Your walking speed increases by 5 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifted, your walking speed increases by 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Swiftstride)s are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Swiftstride)s tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive Shifter (UA Races of Eberron) (Swiftstride)s toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Swiftstride)s range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency with the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your Shifter (UA Races of Eberron) (Swiftstride) subrace, described below.
|
||||||
|
Once you shift, you can't do so again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Shifter (UA Races of Eberron) (Wildhunt)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 1, Wis 2</ability>
|
||||||
|
<proficiency>Survival</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 6</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Tracker</name>
|
||||||
|
<text>You have proficiency with the Survival skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mark the Scent</name>
|
||||||
|
<text>As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting Feature</name>
|
||||||
|
<text>While shifted, you have advantage on Wisdom checks.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Wildhunt)s are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Wildhunt)s tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive Shifter (UA Races of Eberron) (Wildhunt)s toward chaotic alignments.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Shifter (UA Races of Eberron) (Wildhunt)s range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Senses</name>
|
||||||
|
<text>You have proficiency with the Perception skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Shifting</name>
|
||||||
|
<text>As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your Shifter (UA Races of Eberron) (Wildhunt) subrace, described below.
|
||||||
|
Once you shift, you can't do so again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Warforged (UA Races of Eberron) (Envoy)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 69</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Specialized Design</name>
|
||||||
|
<text>You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Integrated Tool</name>
|
||||||
|
<text>Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Envoys: Specialized Design</name>
|
||||||
|
<text>As the name implies, most Warforged (UA Races of Eberron) (Envoy) were built to fight in the Last War. The vast majority of Warforged (UA Races of Eberron) (Envoy) are juggernauts or skirmishers—soldiers and scouts who fought under the banner of one of the Five Nations. Warforged (UA Races of Eberron) (Envoy) envoys, however, were designed to perform other functions. As an envoy, you have a skill, a tool proficiency, and a tool that's part of your body. When you make an envoy character, consider the following questions: What is your purpose? How does your skill and your tool reflect that purpose? What form does your integrated tool take? If you have embedded thieves' tools, for instance, are your fingers actually lockpicks, or can you produce keys from various parts of your body? The following characters are examples of Warforged (UA Races of Eberron) (Envoy) with integrated tools.
|
||||||
|
Lute is a bard with the entertainer background; his namesake instrument folds out of his left arm.
|
||||||
|
Compass Rose is a wizard with the outlander background. A keen explorer, she uses her built-in cartographer's tools to record the paths she travels.
|
||||||
|
Masque is an infiltrator. A rogue with the charlatan background and an integrated disguise Kit, she was built to blend in and assassinate. Cannith built six Warforged (UA Races of Eberron) (Envoy) of her design, and Masque has vowed to hunt down and destroy the other five.
|
||||||
|
In developing your integrated tool, remember that you must have your hands free to use it. Masque, the infiltrator mentioned above, doesn't shapeshift like a changeling; she has to manually adjust her appearance.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>A typical Warforged (UA Races of Eberron) (Envoy) is between two and thirty years old. The maximum lifespan of the Warforged (UA Races of Eberron) (Envoy) remains a mystery; so far, Warforged (UA Races of Eberron) (Envoy) have shown no signs of deterioration due to age.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most Warforged (UA Races of Eberron) (Envoy) take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality—or lack thereof—of the beings they served with.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium. Most Warforged (UA Races of Eberron) (Envoy) stand between 5 and 6½ feet tall. Build is affected by your subrace.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Warforged Resilience</name>
|
||||||
|
<text>You were created to have remarkable fortitude, represented by the following benefits:
|
||||||
|
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
|
||||||
|
• You are immune to disease.
|
||||||
|
• You don't need to eat, drink, or breathe.
|
||||||
|
• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sentry's Rest</name>
|
||||||
|
<text>When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Integrated Protection</name>
|
||||||
|
<text>Integrated protection
|
||||||
|
Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.
|
||||||
|
You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.
|
||||||
|
Mode | Prerequisite | Armor Class
|
||||||
|
Darkwood core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
|
||||||
|
Composite plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus
|
||||||
|
Heavy plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks
|
||||||
|
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Warforged (UA Races of Eberron) (Juggernaut)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 1, Str 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 70</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Iron Fists</name>
|
||||||
|
<text>When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>A typical Warforged (UA Races of Eberron) (Juggernaut) is between two and thirty years old. The maximum lifespan of the Warforged (UA Races of Eberron) (Juggernaut) remains a mystery; so far, Warforged (UA Races of Eberron) (Juggernaut) have shown no signs of deterioration due to age.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most Warforged (UA Races of Eberron) (Juggernaut) take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality—or lack thereof—of the beings they served with.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium. Most Warforged (UA Races of Eberron) (Juggernaut) stand between 5 and 6½ feet tall. Build is affected by your subrace.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Warforged Resilience</name>
|
||||||
|
<text>You were created to have remarkable fortitude, represented by the following benefits:
|
||||||
|
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
|
||||||
|
• You are immune to disease.
|
||||||
|
• You don't need to eat, drink, or breathe.
|
||||||
|
• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sentry's Rest</name>
|
||||||
|
<text>When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Integrated Protection</name>
|
||||||
|
<text>Integrated protection
|
||||||
|
Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.
|
||||||
|
You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.
|
||||||
|
Mode | Prerequisite | Armor Class
|
||||||
|
Darkwood core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
|
||||||
|
Composite plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus
|
||||||
|
Heavy plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks
|
||||||
|
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Warforged (UA Races of Eberron) (Skirmisher)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>35</speed>
|
||||||
|
<ability>Con 1, Dex 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Eberron p. 70</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swift</name>
|
||||||
|
<text>Your walking speed increases by 5 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Light Step</name>
|
||||||
|
<text>When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player's Handbook for information about travel pace.)
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>A typical Warforged (UA Races of Eberron) (Skirmisher) is between two and thirty years old. The maximum lifespan of the Warforged (UA Races of Eberron) (Skirmisher) remains a mystery; so far, Warforged (UA Races of Eberron) (Skirmisher) have shown no signs of deterioration due to age.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most Warforged (UA Races of Eberron) (Skirmisher) take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality—or lack thereof—of the beings they served with.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium. Most Warforged (UA Races of Eberron) (Skirmisher) stand between 5 and 6½ feet tall. Build is affected by your subrace.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Warforged Resilience</name>
|
||||||
|
<text>You were created to have remarkable fortitude, represented by the following benefits:
|
||||||
|
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
|
||||||
|
• You are immune to disease.
|
||||||
|
• You don't need to eat, drink, or breathe.
|
||||||
|
• You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sentry's Rest</name>
|
||||||
|
<text>When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Integrated Protection</name>
|
||||||
|
<text>Integrated protection
|
||||||
|
Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.
|
||||||
|
You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.
|
||||||
|
Mode | Prerequisite | Armor Class
|
||||||
|
Darkwood core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
|
||||||
|
Composite plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus
|
||||||
|
Heavy plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks
|
||||||
|
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
205
FightClub5eXML/Sources/UnearthedArcana/races-ua-ror.xml
Normal file
205
FightClub5eXML/Sources/UnearthedArcana/races-ua-ror.xml
Normal file
@@ -0,0 +1,205 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Loxodon (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Ravnica p. 1</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Loxodon (UA)s physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most Loxodon (UA)s are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Loxodon (UA)s stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Loxodon Bravery</name>
|
||||||
|
<text>You have advantage on saving throws against being frightened.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Armor</name>
|
||||||
|
<text>You have thick, leathery skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mason's Proficiency</name>
|
||||||
|
<text>You gain proficiency with mason's tools.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Stonecunning</name>
|
||||||
|
<text>Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Keen Smell</name>
|
||||||
|
<text>Thanks to your sensitive trunk, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Simic Hybrid (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Ravnica p. 2</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Hybrids begin their lives as adult humans, elves, or vedalken. They exhibit signs of slightly accelerated aging, so their maximum lifespans are probably reduced somewhat, but the Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most hybrids share the generally neutral outlook of the Simic Combine as a whole. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. However, those who leave the Combine often do so because their philosophical outlook and alignment are more in line with a different guild's.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Your size is Medium, within the normal range of your humanoid base race.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Animal Enhancement</name>
|
||||||
|
<text>Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
|
||||||
|
At 1st level, choose one of the following options:
|
||||||
|
• Manta Glide: Your ray-like wings can slow your fall and allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
|
||||||
|
• Nimble Climber: You have a climbing speed equal to your walking speed.
|
||||||
|
• Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed.
|
||||||
|
At 5th level, choose one of the following options, or choose one of the options you didn't take at 1st level:
|
||||||
|
• Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
|
||||||
|
• Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
|
||||||
|
• Acid Spit: As an action, you can spray a stream of acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Elvish.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Vedalken (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Int 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Ravnica p. 4</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Vedalken (UA) mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Vedalken (UA) are most often lawful and rarely evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Vedalken (UA) are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Vedalken Dispassion</name>
|
||||||
|
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Tireless Precision</name>
|
||||||
|
<text>You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.
|
||||||
|
Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check's total.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Viashino (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Str 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Races Of Ravnica p. 5</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Viashino (UA) mature quickly, reaching adulthood in their early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Viashino (UA) strongly tend toward chaotic alignments. They have no particular inclination toward good or evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Viashino (UA) are about as tall as humans, but they have lithe, wiry frames. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Lashing Tail</name>
|
||||||
|
<text>Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Wiry Frame</name>
|
||||||
|
<text>You gain proficiency in the Acrobatics or the Stealth skill (your choice).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Draconic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
65
FightClub5eXML/Sources/UnearthedArcana/races-ua-wa.xml
Normal file
65
FightClub5eXML/Sources/UnearthedArcana/races-ua-wa.xml
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Minotaur (Krynn) (UA)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Unearthed Arcana: Waterborne Adventures p. 1</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Conqueror's Virtue</name>
|
||||||
|
<text>From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Horns</name>
|
||||||
|
<text>You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Goring Rush</name>
|
||||||
|
<text>When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hammering Horns</name>
|
||||||
|
<text>When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Labyrinthine Recall</name>
|
||||||
|
<text>You can perfectly recall any path you have traveled.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sea Reaver</name>
|
||||||
|
<text>You gain proficiency with navigator's tools and vehicles (water).
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
819
FightClub5eXML/Sources/VolosGuideToMonsters/races-vgm.xml
Normal file
819
FightClub5eXML/Sources/VolosGuideToMonsters/races-vgm.xml
Normal file
@@ -0,0 +1,819 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<race>
|
||||||
|
<name>Aasimar (Fallen)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2, Str 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 105</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Necrotic Shroud</name>
|
||||||
|
<text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
|
||||||
|
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
|
||||||
|
Once you use this trait, you can't use it again until you finish a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Aasimar mature at the same rate as humans, but they can live up to 160 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Aasimar have the same range of height and weight as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Celestial Resistance</name>
|
||||||
|
<text>You have resistance to necrotic damage and radiant damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Healing Hands</name>
|
||||||
|
<text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Light Bearer</name>
|
||||||
|
<text>You know the light cantrip. Charisma is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Celestial.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Aasimar (Protector)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 105</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Radiant Soul</name>
|
||||||
|
<text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
|
||||||
|
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
|
||||||
|
Once you use this trait, you can't use it again until you finish a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Aasimar mature at the same rate as humans, but they can live up to 160 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Aasimar have the same range of height and weight as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Celestial Resistance</name>
|
||||||
|
<text>You have resistance to necrotic damage and radiant damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Healing Hands</name>
|
||||||
|
<text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Light Bearer</name>
|
||||||
|
<text>You know the light cantrip. Charisma is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Celestial.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Aasimar (Scourge)</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 105</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Radiant Consumption</name>
|
||||||
|
<text>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
|
||||||
|
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
|
||||||
|
Once you use this trait, you can't use it again until you finish a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Aasimar mature at the same rate as humans, but they can live up to 160 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Aasimar have the same range of height and weight as humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Celestial Resistance</name>
|
||||||
|
<text>You have resistance to necrotic damage and radiant damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Healing Hands</name>
|
||||||
|
<text>As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Light Bearer</name>
|
||||||
|
<text>You know the light cantrip. Charisma is your spellcasting ability for it.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Celestial.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Bugbear</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Dex 1</ability>
|
||||||
|
<proficiency>Stealth</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 174</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Bugbears reach adulthood at age 16 and live up to 80 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Long-Limbed</name>
|
||||||
|
<text>When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sneaky</name>
|
||||||
|
<text>You are proficient in the Stealth skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Surprise Attack</name>
|
||||||
|
<text>If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Firbolg</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Wis 2, Str 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 107, Explorer's Guide to Wildemount p. 169</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Firbolg Magic</name>
|
||||||
|
<text>You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hidden Step</name>
|
||||||
|
<text>As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Speech of Beast and Leaf</name>
|
||||||
|
<text>You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Elvish, and Giant.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Goblin</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 174</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Goblins reach adulthood at age 8 and live up to 60 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Fury of the Small</name>
|
||||||
|
<text>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Nimble Escape</name>
|
||||||
|
<text>You can take the Disengage or Hide action as a bonus action on each of your turns.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Goliath</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency>Athletics</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 108, Elemental Evil Player's Companion p. 10, Explorer's Guide to Wildemount p. 175, Icewind Dale: Rime of the Frostmaiden</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self sufficiency and personal accountability, pushes them toward neutrality.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Athlete</name>
|
||||||
|
<text>You have proficiency in the Athletics skill.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Stone's Endurance</name>
|
||||||
|
<text>You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mountain Born</name>
|
||||||
|
<text>You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Giant.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Hobgoblin</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Int 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 119, Explorer's Guide to Wildemount p. 175</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Martial Training</name>
|
||||||
|
<text>You are proficient with two martial weapons of your choice and with light armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Saving Face</name>
|
||||||
|
<text>Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Goblin.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Kenku</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 109, Explorer's Guide to Wildemount p. 177</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Expert Forgery</name>
|
||||||
|
<text>You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Kenku Training</name>
|
||||||
|
<text>You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Mimicry</name>
|
||||||
|
<text>You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can read and write Common and Auran, but you can only speak using your Mimicry trait.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Kobold</name>
|
||||||
|
<size>S</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 119</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Grovel, Cower, and Beg</name>
|
||||||
|
<text>As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Pack Tactics</name>
|
||||||
|
<text>You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Sunlight Sensitivity</name>
|
||||||
|
<text>You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Draconic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Lizardfolk</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Con 2, Wis 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 111</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swim Speed</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Bite</name>
|
||||||
|
<text>Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cunning Artisan</name>
|
||||||
|
<text>As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 dart or blowgun needle. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hold Breath</name>
|
||||||
|
<text>You can hold your breath for up to 15 minutes at a time.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hunter's Lore</name>
|
||||||
|
<text>You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Natural Armor</name>
|
||||||
|
<text>You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Hungry Jaws</name>
|
||||||
|
<text>In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Draconic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Orc</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 2, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 120</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Orcs reach adulthood at age 12 and live up to 50 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Aggressive</name>
|
||||||
|
<text>As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Primal Intuition</name>
|
||||||
|
<text>You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Powerful Build</name>
|
||||||
|
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Orc.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Tabaxi</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Dex 2, Cha 1</ability>
|
||||||
|
<proficiency>Perception, Stealth</proficiency>
|
||||||
|
<spellAbility></spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 113, Explorer's Guide to Wildemount p. 179</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Tabaxi have lifespans equivalent to humans.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Feline Agility</name>
|
||||||
|
<text>Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cat's Claws</name>
|
||||||
|
<text>Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Cat's Talents</name>
|
||||||
|
<text>You have proficiency in the Perception and Stealth skills.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and one other language of your choice.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Triton</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Str 1, Cha 1, Con 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 115</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Tritons reach maturity around age 15 and can live up to 200 years.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Swim Speed</name>
|
||||||
|
<text>You have a swimming speed of 30 feet.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Amphibious</name>
|
||||||
|
<text>You can breathe air and water.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Control Air and Water</name>
|
||||||
|
<text>A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Emissary of the Sea</name>
|
||||||
|
<text>Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Guardians of the Depths</name>
|
||||||
|
<text>Adapted to even the most extreme ocean depths, you have resistance to cold damage.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common and Primordial.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
<race>
|
||||||
|
<name>Yuan-ti Pureblood</name>
|
||||||
|
<size>M</size>
|
||||||
|
<speed>30</speed>
|
||||||
|
<ability>Cha 2, Int 1</ability>
|
||||||
|
<proficiency></proficiency>
|
||||||
|
<spellAbility>Charisma</spellAbility>
|
||||||
|
<trait>
|
||||||
|
<name>Description</name>
|
||||||
|
<text>Source: Volo's Guide to Monsters p. 120</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Age</name>
|
||||||
|
<text>Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Alignment</name>
|
||||||
|
<text>Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Size</name>
|
||||||
|
<text>Purebloods match humans in average size and weight. Your size is Medium.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Darkvision</name>
|
||||||
|
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Innate Spellcasting</name>
|
||||||
|
<text>You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Magic Resistance</name>
|
||||||
|
<text>You have advantage on saving throws against spells and other magical effects.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Poison Immunity</name>
|
||||||
|
<text>You are immune to poison damage and the poisoned condition.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
<trait>
|
||||||
|
<name>Languages</name>
|
||||||
|
<text>You can speak, read, and write Common, Abyssal, and Draconic.
|
||||||
|
</text>
|
||||||
|
</trait>
|
||||||
|
</race>
|
||||||
|
</compendium>
|
||||||
126
FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml
Normal file
126
FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml
Normal file
@@ -0,0 +1,126 @@
|
|||||||
|
<?xml version='1.0' encoding='utf-8'?>
|
||||||
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<feat>
|
||||||
|
<name>Bountiful Luck</name>
|
||||||
|
<prerequisite>Halfling</prerequisite>
|
||||||
|
<text>Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!
|
||||||
|
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
|
||||||
|
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
|
||||||
|
Source: Xanathar's Guide to Everything p. 73</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragon Fear</name>
|
||||||
|
<prerequisite>Dragonborn</prerequisite>
|
||||||
|
<text>When angered, you radiate menace. You gain the following benefits:
|
||||||
|
• Increase your Strength or Constitution or Charisma score by 1, to a maximum of 20
|
||||||
|
• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
|
||||||
|
Source: Xanathar's Guide to Everything p. 74</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dragon Hide</name>
|
||||||
|
<prerequisite>Dragonborn</prerequisite>
|
||||||
|
<text>You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
|
||||||
|
• Increase your Strength or Constitution or Charisma score by 1, to a maximum of 20
|
||||||
|
• Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
|
||||||
|
• You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
|
||||||
|
Source: Xanathar's Guide to Everything p. 74</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Drow High Magic</name>
|
||||||
|
<prerequisite>Elf (Drow)</prerequisite>
|
||||||
|
<text>You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
|
||||||
|
Source: Xanathar's Guide to Everything p. 74</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Dwarven Fortitude</name>
|
||||||
|
<prerequisite>Dwarf</prerequisite>
|
||||||
|
<text>You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
|
||||||
|
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
|
||||||
|
Source: Xanathar's Guide to Everything p. 74</text>
|
||||||
|
<modifier category="ability score">Constitution +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Elven Accuracy</name>
|
||||||
|
<prerequisite>Elf, Half-Elf</prerequisite>
|
||||||
|
<text>The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
|
||||||
|
• Increase your Dexterity or Intelligence or Wisdom or Charisma score by 1, to a maximum of 20
|
||||||
|
• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
|
||||||
|
Source: Xanathar's Guide to Everything p. 74</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Fade Away</name>
|
||||||
|
<prerequisite>Gnome</prerequisite>
|
||||||
|
<text>Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
|
||||||
|
• Increase your Dexterity or Intelligence score by 1, to a maximum of 20
|
||||||
|
• Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
|
||||||
|
Source: Xanathar's Guide to Everything p. 74</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Fey Teleportation</name>
|
||||||
|
<prerequisite>Elf (High)</prerequisite>
|
||||||
|
<text>Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
|
||||||
|
• Increase your Intelligence or Charisma score by 1, to a maximum of 20
|
||||||
|
• You learn to speak, read, and write Sylvan.
|
||||||
|
• You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
|
||||||
|
Source: Xanathar's Guide to Everything p. 74</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Flames of Phlegethos</name>
|
||||||
|
<prerequisite>Tiefling</prerequisite>
|
||||||
|
<text>You learn to call on hellfire to serve your commands. You gain the following benefits:
|
||||||
|
• Increase your Intelligence or Charisma score by 1, to a maximum of 20
|
||||||
|
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
|
||||||
|
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
|
||||||
|
Source: Xanathar's Guide to Everything p. 74</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Infernal Constitution</name>
|
||||||
|
<prerequisite>Tiefling</prerequisite>
|
||||||
|
<text>Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
|
||||||
|
• You have resistance to cold and poison damage.
|
||||||
|
• You have advantage on saving throws against being poisoned.
|
||||||
|
Source: Xanathar's Guide to Everything p. 75</text>
|
||||||
|
<modifier category="ability score">Constitution +1</modifier>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Orcish Fury</name>
|
||||||
|
<prerequisite>Half-Orc</prerequisite>
|
||||||
|
<text>Your fury burns tirelessly. You gain the following benefits:
|
||||||
|
• Increase your Strength or Constitution score by 1, to a maximum of 20
|
||||||
|
• When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
|
||||||
|
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
|
||||||
|
Source: Xanathar's Guide to Everything p. 75</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Prodigy</name>
|
||||||
|
<prerequisite>Half-Elf, Half-Orc, Human</prerequisite>
|
||||||
|
<text>You have a knack for learning new things. You gain the following benefits:
|
||||||
|
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
|
||||||
|
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
|
||||||
|
Source: Xanathar's Guide to Everything p. 75</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Second Chance</name>
|
||||||
|
<prerequisite>Halfling</prerequisite>
|
||||||
|
<text>Fortune favors you when someone tries to strike you. You gain the following benefits:
|
||||||
|
• Increase your Dexterity or Constitution or Charisma score by 1, to a maximum of 20
|
||||||
|
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
|
||||||
|
Source: Xanathar's Guide to Everything p. 75</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Squat Nimbleness</name>
|
||||||
|
<prerequisite>Dwarf, Small Race</prerequisite>
|
||||||
|
<text>You are uncommonly nimble for your race. You gain the following benefits:
|
||||||
|
• Increase your Strength or Dexterity score by 1, to a maximum of 20
|
||||||
|
• Increase your walking speed by 5 feet.
|
||||||
|
• You gain proficiency in the Acrobatics or Athletics skill (your choice).
|
||||||
|
• You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
|
||||||
|
Source: Xanathar's Guide to Everything p. 75</text>
|
||||||
|
</feat>
|
||||||
|
<feat>
|
||||||
|
<name>Wood Elf Magic</name>
|
||||||
|
<prerequisite>Elf (Wood)</prerequisite>
|
||||||
|
<text>You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
|
||||||
|
Source: Xanathar's Guide to Everything p. 75</text>
|
||||||
|
</feat>
|
||||||
|
</compendium>
|
||||||
Reference in New Issue
Block a user